TEXT: Reprinted From Dragon, Sept. 1987
     The Giant Blue Bowling Ball slowly 
  rolled across the battlefield toward the 
  Neon Orange Thing with the big floppy 
  mouth and writhing mass of tentacles.  
  Desperately, the Neon Orange Thing 
  hurled pellets at the ball as it came 
  relentlessly forward.
     Then there was a flash, and the 
  Four-Legged Rad Jet plowed into the 
  rear (?) of the bowling ball, cracking the 
  Ball's surface.  The Neon Orange Thing 
  sensing a kill, closed in.  Panicked the 
  Bowling Ball whipped around, 
  flattening one of the wings of the Red 
  Jet.  The Orange Thing lashed out with 
  its, grasping the ball firmly.  With a 
  mighty heave, the Orange Thing hurled 
  the Bowling Ball into the air.  It sailed 
  up and hurled down, splitting into 
  pieces as it hit the ground.
     Turning from the destruction the Red 
  Jet grinned as it sighted the Orange 
  Thing, "Felling lucky today?" it asked, 
  and charged.
     Such are the adventures of the 
  denizens of Claydonia as they meet on 
  the battlefield of Clay-O-Rama.  Now 
  you, too can recreate their epic 
  struggles, in the all-new, home-use 
  Clay-O-Rama Miniatures Rules - the 
  same you see used every year at the 
  GEN CON Games Fair!
  What is a Clay-O-Rama?
     A Clay-O-Rama is many things.  It is a 
  chance for friends to meet and have a 
  good time, It can be a serious 
  philosophical discussion on the 
  meaning of modeling clay.  It is a means 
  of artistic expression.  It is a ritualistic 
  gathering of Claydonians to watch the 
  violent destruction of others of their 
  species.  But most of all, it is a silly 
  game involving modeling clay 
  miniatures.
  What do I need to have a Clay-O-
  Rama?
     First you need a group of people 
  willing to be silly and have fun playing 
  with the modeling clay.  Next, you need 
  the rules or something like them.  Then 
  you need pencils, paper, and numerous 
  six-sided dice for each player.  Utterly 
  unscientific testing has shown that 
  PLAY-DOH Modeling Compound is well 
  suited for use in a Clay-O-Rama.  It is 
  easily shaped, comes packaged in the 
  proper amounts, and has pleasing 
  brilliant colors.
  How do I create a Claydonian?
     After you have assembled the items 
  listed above, find a large smooth space 
  on which to play.  This could be several 
  tables pushed together or a smooth tile 
  floor.  Do not play in a place where you 
  do not want bits of modeling clay about.
     After you have found a place to play 
  and have assembled your friends, give 
  each one a can of modeling clay.  Try to 
  let each player have the color he or she 
  wants.  After giving out the clay, tell the 
  players the following:
     "You have twenty minutes in which 
  to make a creature out of your 
  modeling clay.  You may create 
  anything you want, so long it does 
  collapse at the slightest touch.  You 
  do not have to use all your clay; any 
  clay you do not use may be shaped 
  into missiles of any size or shape you 
  want.  You may not trade clay with 
  another player; use your own clay.  
  When you have finished making your 
  Claydonian, let me know."
     After telling your players this, let 
  them go to it.  Do not tell them any more 
  about what will happen except that it 
  will be a miniatures game.  Encourage 
  creativity. as each player finishes his or 
  her creation, you must assign the 
  creation it's powers.
  How do I assign powers?
     There six categories of powers that 
  must be assigned to each Claydonian: 
  movement, number of attacks, "to hit" 
  number, damage, hit points, and 
  special powers.  Each one requires that 
  you make a judgement about the 
  creation of the player.  The following 
  are guidelines for assigning the powers; 
  you may alter them as you see fit.
  Movement:  All movement is measured 
  in spans of the player's outstretched 
  hand (from tip of thumb to little finger).  
  The following table gives the basic 
  movement rates.
  Number of legs:
  Movement:
  0
  1 span
  1-2
  2 spans
  3-4
  3 spans
  5 or more
  4 spans
    Note that a "leg" is any type of 
  movement-producing appendage the 
  Claydonian might have, even if it is a 
  wheel.
  Number of attacks:  Look at the 
  creature carefully.  How many limbs 
  can it use for attacking?  This is the 
  number of attacks it can make each 
  turn.  However this number should 
  never be more than four.
