Professional Documents
Culture Documents
Kaosball Game Reference v2.1
Kaosball Game Reference v2.1
Kaosball Game Reference v2.1
1 VERSION 2.1
By Billy Moffat
INTRODUCTION
VERSION 2.1
CONTENTS
Teams (in alphabetical order) Pages 3-20 Ringers (Kickstarter) Pages 24-28
2 VERSION 2.1
AMAZONS
3 +1 + 0 + 2 2
BRUISER HANDLING TACKLING FIGHTING RUNNER
Killzones
TEAM ABILITY
The Amazons’ diagonal killzones apply for all contests,
including reactions on the turns of their opponents. MELEE MASTERY
Every space surrounding an Amazon is its own killzone - Your killzone includes diagonals.
Amazons have 8 killzones (as opposed to the 4 killzones
of the figures from other teams). The killzone is not
considered one continuous area that surrounds an
Amazon, so when an opposing figure moves through Hand-offs
multiple adjacent spaces in an Amazon’s killzone, the Amazons can hand-off the ball diagonally.
Amazon figure may choose in which of those spaces they
would like to react, if they choose to react at all.
Relay Training
With the Relay Training upgrade, Amazons can hand-off 2
Movement
diagonals because it extends the killzone range for passes.
Amazons have diagonal killzones but they
cannot move diagonally.
Adjacent
Adjacent and killzone are two separate terms (which
helps to ensure clarity for the Amazons’ ability.)
So when Ringers such as Gabe, Tycho, Gojira or A
Rumblefist (whose abilities refer to adjacents) play for
the Amazons, their abilities do not apply diagonally.
3 VERSION 2.1
BARBARIANS
4 +1 + 1 + 1 3
BRUISER HANDLING TACKLING FIGHTING RUNNER
Berserkers
TEAM ABILITY
The Berserk ability is not to be confused with the
Barbarian base stats (which are all +1 across the board) BERSERK
- the Berserk +1 is in addition to the Barbarian base
Your figures with at least 1 wound
stats, and so in effect this gives any damaged (wounded)
get +1 to all contests.
Barbarian a total of +2 on top of the card value.
When totalling numbers for a contest the following
method of calculation is observed:
(base stat + card) + apply any abilities
No stacking
Berserk gives Barbarians +1 to their total for having at
least one damage, not +1 per damage on their figure. So
whether a Barbarian figure has 1, 2 or 3 damage, he only
gets +1 to contests.
Pain/Gain
If the Barbarian team has the Pain/Gain upgrade, an
uninjured Barbarian figure can choose to have +3 to
their first contest: +1 for team stat, +1 for Pain/Gain
and +1 for Berserk (which is triggered by the Pain/Gain
upgrade).
Hardy
A Barbarian with the Hardy upgrade who receives his first
1 point of damage cannot apply Berserk as the damage is
cancelled.
If the Barbarian loses the contest by 2 or more, he would
cancel the first damage but the rest of the damage would
apply, triggering his Berserk ability.
4 VERSION 2.1
COWBOYS
2 +1 + 0 + 1 2
BRUISER HANDLING TACKLING FIGHTING RUNNER
Misfire
TEAM ABILITY
If a Cowboy shoots at an opponent (attacks) from 2
spaces away and fails, they take 1 damage as normal - CONCEAL AND CARRY
the Cowboy’s gun misfires and damages him.
On your turn, your Bruisers may attack any figure
they can see up to 2 spaces away in a straight line
Cowboys versus Hate (walls and standing figures block their sight).
When an opponent has the Hate upgrade and a Cowboy
Bruiser misfires from 2 spaces away, the Cowboy takes
1 damage but the opponent does not score 1 point Runners
because Hate is not applicable in this instance because
the opponent did not cause the damage, it was the gun The Cowboy Runners are the only figures in the whole of
misfiring. But if the opposing figure was adjacent to the Kaosball who cannot use or influence their team ability.
