Tennis! D&D-style dice combat! It’s Wimbledungeons! After our Mario Tennis Aces inspired tabletop game in Show of the Weekend, we asked if you could come up with your own versions for us to play, and you did! Our DM Johnny Chiodini of Eurogamer picked out this one by Jonathon Astles!
Cheers to all who sent in their excellent games, and hope you enjoy this one as much as we did (rules can be found below!).
Our original game on Show of the Weekend:
Cheers to Loading Bar for letting us film in their (aptly named) bar Server, London:
Rules here so you can try it yourself:
****by Jonathon Astles****
Players select which type of shot they will play, with more difficult shots requiring a higher roll to succeed. When returning a shot, players must beat the difficulty threshold for their opponent’s shot added to the shot they have selected.
Shots Difficulty threshold
When serving, the server can decide how risky to play their serve (i.e. how fast/close to the net). As such they can determine any skill threshold between 5 and 10. Service alternates between games as for normal tennis or for a single game service alternates between shots. Unlike regular tennis, players are not given a second serve.
Standard Tennis scoring applies with 40-40 leading to Deuce, advantage etc.
Doubles can be played. Rules apply as for singles plus the player returning the shot chooses which opponent to aim for.
An example section of a game goes as follows:
Player 1 serves choosing a serve difficulty of 8. They roll a 16 and therefore succeed. Player 2 must now return and chooses to return it straight, they must now roll at least an 11 (serve=8 plus straight return=3). They roll a 15 and therefore succeed. Player 1 must now return and chooses to give it topspin. They must now roll 8 (Straight=3 plus topspin return=5). They roll a 7 and lose the point. Game is now 15-0 to player 2.
Player 2 serves at 5. Rolls a 4, losing the point. The game is now 15-15.
Player 1 serves again at 6. Succeeds by rolling 9. Player 2 returns with a dropshot so must roll at least 16 (serve=6 plus dropshot return=10). They roll an 18. Player 1 returns with a slice and must roll at least 18 (dropshot=10 plus slice return=8). They roll a 7 and lose the point. Game is now 30-15 to player 2.
For more advanced rules:
Rackets have a point of damage added if a player rolls a 5 or less. If a critical failure is rolled (i.e. 1) then two points of damage are added. After three points of damage a racket breaks and that player loses the point. A new racket is then given to the player and the game continues.
Any roll above 15 gives the player a point of power. A critical success (i.e. 20) gives the player two points of power. Power can be spent to either reduce the threshold of your return by 5 (Calm in the Storm) or increase the threshold of opponents return by 5 (Press the Advantage). Reducing the threshold can be used even if the threshold has been raised by the use of power. Increasing the threshold is capped at 20. i.e. a natural 20 will still always return a shot. Power is gained even if the player doesn’t return the shot. I.e. rolls a 16 against an 18
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