What where these?
A long time back (about 14 years ago) I ran a game called Sergeant Slaughter in Bun Bun land. The game puts players in the role of not-so-elite space patrolmen, all kitted out for a hard fight, encountering and pursuing a group of Alien terrorists called the Vilssh. The game starts with the Vilssh exiting a scene of recant carnage via a form of extra-dimensional gate; as the space patrol squad pursues them down a corridor, the Vilssh phase out as the space station they are on starts to shift out of reality. with nothing left to try the space patrol pursues them through the malfunctioning gate, and they all get sucked into … something different. It’s not important what.. what is important for this post is that I developed a sort of whimsical set of science fiction tactical rules to play a game with (I had the concept long before the rules). I remember almost nothing about “Quien es mas macho” and how it was played. I recall it had special cards I used for everything and a couple of dredel-like tops that were used as randomizers. Oh, and I gave everyone rabbit’s feet. I think it was a pretty standard bucket of dice kind of thing, but I can’t say for sure– I wrote them up in a day and never edited them. There is no surviving copy I could find, even on paper. As I was rooting out my cellar after the tree disaster, i started throwing out some older boxes of junk and bingo, there was the box for Sergeant Slaughter. I pitched the dollar store rabbits and cutesy dollar store terrain stuff, but kept the human figures. And these cards.
As I recall (I found the little tops too) there was a colored font on the labels on tops, with initials like “AD” “AR” etc. Given that a preponderance of the cards are like the one in the center, my guess is this was some form of activation and combat card rolled into one– and the combat system might have been run from the combination of cards in your hand and the little top results. Just how I did that is lost to time– I have no digital copy of the SF rules (called Quien es mas macho) and I know they were supposed to be jokey and cinematic. I find myself liking the flavor text on the random events cards, too. Why not? I wrote them, of course.
Going through the deck and with the tops in hand, I’m trying to resurrect this system in my head. Since the only outcome of the randomizer (tops) was a series of Combat results-style initials (I’m reading AR as Attacker Retreats, AD as Attacker Defends, etc.) I remember my mindset back in the day.Each regular card has a range of actions (usually 3) to pick from. So that tells me there was a set order of actions– Fight, Fight (Melee) Full Auto Fire, Move Full.. all these are fairly evident at the bottom of the card. So the card gives a list of possible things to do in a turn, the top a series of initials, and the numbers a range of something. Maybe there was a threshold somewhere.. printed out.. and these were numbers to beat in certain situations. This raises all kinds of questions. How long would executing a turn actually take, given that you have to select a card, check out the possible actions, and then threshold number in approrpriate font, and roll a little top an wait for it to stop. THEN read the two letter result and see what he actually could do.
It all seems kind of slow and like it’s trying too hard to be clever. I wouldn’t design something like this today, although I still love cards and odd randomizers (like tops?) to play with. If you can come up with a better explanation for how all this came together, I’m all ears. Unfortunately the only person who was definitely there and might have remembered how this all came together as a game tragically took his own life last year, so I’m just going to keep guessing. I’m not going to throw this stuff away quite yet, but I doubt I’d use them as *I think* they were originally designed. Spinning tops and cards are cool– but the way I think they were designed to work seems way too slow to be fun.