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Garden Gnome Wars

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Garden Gnome Wars
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By Matt Byers
Version 1.0
Copyright 2006

This game is designed to get gamers outside the house to get some fresh air and engage in some physical activity. It is played with actual 1 foot tall garden gnomes like those you have in your yard right now. The rules are designed to be easily memorized so that you won't have to look up anything in the rulebook during play. Because this is a skirmish game, few gnome statues will be needed. So go outside and push some gnomes around, let the neighbors know just how strange you are.

WHAT YOU NEED TO PLAY:
5 or more gnomes per player
A deck of ordinary playing cards with jokers, face cards, and numbers 5-10 removed
A soft foam ball
A yard or garden to play in

TYPES OF GNOMES:
Regular foot gnome - A player may have any number of gnomes of this type.
Fast cavalry gnome - A player may only have 1gnome of this type. This is the fastest type of gnome.
Heavy cavalry gnome - A player may only have 1gnome of this type. This gnome is good in melee combat.
Ranged combat gnome - A player may only have 1gnome of this type. This gnome may make ranged attacks.

PLAYING THE GAME:
The players decide which scenario they wish to play and set up according to the scenario rules being played. Each player's gnomes should be easily identifiable as to what type it is and who owns it. For example: one player has gnomes with red hats and the other player has ones with blue hats. After setting up, randomly determine who goes first. The player who has the current turn takes actions in the following order:

1. Make a ranged attack
2. Move gnomes
3. Fight in melee combat

After a player has taken all his actions continue with the next player and repeat until a player has achieved the scenario objectives. Whomever achieves the scenario objectives first wins.

MAKING RANGED ATTACKS:
A ranged combat gnome (such as a gnome wizard or gnome with a bow) may make a ranged attack at the start of your turn. Stand behind the gnome with one of your feet touching it, then lightly throw the soft foam ball (such as a nerf ball) underhanded towards an enemy gnome. If you hit the gnome without the ball bouncing off of something else first, the gnome that was hit is taken out of action. Gnomes taken out of action are turned over on their sides and are out of the game.

MOVING GNOMES:
During the movement portion of your turn you may move 1 or more of your gnomes a distance determined by the type of terrain being crossed (see table below).

# of paces
Terrain Type
4
Deck, patio, sidewalk, or garden path
3
Open grassy area, yard
2
Difficult ground, rocks, water, dense plants

Fast cavalry (such as gnomes on rabbits) move an extra 2 paces. Gnomes that have been taken out of action do not move. If a gnome wishes to move over more than 1 type of terrain use the lowest movement number for the different types of terrain. The proper way to move a gnome is to place a foot against the gnome, pick it up, then pace off the correct distance or less, and then set the gnome down so that it is touching your foot. If a gnome is placed in water that is higher than the gnome's nose, the gnome drowns and is out of action.

MELEE COMBAT:
At the end of your turn if any of your gnomes are in contact with enemy gnomes a fight takes place. Each player takes out his deck of cards, shuffles them, and draws a number of cards equal to the number of gnomes he has in that particular fight (more than one fight can occur per turn). The player who draws the highest numbered card wins. The loser's gnomes are taken out of action and laid on their sides. Heavy cavalry gnomes (such as those on turtles or snails) win ties. If both sides had heavy cavalry in the fight then both sides are wiped out on a tie. Nothing happens on a tie if neither side had a heavy cavalry gnome.

DESIGNER'S NOTES:
I suggest that players do not use heavy concrete gnomes as this may cause physical injury, instead use plastic or low weight poly-resin gnomes. Keep your playing cards in the box they came in and place it in your shirt pocket, that way they won't blow away or get crumpled. When moving your gnomes use normal sized paces, not giant steps. Above all have fun and enjoy the great outdoors you pale skinned gamer freaks!

SCENARIOS:
#1 - Last man standing
Each player starts out on opposite sides of the playing area with the same number of gnomes. Play continues until only one player has gnomes left in the game. This is the most boring scenario ever but the one players end up using most of the time for some reason. This scenario works best with lots of gnomes.

#2 - Wizard war
Each player starts out on opposite sides of the playing area with the same number of gnomes. Each player must have a ranged combat gnome that is the player's wizard. In this game the ranged combat gnomes are immune to ranged combat attacks and must be taken out in melee combat. The player who takes out the opposing player's wizard wins. Gnomes that have been taken out of action (other than the wizard) are moved back to that player’s edge of the playing area during that player's movement phase. Gnomes brought back into play in this way may not move on the turn they come back into play.

#3 - Capture the flag
Each player starts out on opposite sides of the playing area with the same number of gnomes. Each player gives a flag to one of his gnomes. The player who is able to acquire both flags and move them to his edge of the playing area wins. A gnome can carry only 1 flag at a time. If a gnome with a flag is in close combat and loses, that flag is transferred to one of the winning gnomes in that combat. If a gnome with a flag is taken out of action through ranged combat the flag is dropped on the playing area wherever the gnome was. Gnomes that have been taken out of action are moved back to that player's edge of the playing area during that player's movement phase. Gnomes brought back into play in this way may not move on the turn they come back into play.

You are free to distribute this game as long as no changes are made to the text and you do so without charge.

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