Cowboy during the contest then the opponent would
score 1 point.
One at a time
The Cowboy Bruisers’ ability to “shoot” is an
enhancement of their basic attack action. Only one
Cowboy Bruiser gets to shoot in a single turn. C
Range
The range for attack with the Cowboy’s team ability is 2
spaces orthogonally (not diagonally).
The benefit of attacking from 2 spaces away is that the
Cowboy can attack without entering their opponent’s A Cowboy Bruiser’s attack range.
killzone (and thus avoids a possible reaction).
Self-sacrifice
If a Cowboy Bruiser figure with 1 health dies after a
fighting contest from 2 spaces away, the opposition team
do not get the Cowboy figure as a kill trophy or any other
associated bonuses as the damage was self-inflicted.
5 VERSION 2.1
DAEMONS
3 +1 + 0 + 1 3
BRUISER HANDLING TACKLING FIGHTING RUNNER
Rain of Fire
Scorch the fallen
Despite their “innate or imbued resistance to flame”
Knocked down figures are normally considered inactive the Daemons have no resistance to Rain of Fire and
but they can be damaged, and potentially killed, by take damage as normal when passing through spaces
a Daemon’s Scorch. Knocked down figures occupying containing fire.
the same space as a Daemon are also affected by the
Daemon’s Scorch.
Walls
Multi-save Walls block the effect of the Smokin’ Hot ability between
the Scorching Daemon and opposition figures on the
When a Daemon Scorches 2 or more figures of the same other side of a wall.
opponent in its killzone in a single Scorch, the opponent only
needs to burn a single 3 or higher energy card to prevent
damage to all of their affected figures. Hate
Daemons with Hate get a point for each
Scorching in a 3 or 4 team match figure Scorched (and no points for those
saved by burning a 3 or higher energy card).
In a 3 or 4 team match, if a Daemon Scorches So if a Daemon has numerous opponents
figures from different opposing teams in its in its killzone it is possible to get multiple
killzone in a single Scorch, each opponent has points as the result of a single Scorch.
to burn a single 3 or higher energy card to
prevent damage to their affected figures.
Opposition with Hardy
Burn, not discard If the opposition have the Hardy upgrade,
Scorching is rendered useless on those
To prevent damage, an energy card with value 3 opposition figures for which it would be
or higher will need to be burned, not discarded. the first 1 damage dealt in the turn. (Any
subsequent damage would occur as normal.)
6 VERSION 2.1
FANGS
3 +0 + 2 + 1 3
BRUISER HANDLING TACKLING FIGHTING RUNNER
Initiating
TEAM ABILITY
Vampirism works when a Fang initiates and wins an
attack or tackling contest, either as an action or reaction. VAMPIRISM
If the opposing figure initiated the contest and the Fang When one of your figures successfully attacks or
wins, Vampirism does not come into effect. tackles, heal 1 damage from any one of your figures.
Handling contests
Vampirism does not work for handling contests.
Self-healing
A Fang figure can choose to heal 1 of his own damage
if he triggers Vampirism through a successful attack or
tackle.
7 VERSION 2.1
GOBLINS
2 +0 + 0 + 0 2
BRUISER HANDLING TACKLING FIGHTING RUNNER
Multiple Mosh
All opposing figures who are surrounded at the end of G d
the Goblin turn are benched.
a G
Mosh King
With good positioning, a single Goblin figure can G b
contribute to the benching of multiple opposition figures
in a single turn. e G c G
Don’t care if you’re down At the end of the Goblin turn, all opposition figures
marked with an X (“a”, “b” and “c”) are benched (the
Opposing knocked down figures are automatically knocked down figure “c” is benched because a Goblin
benched if surrounded. occupies the same space and there is another Goblin
adjacent). “d” and “e” are not benched because “d” is
If a standing Goblin occupies the same space as a protected by a wall, and “e” is not surrounded.
knocked down opposition figure, and there is another
Goblin adjacent, the knocked down figure would get
benched at the end of the Goblin team turn.
