Rock, Paper, Scissors variations

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Revision as of 05:22, 22 January 2025 by Tolknor (talk | contribs) (Created page with "Here are four creative variations of Rock, Paper, Scissors with unique terms and themes: --- ### 1. **Hunter, Deer, Wolf** - **Hunter** catches **Deer**. - **Deer** outsmarts **Wolf**. - **Wolf** overpowers **Hunter**. --- ### 2. **Fire, Water, Plant** - **Fire** burns **Plant**. - **Plant** absorbs **Water**. - **Water** extinguishes **Fire**. --- ### 3. **Sun, Moon, Star** - **Sun** outshines **Star**. - **Star** guides **Moon**. - **Moon**...")
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Here are four creative variations of Rock, Paper, Scissors with unique terms and themes:

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      1. 1. **Hunter, Deer, Wolf**

- **Hunter** catches **Deer**. - **Deer** outsmarts **Wolf**. - **Wolf** overpowers **Hunter**.

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      1. 2. **Fire, Water, Plant**

- **Fire** burns **Plant**. - **Plant** absorbs **Water**. - **Water** extinguishes **Fire**.

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      1. 3. **Sun, Moon, Star**

- **Sun** outshines **Star**. - **Star** guides **Moon**. - **Moon** eclipses **Sun**.

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      1. 4. **Sword, Shield, Bow**

- **Sword** breaks **Bow**. - **Bow** bypasses **Shield**. - **Shield** blocks **Sword**.

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These variations could bring fresh and thematic fun to your game! Let me know if you’d like another twist or more detailed rules.

Here are four **twisted** versions of Rock, Paper, Scissors, with added layers of complexity or thematic rules:

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      1. 1. **Hunter, Deer, Wolf (With Twist)**

- **Hunter** traps **Deer** unless the **Deer** is "hidden" (players call "hidden" before showing their choice). - **Deer** avoids **Wolf** by "running" (a predeclared choice means the Wolf can't win). - **Wolf** howls to scare **Hunter**, only if it has "full moon power" (activated every third round).

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      1. 2. **Fire, Water, Plant (Elemental Overcharge)**

- Players "charge" their element by shouting "Overcharge!"—a charged element beats any other, even one it’s usually weak against. - Overcharging takes two rounds to prepare, but it can be countered by an uncharged **Water** (it “soothes all”). - Overcharged **Fire** ignites an automatic next-round win unless **Plant** absorbs it immediately.

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      1. 3. **Sun, Moon, Star (Cosmic Cycle)**

- **Sun** always wins against **Moon**, unless it's night (players agree beforehand when it’s "day" or "night"). - **Star** can’t lose if chosen twice in a row (a "constellation" is formed). - If both players choose the same celestial body, they reset the cycle (day to night, night to day).

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      1. 4. **Sword, Shield, Bow (Battle Stance)**

- Players can adopt "stances": Aggressive (Sword gets a boost), Defensive (Shield wins against all), or Stealthy (Bow strikes undetected). - Changing stances during the game adds unpredictability—players declare stance shifts before revealing their choice. - An Aggressive **Sword** can’t lose unless it faces a Stealthy **Bow**, which turns invisible.

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These twists can bring strategy and storytelling into your games! Would you like to expand on any of these rules or explore a particular twist?