Pillow A-Go-Go is a game of brutal pillow combat for two or more players.
Players control small teams of scantily clad young women vying for control of the sumptuously appointed Supra-King Size Bed. Players control a team of combatants. In a 2 player game each players controls 3 combatants. In games of 3 or more players teams are made up of 2 combatants per player. The combat takes place on the 6x6 Supra-King Size Bed with the aim of knocking your opponents onto the floor. Pillow A-Go-Go uses a card based system to resolve issues. Take a normal deck of cards but use only the cards marked ace through to 6. Players should use their own deck of cards but they may share one deck if only one deck is available. As cards are drawn they are placed, face up, onto a used card pile.
When the turn ends players gather their used cards and shuffle them ready for the next turn.
Combatants have three Attributes: Attack: The ability to deliver a blow to your enemy, Defence: The ability to avoid or absorb blows, Agility: The ability to move around the bed. Each combatant has 3 points that may be allocated against each of their attributes. Combatants may allocate as many of these points against any attribute as they wish to a maximum of 3 (of course!). Attack: Each point allocated against attack gives the combatant a +1 bonus when attacking. Defence: Each point allocated against defence gives the combatant a +1 bonus when defending. Agility: Each point allocated against agility gives the combatant a +1 of extra movement.
Combatants may make 1 move followed by one attack each turn. Movement: on the bed = 3. On the floor = 4 The last player with combatant/s on the bed is declared the Winner! Combatants are forced off the bed by blows from their opponents. When a combatant is hit they are knocked back 1 directly away from their attacker. If they are hit by multiple blows they are knocked back 1 for every blow that hits. Any modifiers or rules for Pillows, Special Attacks or Dirty Tricks that override basic rules take precedence.
Pillows are allocated in a completely random fashion. Cut out the pillow tokens (below) and put them into a pool. Each player draws one pillow for each of their combatants. Different pillows grant different bonuses and penalties. Standard Feather: No bonuses or penalties. Big Bolster: Knocks back opponent 2 Twin Cushions: Two attacks.
Players gather their cards and shuffle. Players then draw a card each to determine initiative. Players take turns in initiative order with the winning player going first. The first player activates one of their combatants carrying out all movement and any other actions. Once that combatants activation ends activation moves to the next player in initiative order who then activates one of their combatants. This pattern continues until all players have had the opportunity to activate all of their combatants. When this occurs the turn has ended.
Droopy Polyester: -1 to hit Deluxe Goose Down: +1 to hit. Pillow Tokens can be placed next to or under the combatants base or they can be placed to one side on a note pad next to the combatants name. To pick up a dropped pillow the combatant forfeits either their movement or their attack (players choice). They must be in base contact with the Pillow Token. They then drop their own pillow and replace it with the dropped pillow.
Combat in Pillow A-Go-Go takes place when two combatants come into base contact. Combat is resolved by conducting a Combat Contest: 1. 2. 3. 4. Both players draw a card. Add/subtract any modifiers. Compare results. The highest result is declared the Winner and gains a hit on the loser. Apply Hit Results. Hit Results A combatant that has been hit is pushed back 1 directly away from the model that hit it. If a combatant is knocked back so that its base is completely or half off the bed then it is considered to have been Floored. Floored combatants no longer count for control of the bed however; they may still take part in the action by means of Outside Interference. Floored combatants also drop their pillow at their last location on the bed. Other combatants may attempt to pick up these pillows. Combatants may break away from combat during their activation without penalty. Attacks made at an opponents back hit automatically. Stunned combatants are unable to make any attacks until the end of the turn. They may still move in wobbly fashion. Combatants that are knocked prone must spend their movement of their next activation to stand back up again.
Bounce Attack: The bed is springy and this can be used to your advantage. The attacker forfeits their movement but can make a big bounce up to 2 to threaten their opponents footing. Modifiers: -1 to hit. A successful hit means that the opponent is knocked back as normal as well as being knocked prone.
Note: The 2 bounce must bring the attacker into base contact with the opponent.
Double Whammy: (Twin Cushions only). The attacker loses their two attack bonus in favour of this attack which is aimed at the defenders head in a devastating double blow. Modifiers: -1 to hit. Opponent is knocked back 1 and is also stunned until the end of the turn.
What would a pillow fight be without a few dirty tricks? Dirty Tricks are made in lieu of a combat attack and are performed in the same manner. However, when performing a dirty trick against an opponents back the opponent still has the opportunity to defend against it. Many Dirty tricks can be performed at a short range. Ankle Grab: The combatant attempts to pull their opponents leg from under them. May only be performed from a prone position or from the floor. Range: 1. The opponent is knocked into a prone position. Knickers Down: The combatant attempts to restrict their opponents manoeuvrability. Range: 1. Opponent must forfeit their movement during their next activation in order to comport themself. Hair Pull: A combatant that make a successful Hair Pull attack prevents their opponent form moving during their next activation. The opponent must win a combat contest to break free. Bum Slap: The combatant attempts to divert their opponents attention. Range: 1. A successful bum slap forces the opponent to immediately turn directly toward the slapper. Broken Nail: This is a complex diversionary tactic. The combatant squeals and holds out the afflicted finger. The combatant draws one card. If this card is a red suite the diversion is successful. If it is black it has failed. Combatants must be in base to base contact for this Dirty Trick to take effect. Success: All opponents in base contact are diverted. Make a free attack against any one diverted opponent. Diverted opponents receive -2 Defence for this attack. Failure: The opponent sees through the attempted distraction and gains 1 free normal attack against the combatant.
Most combat will be the result of a Normal Attack which is a simple strike with a 1 knock-back. However, there are also a range of Special Attacks: Round House: A big hit aimed at staggering your opponent. Attacker must forfeit their movement. Modifiers: -1 to hit. Knock opponent 2 sideways (3 if using the Bolster). Over Head Stunner: A big hit aimed at stunning your opponent. Before making this attack the combatant leaves themselves open to attack. The target of this attack gets a free attack against the combatant before this attack is made. If this free attack is successful in knocking back the attacker then this attack fails. Modifiers: +1 to hit. Opponent is knocked back 1, knocked prone and Stunned during their next activation.