🏆 Awarded “Best Gameplay - Indie Tabletop” at 2D CON, 2023 🏆

Customize your fighter! Pulverize your friends!


Choose a battle template and make a character! Any character! Your imagination is the limit! Anyone/anything can compete in Imaginary FRENZY!
The templates are easy-to-learn for a variety of skill levels, but each offers ways to strategize against your opponents!
Be warned: even a good strategy can be squashed with a little bad luck! Risk is a common factor and often one player’s key to victory!
Any number of players can fight! Go ahead, gang up on someone!

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THE BASICS

CHOOSE a “Battle Template” based on how you want to fight!
DRAW your fighter in the blank space!
NAME your fighter along with their attacks and abilities!
FIGHT your friends!

GENERAL FAQ:
Question: “Do I need to know how to draw to play this game?”
NOPE! Anyone of any artistic ability can play! Your level of artistic skill/creativity is irrelevant to your chances of victory. Just have fun customizing your fighter!

Question: “Do I need to have a lot of gaming knowledge to win?”
NOPE! There are different “Battle Templates” with varying levels of complexity. Choose one with a difficulty rating for an easier play style, or ⭐⭐ or ⭐⭐⭐ if you’re looking for more of a challenging/risky/strategic play style!

Question: “How long is a typical round of Imaginary Frenzy?”
DEPENDS! There are a few factors. The game mode is often the deciding factor in how long a round will go for, but the determination of the players to win may also play a role! Additionally, playing the game in a distracting environment may cause a round to last longer than expected.

Average play time by game mode —
1 vs 1: ~ 7 - 10 minutes.
Free-for-All (3 players): ~ 20 - 30 minutes.
Free-for-All (4 players): ~ 30 - 45 minutes.
Team Battle (2 vs 2): ~ 30 - 45 minutes.
Boss Mode (3 players): ~ 10 - 15 minutes.


TEMPLATE OPTIONS:
Use the drop-down guides to figure out which template is right for your play style!

  • Powerful and straightforward! High health and lots of opportunities for damage make this template the easiest for new players!

    HEALTH: 18
    SPECIAL ABILITY: If your remaining health is red (5 or less), your BASIC ATTACKS deal an additional 1 damage!

  • Each attack has high potential! Just a couple lucky rolls will have you dominating your enemies!

    HEALTH: 19
    SPECIAL ABILITY: If you have no CHARGE, restore 1 health when you CHARGE!

  • Your health is a factor in many of your attacks! If you’re quick, you can demolish enemies while your health is high!

    HEALTH: 16
    SPECIAL ABILITY: If you attempt a roll and it fails, you may choose to re-roll! If this attempt also fails, lose 1 health.
    (Only useable once per turn. Useable even if remaining health is 1.)

  • Having a lot of stored CHARGE is optimal for this template! There are fun but risky ways to turn the tide on your opponent!

    HEALTH: 17
    SPECIAL ABILITY: If you are hit for damage by an enemy’s CHARGE ATTACK, gain 2 CHARGE!

  • Take advantage of your high health as your opponent damages themselves attacking you! Then bash enemies foolish enough to store up CHARGE!

    HEALTH: 20
    SPECIAL ABILITY: If you are hit for damage by a BASIC ATTACK, roll D20 - If 10+, the enemy who attacked you loses 1 health!
    (If attack is a multi-roll attack, effect applies only once.)

  • You have lots of damage chances with your with multi-roll attacks! Also, whenever you restore health you’ll have a chance to restore even more health!

    HEALTH: 15
    SPECIAL ABILITY: Whenever you restore health, Roll D20 - If 10+, restore an additional 1 health!

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How to play

  1. Draw your character in the large blank rectangle in the middle left of the template! Any character will do! ANYTHING! ANYTHING AT ALL! LITERALLY ANYTHING YOU WANT! ONE CHARACTER I USE IS LITERALLY JUST A BEAVER WEARING SUNGLASSES WHO HAS A BIG CHUNK OF CHEESE ON HIS BACK! GET WACKY!

  2. Name the character and name their attacks/abilities! Anywhere the template sheet says “NAME:” is a place to be creative!

  3. Each player rolls the D20 to see who starts first!

    1. The player who rolls highest goes first!

    2. Players who are not going first must immediately roll - If 10+, they will begin their first turn with 1 CHARGE! (This happens only once at the beginning of the game!)

  4. Using 2 small tokens (like a dime, or some kind of small object), place 1 token on your template’s maximum HEALTH! Then, place 1 token on the ‘0’ (zero) of your template’s CHARGE! Use these to keep track of your character’s remaining HEALTH and accumulated CHARGE during the battle!

  5. When it is your turn, you may do ONE of the following actions:

    1. You declare an ATTACK on an enemy using a BASIC ATTACK!
      > A BASIC ATTACK is free and normally deals a small amount of damage or offers a very minor effect!
      > After using a BASIC ATTACK, your turn ends.