  Chance to hit:  A Claydonian's basic 
  chance to hit is 8 or greater on two six 
  sided dice.  If the creature has big 
  limbs or a big mouth the chance to hit 
  is reduced by one.  If the creature has 
  real big limbs or uses it's entire body in 
  an attack, reduce the chance to hit by 
  two.  You decide how big is "big" or 
  "real big".
  Damage:  The base damage done in any 
  attack is one six sided die's worth of 
  points.  If the limbs are large, one to 
  two more dice may be added to this.  If 
  the limbs are very large, three or more 
  dice may be added.  If the attack is an 
  absolute killer, up to five dice may be 
  added to the base attack die.  As usual 
  you can decide all final attack values.  
  If you're getting the idea that this is not 
  a very exact game, you have the right 
  idea.  You're playing with clay monsters 
  right?  Who needs to be exact?
  Hit points:  Look at the creature and 
  compare it to the amount of clay kept 
  aside to use for missiles.  If the entire 
  can of clay was used to form the 
  creature, it has 50 points.  If half was 
  used for missiles, the creature will have 
  25 hit points.  Assign hit points based 
  on the fraction of clay used to form 
  missiles. If 25% of the clay is used for 
  missiles, knock 25% of of 50 to find the 
  creature's hit points.  This is another 
  judgement call on the part of the 
  referee.
  Special powers:  Each creation gets one 
  special power.  It may be from the 
  “Special Power” list or one you make 
  up.  If you make it up, it is 
  recommended that you create a power 
  that will affect modeling clay in some 
  harmless way the following powers may 
  be assigned randomly by rolling a die 
  or may be chosen by you to match the 
  creature in some way.
    You may create any other powers you 
  can think of.  However, be sure that 
  none of them are dangerous to the 
  players or spectators watching the 
  game.
  A MINIATURES MELODRAMA FOR ALL AGES!
  By David “Zeb” Cook
  C L A Y - O - R A M A
  
  How do I play the game?
     Once all the players have created 
  their Claydonians and have had powers 
  assigned to them, have them gather 
  around the playing area.  Have the 
  players space themselves at an equal 
  distances from each other.  Each player 
  should roll three six-sided dice to find 
  his or her initaive number.  After this is 
  done, explain the What Do I Do, How Do 
  I Move, How Do I Shoot, How do I 
  Attack, and How Do I Win rules to the 
  players.  Once everyone understands 
  what is going on, begin the game.
  What Do I Do?
     The Clay-O-Rama is played in turns.  
  A player gets to move his creation once 
  during each turn.  At several points 
  during a turn, a player may have the 
  opportunity to attack.  Each player 
  takes his move in the order of inititaive 
  rolls, going from highest to lowest.  The 
  sequence of a player's moves is as 
  follows:
  1. Move your creation up to its full 
  movement.
  2. Fire up to three missiles at targets 
  of your choice.
  3. Attack any creature to which your 
  Claydonian is adjacent, provided 
  you have attacks left to do so.
  4. The other player (or players) may 
  counterattack against your 
  creature, provided they have any 
  attacks left and are in range of the 
  attacker.
     Each player follows this sequence in 
  order of inititaive, until the player is out 
  of the game or the game is over.
  How does my Claydonian move?
     To move your creation, use your hand 
  to measure the distance the Clydonian 
  moves, starting from the front of th 
  creature.  If there is no discernable 
  front begin measuring in the direction 
  the creature last moved.  There is no 
  terrain in the game (though you can add 
  some if you like). Thus, except when 
  turning, a creature will always be able 
  to move up to its full movement.
     Note that if some people feel that the 
  hand-span measuring system is unfair 
  or grossly inaccurate, you may then 
  enforce the Uniformity Rule.  The 
  Uniformity Rule states that all distances 
  will be measured by the referee's hand.  
  However, this will slow down the play of 
  the game and place a great deal of work 
  in the hands of the referee (ahem).
     If a part of a creation comes off during 
  movement, the player is allowed to put 
  that piece back on it's creation at no 
  penalty.  Falling apart is best done 
  under combat conditions.
  How does my Claydonian shoot?
     At then end of movement, each player 
  is allowed to shoot up to three of his 
  missiles.  A missile may only be used 
  once.  After it is fired, it is removed 
  from play.  If a player does not have any 
  missiles, he may not fire any.
