Organization: Stanford Linear Accelerator Center
Date: Monday, 28 Sep 1992 20:17:00 PST
From: <JLM@SLACVM.SLAC.STANFORD.EDU>
Newsgroups: rec.games.frp.misc
Subject: Clay-O-Rama Rules: Part 3 (of 3)


WARNING: I was given Xerox copies of the rules of
         Clay-O-Rama at a convention several years
         ago. I do not know who to credit for it,
         but whoever you are, credit goes to you.

Because the rules are rather lengthy, I will also
post them to rec.games.frp.archives so that they can be save
for posterity.

ADDENDUM: The posting of these three parts is a one-time-only;
          since I took the trouble to write them for the benefit
          of the roleplaying community, I sincerely hope that
          someone had the good sense to save them. Due to lack of
          storage space on my disk, as soon as this last page is
          posted, all three parts will be automatically deleted from
          my disk. Do not email requests because I will not be able


Page 3 (last page)


How Do I Shoot ?

 At the end of movement, each player is allowed to shoot up to three
of his missiles. A missile may only be used once. After it is fired,
it is removed from play. If a player does not have any missiles, he
may not fire any.
 To fire a missile, the player stands anywhere within 3 to 4 feet of
his own position at the table. The player may not move to a different
area of the battlefield; he must fire his missiles from the point where
his creation began the game. After the player has his position, have him
name his target (a specific Claydonian creation on the table). Players
cannot attack a group of monsters; only one will do.
 Have the player throw his missile, attempting to hit the target. Make
it clear to the thrower that how hard the missile is thrown has NO
effect on the amount of damage done. It is only the SIZE of the missile
that matters. It is a wise idea to have someone stand directly opposite
the thrower to catch long shots and bounces. If the thrower manages to
hit his declare target, the missile has hit. If the thrower hits a
different creature, the shot is a miss, no matter what happens. The
attacked player is allowed to reattach any parts of his Claydonian that
come off due to the missile's hits, unless a special power dictates
otherwise. If the missile missed, the shot is no good.
 If a missile hits a target, you must determine the amount of damage
done by the missile. The base damage for a missile is one 6-sided die
for something about the size of a marble. Missiles smaller than this may
do less damage. Missiles larger than this should do proportionately
greater damage (up to five dice).


How Do I Attack ?

 Each Claydonian is assigned a number of attacks it can make in one
turn, based upon the number of manipulative limbs it has. These attacks
can be used as attacks or counterattacks. If a creation has used all its
attacks, it may not make any more attacks (or counterattacks) for the
rest of the turn.
 If your creation is adjacent to an enemy creation, you may decide to
attack. "Adjacent" is defined as being within the reach of your
creation's arms. You may attack as many times as you have attacks,
provided you have not used any attacks to make counterattacks (see
below).
 To make an attack, you must announce your target and the dice of
damage done by the attack (unless all of your attacks do the same amount
of damage). Then roll two dice. If the dice roll is equal to or greater
than your "to hit" number, you have hit your target with that attack.
 After all attacks have been resolved against one target, count the
number of dice of damage from all those successful attacks. Roll the
dice and add them together to find the total amount of damage caused.
The player whose creature was the target of the attack should subtract
this amount from his creation's hit points. If the creation's hit points
reach zero, the creation is dead (see below on what happens then).


How Do I Counterattack ?

 A Claydonian may counterattack if it is attacked by another creation
during the combat phase. To counterattack, the Claydonian must have a
few attacks left and must survive the attacks of its opponent. It may
only make attacks against the creation that just attacked it. The
counterattacks are handled as if they were normal attacks. A Claydonian
may use its special powers in a counterattack.


What Happens When My Claydonian Dies ?

 Ah, this particular question has plagued the Claydonian philosophers
for centuries. Several scurrilous theories have been presented,
including the concepts of drying out or being eaten by small children
and dogs. However, in watching the deaths of several Claydonians on the
field of battle, a common belief has arisen. Most Claydonians feel that
when one of their kind dies, a large hand reaches from the heavens and
squeezes the Claydonian through its fingers. This act is almost always
accompanied by a horrible scream that echoes through the heavens.


How Do I Win ?

 This depends on why you are playing this game in the first place. If
you are playing to have fun, you win if you get really silly. If you are
playing to be competitive and to beat out everyone else, you win if your
creation is the last surviving Claydonian on the battlefield. Since only
one person can win the second way, it's a lot nicer to play for the
first reason.

 These are the rules for the Clay-O-Rama. Take them, have fun with them,
be inspired to the heights of silliness, or feed them to your dog.
Enjoy !

---End of Part 3----------------------------------------

 Part 3 is the final part.