Walls
If a wall blocks an opposition figure from being
surrounded, they are protected from the Mosh Pit ability.
Order of resolution
Mosh Pit is an “end of turn” event - whenever multiple
events would happen simultaneously, the team whose
turn it is decides the order in which to resolve them. And
as Mosh Pit occurs at the end of the Goblin team turn,
the Goblins can always choose for the effects of Mosh Pit
to happen before opposition teams’ end of turn events.
8 VERSION 2.1
HELLCATS
3 +1 + 1 + 1 3
BRUISER HANDLING TACKLING FIGHTING RUNNER
No stacking
TEAM ABILITY
The scoring from Dominate does not stack for spaces
with multiple knocked down figures in them - the DOMINATE
knocked down opposition figures are not the scoring
Enemy knocked down figures count as minor scoring
mound, it is the space they are in.
zones for your team.
For clarity, the Dominate ability should say: “Spaces
containing enemy knocked down figures count as minor
scoring zones [mounds] for your team.”
Additionally, the scoring from Dominate does not stack in
proportion to the number of tackled opposing figures on
the scoring mound space.
Bruisers’ role
It appears that only Hellcat Runners benefit from the
Dominate ability (as only Runners can score points from
scoring mounds), but the team would rely mostly on its
Bruisers to knock down the opposition in the first place in
order for its Runners to benefit from the Dominate ability.
9 VERSION 2.1
KLOCKWERKS
3 +1 + 0 + 1 2
BRUISER HANDLING TACKLING FIGHTING RUNNER
Bluffing
TEAM ABILITY
A Klockwerk can declare Overload before a contest
even if they choose to play a dead card or an energy OVERLOAD
card without a star icon. But if they win the contest the
Before you start contest, you may declare Overload. If
Klockwerk figure will still take 1 damage.
you do, the value of any live energy card with a star
(*) you play is doubled. But if you win the contest,
Upset your figure takes 1 damage.
Upset relates to the card being played, not the total after
Overload has been applied.
(If the Klockwerks play a +4 card or greater, they are Power Play
Upset. +1, +2 and +3 cards can never be Upset.) The Power Play tactic card enables a Klockwerk figure
to declare Overload and not take any damage that turn
Self-sacrifice whether they win or lose the contest.
If a Klockwerk figure uses Overload to win a contest but
in winning the contest it causes the Klockwerk figure to Kaos Warp
die, the opposition team do not get the Klockwerk figure If a Klockwerk declares Overload and wins a contest, but
as a kill trophy or any other associated bonuses as the then the opposing team play the Kaos Warp card, the 1
damage was self-inflicted. damage the Klockwerk would have incurred from winning
the first contest is not applied because the first contest is
Hardy completely discounted.
If a Klockwerk figure with the Hardy upgrade wins a contest
after declaring Overload they will not take the 1 damage
(providing they have not already used Hardy earlier in
the turn).
Stim Pack
Overload doubles the card value, while the Stim Pack
cheat card doubles the total value.
For example, a Klockwerk figure is in a fighting contest
(base stat is +1). The Klockwerk declares Overload, plays
a Stim Pack and plays a +2(*) energy card. The total
looks like this: +2 doubles to +4 because of Overload.
Then the +1 base stat is added to make +5, and finally
the total is doubled to +10 because of Stim Pack.
(Note: The opposition will know before they play a card
that the Klockwerk is Overloading and using Stim Pack,
so may play cards to disrupt that.)
10 VERSION 2.1
LYCANTHROPES
3 +1 + 1 + 0 2
BRUISER HANDLING TACKLING FIGHTING RUNNER
Ringers
TEAM ABILITY
Ringers cannot Shapeshift (they have both Runner and
Bruiser capabilities anyway). SHAPESHIFT
Before you activate a figure, you may choose to
Shapeshift limitation transform him from Human (Runner) to Wolf (Bruiser)
Lycanthropes can only Shapeshift if they have available or vice versa. Damage tokens on that figure remain.
figures to swap with on their bench.