    2. You choose to CHARGE for a powerful attack in the future!
      > When you declare a “CHARGE”, you gain 1 CHARGE.
      > Move your CHARGE token to the next number up!
      > When you gain a CHARGE this way, your turn ends.
      (!) Keep track of your useable CHARGE count in the “CHARGE LOG” on your template!

    3. You declare an ATTACK on an enemy using a CHARGE ATTACK!
      > If you have collected enough CHARGE, you can pay the cost of a potentially tide-turning CHARGE ATTACK!
      > After using a CHARGE ATTACK, the cost of the attack is subtracted from your CHARGE count!
      > After using a CHARGE ATTACK, your turn ends.
      (!) Using a CHARGE ATTACK is risky! The attack will CONSUME THE COST from your CHARGE pool, even if the attack is unsuccessful! You can be strategic and use your CHARGE as wisely as possible, or take a big risky swing!

    4. You declare an attempt to HEAL!
      > You have a chance to restore HEALTH by paying 3 CHARGE with the HEALING option on your template!
      > This choice has a moderate rate of success, but you still have a chance to fail!
      > Alternatively, you have an even smaller chance to restore a huge amount of health!
      > After using your HEALING option, your turn ends.

  6. Remember to use the log space on the bottom left side of your template to keep track of your remaining HEALTH and number of useable CHARGE!

  7. When you land the final attack on an enemy, you always gain 1 CHARGE!

  8. Try to make your opponent’s HEALTH drop to zero!

  9. Last player standing wins!

Special rules for 3+ player games

  1. Resuscitation: Any player on their own turn can spend 3 CHARGE to attempt to ‘Resuscitate’ a ‘Knocked-Out’ ally!

    • If the player attempting the resuscitation rolls 10+, the target defeated player returns to the battle with 5 health and 0 CHARGE!

    • If the player attempting the resuscitation rolls 19 or 20, the target defeated player returns to the battle with 10 health and 1 CHARGE!

  2. ‘Knocked-Out’ Influence: If you are ‘Knocked-Out’ (your health reached ‘zero’) and there are still players battling, you have some things you can do! (Special Abilities are nullified while you are ‘Knocked-Out’.)

    1. On your turn (while ‘Knocked-Out’) you may roll to CHARGE! If you roll 10+, you can gain 1 CHARGE! (Your turn ends after you roll.)

      1. In TEAM modes:

        1. You may pay 1 CHARGE to restore 1 health to a teammate currently still in battle.

        2. You may pay 5 CHARGE to grant 3 CHARGE to a teammate currently still in battle.

      2. In FREE-FOR-ALL modes:

        1. You may pay 1 CHARGE to deal 1 damage to an enemy currently still in battle.

        2. You may pay 5 CHARGE to return to battle with 5 health.

      3. In BOSS modes:

        1. You may pay 1 CHARGE to deal 1 damage to the ‘Boss’.

        2. You may pay 1 CHARGE to restore 1 health to a teammate currently still in battle.

        3. You may pay 5 CHARGE to return to battle with 5 health.

 

Game Modes

1. NORMAL GAME: 2 Players

  • When a player is defeated, they are eliminated from the battle.

  • Win condition: Last player standing is the winner!


2. FREE-FOR-ALL: 3+ Players

  • Same basic rules as “Normal” game mode, except any number of players can fight!

  • When it is a player’s turn and they declare an attack on an enemy, they must choose their singular target.
    (attacks cannot hit multiple enemies unless specified!)

  • When a player is defeated, they are eliminated from the battle.

  • Win condition: Last player standing is the winner!

3. PARTY GAME: 3+ Players

  • Same basic rules as “Free-For-All” game mode.

  • When a player is defeated, the player who defeated them gets a victory point.

  • The defeated player is then "Knocked-Out".

  • A "Knocked-Out" player must wait 3 turns before returning to the battle.

  • When a "Knocked-Out" player returns to battle, their HEALTH is restored to full and their CHARGE pool is set to 0.

  • Win condition: When the party is over, whoever has the most victory points is the winner!

  • Suggestion: For a faster-paced game, the option for HEALING can be removed from this mode!

4. TEAM GAME: 4,6,8+ (even numbers) Players

  • This mode works with both "Normal", “Free-For-All”, and "Party" games.

  • Teammates cannot sit directly next to each other, this mode works best if they can sit across from each other.

  • Teammates can elect to take a turn to give 1 CHARGE from their own CHARGE pool to their teammate.

  • Resuscitation: Any player on their own turn can spend 3 CHARGE to attempt to “Resuscitate” a defeated ally!

    • If the player attempting the resuscitation rolls 10+, the target defeated player returns to the battle with 5 health and 0 CHARGE!

    • If the player attempting the resuscitation rolls 19 or 20, the target defeated player returns to the battle with 10 health and 1 CHARGE!

  • Win condition: The Team who still has at least 1 fighter standing are the winners!

