Kick Off: Each Enemy Engaged With Attacker Each Friend Engaged With Target Each Enemy Engaged With Attacker

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KICK OFF

1) Define and agree terrain and ground. 7) Kicking model moves up to base-move and than
2) Deal five Guild Plots to each Player, face down. performs a kick
3) Each Player discards two Guild Plots face down and 8) If ball-token is within the kicking player’s half of
retains three cards which may be kept secret. the board receiving team gives possession of ball to
4) Players roll off, winner chooses to Kick or Receive. any model
5) Kicker chooses table edge and deploys completely 9) Receiving team automatically receives initiative for
with 10” first turn
6) Receiver deployes completely withing 10” of
opposite edge

TURN SEQUENCE
1) Initiative Phase: Both Players roll a dice and add Make and Advance
MP left from last turn. Winner of roll chooses who [0} Influence: Perform a Jog (up to base-move)
has Initiative. [0] influence: Forfeit Advance to remove the
2) Maintenance Phase: Players with Initiative does knocked-down condition
all steps then the other player. [1] Infuence: Sprint (up to max-move)
a) Resolve conditions [2] Influence: Charge up to max-move in a straight
b) Allocate Icy-sponce Tokens line and then perform an attack)
c) Reurn Players to Pitch Spend Influence to…
d) Generate Influence Pool [1] Influence – Make an Attack
Add [1] Influence per Goal scored [1] Influence – Perform a Kick
e) Allocate Influence [x] Influence – Make a Play
3) Activation Phase: Starting with Player with 4) End Phase
Initiative, take turns to Activate a model. Remove all ongoing-effects
During the Activation models may perform the Remove any remaining Influence
following in any order.

ACTIONS
If a modifier would lower TN below [2+] gain a dice instead
If a modifier would raise TN above [6+] remove a dice instead
Dice-pool can’t be lowered below [1] dice

Attack Character Play – Auto hit on Friendly Models or if


Base Dice-Pool TAC generated from Playbook
Starting TN Target’s DEF Base Dice-Pool INF Cost
Target has Cover [-1] TAC Starting TN Target’s DEF
Crowded out -1 Dice Crowded Out -1 Dice
Each Enemy Engaged with Attacker Each Enemy Engaged with Attacker
Ganging Up +1 Dice Knocked Down {-1} DEF
Each Friend Engaged with Target Success 1 Hit
Charging +4 Dice
Knocked Down {-1} Def Kick
Net-Hits Hits - ARM Base Dice-Pool Base-Kick
Starting TN [4+]
Parting Blow: Can only generate DMG, KD & T Kicker Engaged
Base Dice-Pool TAC +2 -1 Dice
Per Enemy Model
Starting TN Target’s DEF Intervening Enemy -1 Dice
Target has Cover [-1] TAC Per Enemy Model
Net-Hits Hits - ARM No LOS to Target [+1] TN
Taret Engaged [+1] TN
Per Enemy Model
Success 1 Hit
CONDITIONS
Knocked Down Poison
Loses possession of ball-token ([erform standard-scatter) Suffer [2] DMG in the Maintenance Phase
Does not blosk LOS
Cannot engage enemy models Bleed
Cannot use Character Plays Suffer [3] DMG in the Maintenance Phase and then
Cannot be moved, other than by Push and Dodge remove condition
Suffers [-1] DEF
Taken Out
Burning Remove model from board
Model suffers [-2”/-2”] MOV. Remove all other conditions
Suffer [1] DMG in the Maintenance Phase May return to board using Icy-Sponge Rule

MOMENTUM
Gaining Momentum [-2] MP – Cone on Mate! (friend within [8”] recover [4]
[+1] MP – Momentus Result in Playbook (Not from HP, or removes all Conditions)
Parting Blow)
[+1] MP – Taking Out an Enemy Reactions
[+1] MP – Passing Successfully (Can be spent [-1] MP – Counter Attack (Once per enemyper turn
immediately*) may make an attack back)
[+1] MP – Score goal, [+2] for Screamer! (two or more [-1] MP – Defensive Stance ([+1] Def against charge)
6’s) [-1] MP – Run the Length! (Scoring model may make a
If the ball-token is behind your goal-line, and one of your [4”] Dodge)
modesl is in possesion or was the last model in possession ofTEAMWORK – Perform one of the following after a
the ball-token you cannot gain Momentum successful Pass
[-1] MP – Give ‘n’ Go (Kicker may make a [4”]
Spending Momentum Dodge)
[-1] MP – Bonus Time (+1 dive-pool, max one per roll) [-1] MP – Pass ‘n’ Move (Receiver may make a [4”]
[-1] MP – Gliding (ignore rough-ground) Dodge)
[-1] MP – Shoot at Goal (must still spend [1] INF) [-1] MP – Snap Shot! (Receiver Shoots, Needs [2] hits
[-1] MP – Take a Breather Lad! (recover [4] HP, or to score)
remove all Conditions)

PLAYBOOK
After you have made an Attack,s elect your Play form your Playbook. Each success opens a column (from left to
right). If you have more successess than columns, additional successess may be used to select an additional result

Damage (DMG) – Reduce the current HP on the target enemy model by the number show. If the enemy
model is reduced to [0] HP it is taken out; remove the nodel from the pitch and gain [1] MP
Push – The target model suffers a [1”] Push for each arrow shown. Models may not change direction
during a Push
Dodge – The active model makes a [1”] Dodge for each arrow shown on the Playbook resurt
Tackle – If the target model currently has possession of the ball the active model immediatley gains
possession of the ball. This result may not be selected if the target model is not in possession of the ball.

Play – The active player may select a single Play form their Playbook with this icon as its cost.

Knocked-down – The target model suffers the knocked-down condition. This result may not be selected
if the target model is already suffering the knocked-down condition.
Multiple Effects – Apply all the effects of the selected result if able. These effects may be applied in any order,
but count as sumultaneous, so only receive modifiers which were applicable when the attack was made
Momentus Result – Momentus results are highlighted with colour-fill on the Playbook. Momentus results
generate [1] MP for the active model’s team in addition to the effects of the selected result

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