They cannot swap a figure on the field for a dead figure.
Last Stand
Self-sacrifice When using the Last Stand upgrade, the Lycanthropes
can activate a Bruiser as normal, or alternatively
Because damage tokens on a Shapeshifting figure Shapeshift a Runner into a Bruiser then activate it
remain, it is possible for a Bruiser with 2 damage to (because the transformation to Bruiser happens before
Shapeshift into a Runner and then die instantly, as activating the figure).
Runners only have 2 health.
Last Stand does not allow a Bruiser to Shapeshift into a
In this case the opposition team do not get the Runner before activation.
Lycanthrope figure as a kill trophy or any other
associated bonuses as the death was self-inflicted.
New Period
At the start of every new period, the Lycanthropes will
need to maintain the 3 Runner, 2 Bruiser ratio.
For instance, if they have 5 Runners on the field at the
end of the first period, they have to choose 2 Runners
to bench, and then put 2 Bruisers onto the line of
scrimmage for the start of the second period.
The 3 Runner, 2 Bruiser ratio also applies for the return
to scrimmage at half-time.
As with all teams, if the Lycanthropes do not have
enough figures to replace the lost ones and keep the 3
Runner, 2 Bruiser ratio for the start of a new period they
lose the match.
11 VERSION 2.1
NINJAS
3 +1 + 1 + 0 2
BRUISER HANDLING TACKLING FIGHTING RUNNER
Automatic wins
TEAM ABILITY
If a Ninja initiates a fighting contest and wins by playing
the same energy card as her opponent, she deals SURPRISE
3 damage, because if an effect allows someone to
During a contest, if you play the same energy card
automatically win a contest, they always win by 3.
as an opponent, you automatically win (even if your
energy card is dead).
Live cards versus dead cards
If a Ninja plays a 4 or 5 live card in a fighting contest
and the opponent plays a matching 4 or 5 dead card the
Surprise ability triggers and the Ninja would auto win by
3 (dealing 3 damage) instead of dealing 4 or 5 damage.
Surprise is automatic, not optional.
Booster Bru
The Ninja Surprise ability is valid against the Booster Bru
(+6) card as it is considered both an energy card and a
cheat card.
12 VERSION 2.1
OGRES
4 +0 + 1 + 0 4
BRUISER HANDLING TACKLING FIGHTING RUNNER
Direction
TEAM ABILITY
When an Ogre figure Stomps, opposition figures are
pushed directly away from the Ogre - there is no decision STOMP
on direction (It does not function like a failed tackle where
Before you activate one of your figures, you may
the figure can be pushed to any free adjacent spot).
stomp with that figure, pushing all adjacent enemy
figures back one space. An enemy that cannot move
Walls back one space is knocked down instead.
A wall between an Ogre and an adjacent opposing figure
does not block the effect of the Ogres’ Stomp ability -
thematically, the Stomp causes a mini shock-wave that a
wall cannot block.
Other Ogres
Stomp does not affect adjacent Ogre team figures.
13 VERSION 2.1
PARAGONS
3 +1 + 1 + 1 2
BRUISER HANDLING TACKLING FIGHTING RUNNER
14 VERSION 2.1
PIRATES
3 +2 + 1 + 1 3
BRUISER HANDLING TACKLING FIGHTING RUNNER
Cheaters
TEAM ABILITY
Pirates are a straightforward team - they can spend big in
the drafts knowing that in most matches they can cheat LOOTING
with impunity due to the cash they can earn from every
You gain 1 cash each time you win a contest.
win in contests.
Kaos Warp
If a Pirate wins a contest, but then the opposing team
play the Kaos Warp card, the 1 cash the Pirate would
have gained from winning the first contest is not applied
because the first contest is completely discounted.