     To fire a missile, the player stands 
  anywhere within 3-4' of his own 
  position at the table.  The player may 
  not move to a different area of the 
  battlefield; he must fires his missile 
  from the point where his creation began 
  the game.  After the player has his 
  position, have him name his target (a 
  specific Claydonian creation on the 
  table).  Players cannot attack a group of 
  monsters; only one will do.
     Have the player throw his missile, 
  attempting to hit the target.  Make it 
  clear to the thrower that how hard the 
  missile is thrown has NO effect on the 
  amount of damage done.  It is only the 
  SIZE of the that matters.  It is a wise 
  idea to have someone stand opposite 
  the thrower to catch long shots and 
  bounces.  If the thrower manages to hit 
  his declared target, the missile has hit.  
  If the thrower hits a different creature, 
  the shot is a miss, no matter what 
  happens.  Theattacked player is 
  allowed to re-attach any parts of his 
  Claydonian that comes off due to the 
  missile's hits, unless a special power 
  dictates otherwise.  If the missile 
  missed, the shot is no good.
     If a missile hits its target, you must 
  determine the amount of damage done 
  by the missile.  The base damage for a 
  missile is one six-sided die for 
  something about the size of a marble.  
  Missiles smaller than this may do less 
  damage.  Missiles larger than this 
  should do proportionally greater 
  damage (up to five dice).
  How does my Claydonian attack?
     Each Claydonian is assigned a 
  number of attacks it can make in one 
  turn, based upon the number of 
  manipulative limbs it has.  These 
  attacks can be used as attacks or 
  counterattacks.  If a creation has used 
  all its attacks, it may not make any 
  more attacks (or counter attacks) for the 
  rest of the turn.
     If a creation is adjacent to an enemy 
  creation, you may decide to attack 
  "Adjacent" is defined within reach of 
  your creation's arms.  You may attack 
  as many times as you have attacks, 
  provided you have not used any of your 
  attacks as counterattacks (see below).
     To make an attack, you must 
  announce your target and the dice of 
  damage done by the attack (unless your 
  attacks do the same amount of damage).  
  Then roll two dice.  If the dice roll is 
  equal or greater than your "to hit" 
  number, you have hit your target with 
  the attack.
     After all attacks have been resolved 
  against one target, count the number of 
  dice damage from all those successful 
  attacks.  Roll the dice and add them 
  together to find the total amount of 
  damage caused.  The player whose 
  creature was the target of the attack 
  should subtract the amount from his 
  creation's hit points.  If the creation's 
  hit points reach zero, the creation is 
  dead (see below on what happens 
  then).
  How does my creation counterattack?
     A Claydonian may counterattack if it 
  is attacked by another creation during 
  the combat phase.  To counterattack, 
  the Claydonian must have a few attacks 
  left and must survive the attacks of its 
  opponent,.  It may only make attacks 
  against the opponent that just attacked 
  it.  The counterattacks are handled as if 
  they were normal attacks.  A 
  Claydonian may use it's special power 
  in a counterattack.
  What happens when my Claydonian 
  dies?
     Ah, this particular question has 
  plagued the Claydonian philosiphers 
  for centuries.  Several scurrilous 
  theories have been presented, 
  including the concepts of drying out or 
  being eaten by small children and 
  dogs.  However, in watching the deaths 
  of several Claydonians on the field of 
  battle, a common belief has arisen.  
  Most Claydonians feel that when one of 
  their kind dies, a large hand reaches 
  from the heavens and squeezes the 
  Claydonian through it's fingers.  This 
  act almost always accompanied by a 
  horrible scream that echoes through the 
  heavens.
  How do I win?
     This depends on why you are playing 
  this game in the first place.  If you are 
  playing to have fun, you win if you get 
  really silly.  If you are playing to be 
  competitive and to beat out everyone 
  else, you win if your creation is the last 
  surviving Claydonian on the battlefield.  
  Since only one person can win the 
  second way, it is a lot nicer to play for 
  the first reason.
     These are the rules for the Clay-O-
  Rama.  Take them, have fun with them, 
  be inspired to the heights of silliness, 
  or feed them to your dog.  Enjoy!
  PLAY-DOH™ is a registered 
  trademark of Kenner Parker Toys, 
  Inc.
