I had a weird dream, and came up with the rules for Clique-wars as a boardgame. Here goes. For those who don't know the You Are What You Wish thread is about, basically the Rock makes all the cliques in John's high school suddenly at war and capible of transforming others into their clique.
Clique Wars is played on a board set to the layout of a highschool (Possibly a dungeon-tiles like resetable map). 3 to 6 players each choose a clique or "Army" to play. Said Army is comprised of footsoldier squads, crack squads, and a leader squad. Every army has advantages and disadvantages and every squad is set up with different stats. Some squads can convert other squads to squads of the same broad type (either footsoldier or crack). In addition, there are some "Civilians" who when converted become footsoldier squads. In addition, if the leader squad is converted or disabled then all squads of that army become civilians, at which point the army that did the converting gains the Armywide advantage of the army they just decapitated.
The first example army is as follows:
Goths,
Generally Goths are stealthy and slippery but lack the raw power of some of the other armies. As well as a low starting population. A Goth leadership has to rely on stealth and guile.
Goth footsoldiers
Mallgoths, soldier, start with 3 squads
Fighting: 3
Strength: 3
Grapple: 4
Toughness: 3
movement: 5 squares
Special:
Can convert adjacent grappled or disabled squads.
Smokescreen: When targeted, roll a d10. on a 8 or higher the attack misses. If used 2 rounds in a row, reduce toughness by 1 for that round.
Witch Apprentice, soldier, start with 2 suqads
Fighting: 3
Strength: 4
Grapple: 2
Toughness: 2
Movement: 3 squares
Special:
Black magic: Can target a squad up to 3 squares away for disabling.
cannot convert
Steamgoth, Crack, start with 1 squad
Fighting: 6
Strength: 5
Grapple: 3
Toughness: 4
Movement: 3 squares
Special:
Mechanically inclined: All Nerd units take -1 to strength and grapple when targeting steamgoth units
Baritsu: If a steamgoth unit successfully grapples an enemy, it is instantly converted.
Nightshades, Crack, start with 2 squads
Fighting: 4
Strength: 4
Grapple: 5
Toughness: 4
Movement: 4 squares
Special:
Slippery: Can ignore 1 interior wall during their movement phase.
Spiders: If for some reason the nightshades leave a grapple without the target squad being converted, that squad is considered disabled for 1 round.
Witch, Leader,
Fighting: 4
Strength: 7
Grapple: 2
Toughness: 4
Movement: 3 squares
Special:
Advanced Black Magic: Can target an enemy squad up to 2 squares away if it passess the strength check and fails the toughness check, this squad is considered disabled for 3 rounds.
Smokescreen: When targeted roll a d10, on a 7 or higher the attack automatically misses.
The remaining armies are:
Jocks,
Cheerleaders,
Nerds,
Feminists,
Punks,
I'm going to finish these rules at some point. I want opinions on the basic structure right now.