15 VERSION 2.1
SAMURAI
3 +1 + 0 + 1 2
BRUISER HANDLING TACKLING FIGHTING RUNNER
Be precise
TEAM ABILITY
The Samurai team ability says to announce a specific
card, so if the Samurais play a tactic or cheat card in the HONORABLE CONDUCT
contest instead of an energy card, they would have to
Before a contest starts, you may declare your
say the name of the card.
intention to play a specific card. If you reveal that
card you score 1 point. There is no penalty for lying.
Kaos Warp
If a Samurai declares the correct card in a contest he
gets a point for Honorable Conduct, but if the opposing
team then plays Kaos Warp and then initiates another
contest in which the Samurai again tells the truth the
Samurai does not get 2 points - he only gets 1 point for
the second contest because the first contest is completely
discounted.
Cheat cards
Honourable Conduct only works for cards revealed during
a contest, not for those played before a contest - for
example, a Samurai cannot gain 2 points from a contest
if they announce and play a cheat card at the start
of the contest, and then announce and play another
card as normal in their contest - they only get 1 point
(maximum) for correctly announcing the card played
during the contest.
For clarity, the ability should say: “Before a contest starts,
you may declare your intention to play a specific card in
the contest”.
16 VERSION 2.1
TROLLS
4 +1 + 2 + 0 3
BRUISER HANDLING TACKLING FIGHTING RUNNER
Throwing Trash
TEAM ABILITY
Trolls can throw Trash into a space containing an
opposing figure but the Trash has no immediate effect TRASH
on that figure - Trash only affects figures when the figure
Before or after you activate a figure, you may leave a
moves into a space that already contains Trash.
piece of Trash in its killzone (max 2 Trash on the field).
A Troll cannot throw Trash onto the space he currently Any enemy figure that steps in Trash is knocked down
occupies. unless they discard an energy card value +4 or higher.
Moving Trash
If both trash tokens are already on the field, a Troll figure Dead card
wanting to use his Trash ability can pick up either of the The card discarded by an opponent as a result of
existing Trash tokens and place it into a new space (in his stepping into a space containing Trash does not have to
killzone). The space where the Trash was vacated from is be a live card.
now considered clean and safe to move through again.
Live cards are only relevant in a contest. For any ability
that requires a card of a specific value to be burned or
Picking up the ball discarded, it can be either a live or dead card.
Troll figures may drop Trash after picking up the ball
(picking up the ball ends a figure’s activation while Trash Brick
comes into effect before or after activation).
When stepping in Trash,
rather than discarding an
Dead can’t litter energy card of 4 or more, an
If a Troll is activated with the intention of placing Trash at opposition Bruiser figure with
the end of his turn, but during the turn is knocked down the Brick upgrade can take
or killed, then no Trash can be placed that turn. 1 uncancellable damage to
prevent being knocked down.
Clean-up time
At the end of a period, Trash is removed from the field
along with other tokens.
Tackling a Troll
If a Troll is carrying the ball and is tackled while in
a space containing Trash, the opposing player must
discard an energy card value +4 or higher in order to
successfully execute a follow-up.
17 VERSION 2.1
VALKYRIES
3 +1 + 1 + 1 3
BRUISER HANDLING TACKLING FIGHTING RUNNER
Hate
If the Valkyries have the Hate upgrade, they receive a
point for each opposing figure struck by Vanir’s Judgement.
Walls
Walls and the corners of walls
block Vanir’s Judgement - any
special ability, upgrade or card A couple of examples of
that allows diagonals may how walls can block Vanir’s
be blocked by walls. If the Judgement. The spaces without
an X are blocked.
diagonal skims the edge of a
wall, it is blocked.