  CLAY-O-RAMA  Page 2
  
  The Drop:  Made in place of one 
  normal attack.  If a hit is successfully 
  made, you then lift the target into the 
  air and drop it 3'.  Afterwards, you can 
  decide the amount of damage caused 
  based on what happened.
  Reshape One Limb:  This power is 
  used in place of a normal attack. If it 
  hits successfully, the attacking player 
  may alter the shape of any one limb of 
  the target as he pleases.  The game 
  master will assign damage or altered 
  powers because of this change.
  The Blob of Death:  This power may 
  be used by a creature with missiles.  
  The player may designate one of the 
  missiles to be his Blob of Death.  It is 
  fired like a normal missile (during the 
  throw missile phase) If it scores a hit, 
  you should take your fist and give the 
  target one solid smash to show the 
  effects of the missile.  After doing this 
  gamemaster will assign damage based 
  on the consequences.  Only one Blob of 
  Death per game is allowed.
  Rip Limbs Off:  When the creature rolls 
  an 11 or 12 on a normal attack, the 
  player may tear one of his opponent's 
  limbs off.  Ah, that is, the player may 
  tear off one of his (Claydonian's) 
  opponent's limbs.  Though this attack 
  causes no damage to the opponent in 
  terms of lost hit points. game master 
  should be ready to note any changes to 
  the target's powers.
  The Bowl:  This power works like the 
  drop except that you roll the target 
  across the battlefield.
  The Poke:  When a hit is made you 
  quickly poke the target hard with your 
  finger, making a nice hole in it.  Then 
  GM decides the amount of damage.
  Change Places:  In addition to a 
  normal attack on a successful hit, 
  creatures this power may change places 
  with any opponent on the board, or 
  change the places of any two creatures 
  on the board.  The creature may not 
  move the same turn it uses this power.
  Move Out of Turn:  Creatures with this 
  power may move at any initiative point 
  in the turn.  They simply announce that 
  they wish to move.  They may not move 
  in the middle of another player's move.
  Use Opponent as Missile:  If all an 
  attacker's limb's hit a target, he may 
  pick his target up and use it as a 
  missile against a third opponent.  The 
  missile is fired normally, and a game 
  master should assess damage to both 
  the missile and the target.
  Divide Self:  This power should be only 
  given to creatures that can easily divide 
  into two sections.  Each half has half the 
  powers of the normal creature at the 
  time of division.
  Borrow Power: In addition to all 
  normal attacks, a successful hit by this 
  creature allows it to use the special 
  power belonging to the creature it hit, if 
  the attacker wants to do so.  The 
  decision must be made immediately or 
  the borrowed power will be lost until 
  another successful hit is made.  The 
  player with this power will not be told what the 
  powers of other creatures are; he can only learn 
  this by observation if he/she has not seen it, it 
  can’t be used.  Blob of Death cannot be 
  ‘borrowed’.
  “Special Powers” List
  C L A Y - O - R A M A
  
  Character Sheet
   _______________________________________________________
   _____________________________________________________
   [  ] - 1     [  ] - 2     [  ] - 3     [  ] - 4    Spans
   ______________________________________________
  Number of Attacks Per Round: _____
  • Limb or Whatever ___________________ Roll to Hit ____ for ____ Dice Damage
  • Limb or Whatever ___________________ Roll to Hit ____ for ____ Dice Damage
  • Limb or Whatever ___________________ Roll to Hit ____ for ____ Dice Damage
  • Limb or Whatever ___________________ Roll to Hit ____ for ____ Dice Damage
  •   _____  Tiny Missiles for 1/2 Die Damage
  •   _____  Small Missiles for 1 Die Damage
  •   _____  Medium Missiles for 2 Die Damage
  •   _____  Large Missiles for 3 Die Damage
  •   _____  Size ______________ Missiles for _______________________ Damage
  NOTES, MEMOIRS, DOODLES, BRIBES, AND I.O.U.’S
  ________
  (add/subtract 
  damage below)
  C L A Y - O - R A M A
  
  Stats Creation:
    Base Hit Points:   50
    Movement:
  (span = thumb to pinky)
  Number of legs:
  Move up to:
  0
  1 span
  1-2
  2 spans
  3-4
  3 spans
  5 or more
  4 spans
    Base To-hit Roll:   8 on 2 d6
    Base Limb Damage:   1 d6
    Base Missile Damage:
        1 d6  for marble sized
  Determine or randomly roll for 
  Special Power (2d6):
   2 -
  Change Places
   3 -
  Rip Limbs Off
   4 -
  Borrow Power
   5 -
  Reshape One Limb
   6 -
  The Poke
   7 -
  The Bowl
   8 -
  The Drop
   9 -
  The Blob of Death (only one!)