5. SQUAD VS. SQUAD GAME-Type A: (best with) 2 Players

  • Both players select any number of completed template fighters as your “Squad” (2 vs. 2 recommended).

  • Each player chooses their first fighter to battle and they will fight “Normal game” style, 1 vs. 1.

  • On a player’s turn, they may spend 2 CHARGE to “switch” their in-battle fighter with one of their idle fighters.

  • Fighters retain remaining CHARGE amount when “switched”.

  • When a fighter is ‘Knocked-Out’, they cannot return to battle.

  • Win condition: The player with fighters remaining is the winner!

6. SQUAD VS. SQUAD GAME-Type B: (best with) 2 Players

  • Both players select any number of completed template fighters as your “Squad” (2 vs. 2 recommended).

  • Each player sends all selected fighters(x) to battle and they will fight “Team game” style, x vs. x.

  • On a player’s turn, they may perform one action with each of their fighters in any order they choose.

  • When a fighter is ‘Knocked-Out’, they cannot return to battle.

  • Win condition: The player with fighters remaining is the winner!

7. BOSS GAME: 3+ Players.

  • One player is the "Boss". All other players are fighting against the "Boss".

  • “Boss” player can be elected by group, volunteering, etc. (Any way of choosing of which all players approve)
    Recommended method: Players may choose “Boss” player by all players rolling the D20 - Player with highest roll is the “Boss”.

  • Boss Advantage: The "Boss" has adjusted capabilities (see below)! Most boosts are in relation to number of enemy players the "Boss" is fighting.

  • Player Advantage: Any player on their own turn can spend 5 CHARGE to attempt to “Resuscitate” a ‘Knocked-Out’ ally! (See Special Rules for 3+ Players section above.)

  • Win condition (Players): If the "Boss" is ‘Knocked-Out’, all other players win! (including players ‘Knocked-Out’ by “Boss” player.)

  • Win condition (Boss): If the "Boss" defeats all players, the "Boss" wins!

These are the advantages(+) and disadvantages(-) of being the “Boss”:

  • (+) "Boss" health boosted to it's normal health x number of enemy players.

  • (+) "Boss" always deals +1 damage with BASIC ATTACKS per 2 enemy players! (Applies to multi-roll attacks.)

  • (+) "Boss" always deals +1 damage with CHARGE ATTACKS per number of enemy players! (Applies to multi-roll attacks.)

  • (+) "Boss" always has adjusted CHARGE cost for CHARGE ATTACKS!

    • 2 CHARGE ATTACK = 1 CHARGE cost

    • 3 CHARGE ATTACK = 2 CHARGE cost

    • 5 CHARGE ATTACK = 4 CHARGE cost

    • HEALING = 2 CHARGE cost

  • (-) “Boss” does not gain 1 CHARGE when defeating an enemy.

Examples:

3 Players - 1 "Boss" vs 2 Players:

  • "Boss" has health x2.

  • "Boss" deals +1 damage with BASIC ATTACKS.

  • "Boss" deals +2 damage with CHARGE ATTACKS.

4 Players - 1 "Boss" vs 3 Players:

  • "Boss" has health x3.

  • "Boss" deals +1 damage with BASIC ATTACKS.

  • "Boss" deals +3 damage with CHARGE ATTACKS.

5 Players - 1 "Boss" vs 4 Players:

  • "Boss" has health x4.

  • "Boss" deals +2 damage with BASIC ATTACKS.

  • "Boss" deals +4 damage with CHARGE ATTACKS.

6 Players - 1 "Boss" vs 5 Players:

  • "Boss" has health x5.

  • "Boss" deals +2 damage with BASIC ATTACKS.

  • "Boss" deals +5 damage with CHARGE ATTACKS.

7 Players - 1 "Boss" vs 6 Players:

  • "Boss" has normal health x6.

  • "Boss" deals +3 damage with BASIC ATTACKS.

  • "Boss" deals +6 damage with CHARGE ATTACKS.

Etc.

8. DRINKING GAME: 2+ Players

All game modes work for the drinking game. Please play responsibly!

Take a drink during these situations:

One player drinks —

  • Whenever you are about to attempt/use a CHARGE ATTACK, take a number of drinks equal to the CHARGE cost of the attack!

  • Take 1 drink whenever another player succeeds with a CHARGE ATTACK against you!

    • Applies only once to attacks with multiple rolls.

    • No recommended for “Boss Game” mode.

  • Whenever you are about to attempt your HEALING option, take 1 drink!

    • If you fail to heal, take an additional 1 drink!

  • If you are defeated, take a number of drinks equal to the number of unused CHARGE you had stored!

Social (Everyone takes 1 drink!) —

  • If any player rolls a ‘20’, call for a SOCIAL!

  • When any player is defeated, call for a SOCIAL!




Imaginary FRENZY ©Casey Bridgham 2023
Version ALPHA 1.0