   10 -
  Use Opponent as Missile
   11 -
  Move Out of Turn
   12 -
  Divide Self
  Round Sequence: 
  • Roll for initiative, the player with 
  the highest initiative will start and 
  then turn order will be in a 
  clockwise direction for the rest of  
  the players and then initiative 
  again.
   Turn Sequence: 
  • Move your creation up to its full 
  movement.
  • Fire up to three missiles at 
  targets of your choice.
  • Attack any creature(s) to which 
  your Claydonian is adjacent, 
  provided you have attacks left this 
  round to do so.
  • The player (or players) who were 
  attacked may counterattack 
  against your creature, provided 
  they have any attacks left this 
  round and are in range of the 
  attacker.
  SPECIAL POWERS LIST:
  The Drop:  Made in place of one 
  normal attack.  If a hit is 
  successfully made, you then lift the 
  target into the air and drop it 3'.  
  Afterwards, you can decide the 
  amount of damage caused based on 
  what happened.
  Reshape One Limb:  This power is 
  used in place of a normal attack. If it 
  hits successfully, the attacking 
  player may alter the shape of any 
  one limb of the target as he pleases.  
  As a referee, you should be ready to 
  assign damage or altered powers 
  because of this change.
  The Blob of Death:  This power may 
  be used by a creature with missiles.  
  The player may designate one of the 
  missiles to be his Blob of Death.  It is 
  fired like a normal missile (see "How 
  does my Claydonian shoot?"). If it 
  scores a hit, you should take you fist 
  and give the target one solid smash 
  to show the effects of the missile.  
  After doing this, assign damage 
  based on the consequences.  Only 
  one Blob of Death per game is 
  allowed.
  Rip Limbs Off:  When the creature 
  rolls an 11 or 12 on a normal attack, 
  the player may tear one of his 
  opponent's limbs off.  Ah, that is, 
  the player may tear off one of his 
  (Claydonian's) opponent's limbs.  
  Though this attack causes no 
  damage to the opponent in terms of 
  lost hit points. you should be ready 
  to note any changes to the target's 
  powers.
  The Bowl:  This power works like the 
  drop except that you roll the target 
  across the battlefield.
    The Poke:  When a hit is made you 
  poke the target hard with your 
  finger, making a nice hole in it.  
  Then you decide the amount of 
  damage.
  Change Places:  In addition to a 
  normal attack on a successful hit, 
  creatures this power may change 
  places with any opponent on the 
  board, or change the places of any 
  two creatures on the board.  The 
  creature may not move the same 
  turn it uses this power.
  Move Out of Turn:  Creatures with 
  this power may move at any 
  initiative point in the turn.  They 
  simply announce that they wish to 
  move.  They may not move in the 
  middle of another player's move.
  Use Opponent as Missile:  If all an 
  attacker's limb's hit a target, he may 
  pick his target up and use it as a 
  missile against a third opponent.  
  The missile is fired normally, and 
  you as a referee should assess 
  damage to both the missile and the 
  target.
  Divide Self:  This power should be 
  only given to creatures that can 
  easily divide into two sections.  Each 
  half has half the powers of the 
  normal creature at the time of 
  division.
  Borrow Power: In addition to all 
  normal attacks, a successful hit by 
  this creature allows it to use the 
  special power belonging to the 
  creature it hit, if the attacker wants 
  to do so.  The decision must be made 
  immediately or the borrowed power 
  will be lost until another successful 
  hit is made.  The player with this 
  power should not be told what the 
  powers of other creatures are; he can 
  only learn this by observation, if he 
  hasn’t seen it it can’t be used.  Also 
  the Blob of Death cannot be borrowed.
  Gamemaster's Sheet
  C L A Y - O - R A M A
  
SOURCE: textdata/thevault/Kid Friendly/6. Beginning Miniatures & War Games/Clay-o-rama & Claydonia/Clay-o-rama.pdf