18 VERSION 2.1
WARLOCKS
3 +0 + 1 + 1 2
BRUISER HANDLING TACKLING FIGHTING RUNNER
Curse timing
TEAM ABILITY
The Curse ability is triggered when a Warlock loses a
contest, so all the effects for losing a contest take place CURSE
(taking damage and perhaps being killed, being knocked
Once per period, if you lose a contest, you may turn the
down, having the ball stolen, dropping the ball, etc.) and
opposing figure into a Frog token until the end of the
then the opposing figure is turned into a Frog.
period. Frog tokens have 2 life, no team or ringer ability
So, if an opponent is stealing the ball in a handling and cannot tackle, attack, score or handle the ball.
contest, the ball is stolen as normal and then the
opponent is turned into a Frog. The ball then drops in the
opponent’s space because a Frog cannot handle the ball.
Team ability
Order of resolution Frogs lose all access to their team ability, whether as a
giver or recipient of its benefits, so for example:
The order of resolution for events is decided by the active
team (the team whose turn it is). A Paragon Frog cannot use Greater Good to give or
receive a +2 bonus in a contest.
For example, with the Ringer Gojira versus a Warlock:
A Fang Frog cannot heal or be healed with Vampirism.
If Gojira wins a contest on his turn he can crush the
space that he is in and move to an adjacent space,
and then he is turned into a Frog. Immediate death
If Gojira wins a contest on the Warlocks’ turn he is When a figure with 2 or more damage is turned into
turned into a Frog (and cannot crush the space that he a Frog it is killed immediately (since Frogs only have
is in and move to an adjacent space). 2 health), because a figure keeps all previous damage
when it transforms.
Frogs are figures If the Frog is killed in this immediate manner, the
Warlocks acquire the original player figure as a kill trophy.
The Frog token counts as a figure on the field. As such, it
occupies a space, and can be tackled and attacked.
Dead Frog
If an ability denies a figure the option
to attack or tackle, it does not deny If a team kills a Frog they get to keep the
them the ability to defend themselves original player figure as a kill trophy and
- when defending itself in contests, a claim any other associated bonuses.
Frog still adds the relevant team stat to
its energy card score. Changing back
If the Frog is still alive at the end of a
Moving a Frog period, replace it with the original player
On their turn, an opponent may choose figure at the start of the next period.
to activate the Frog, but the only action
they can take is to move it - the Frog
cannot engage in any contests.
The only way for the Warlocks to get
the Frog out of a space (in order to
pick up the ball) is to kill it.
19 VERSION 2.1
ZOMBIES
3 +0 + 1 + 1 3
BRUISER HANDLING TACKLING FIGHTING RUNNER
Shamble limitations
TEAM ABILITY
Zombies may not engage in contests or hand-off the ball
when using Shamble. The Zombies can each move one SHAMBLE
space, nothing more.
Instead of activating a figure, you may move any
Shamble does not allow a Zombie to move into an number of your figures one space, ignoring enemy
occupied space. killzones.
Enemy killzones
“Ignoring enemy killzones” means opposing figures
cannot react when a Zombie figure uses Shamble to
move into their killzone.
Damage
When Zombies use Shamble, are still affected by
obstacles. So for example, they still take damage when
walking through fire and can still be affected when
stepping into spaces containing the Trolls’ Trash.
Speed Training
The Speed Training upgrade is an enhancement of a
figure’s normal movement, and so it does not affect
the Zombie’s Shamble ability as this ability is outside of
normal activation and movement.
Shamble will only ever let the Zombies move one space.
20 VERSION 2.1
RINGERS (BASE GAME)
21 VERSION 2.1
RINGERS (BASE GAME)
22 VERSION 2.1
RINGERS (BASE GAME)
23 VERSION 2.1
RINGERS (KICKSTARTER)
24 VERSION 2.1
RINGERS (KICKSTARTER)
25 VERSION 2.1
RINGERS (KICKSTARTER)
26 VERSION 2.1
RINGERS (KICKSTARTER)
Rumblefist Scrag
Rumblefist can choose to redirect If Rumblefist has the Hardy Scrag’s +2 in any contest against
damage to an adjacent opposing upgrade, and receives his first 1 another Ringer is in addition to
knocked down figure. point of damage of the turn he the base stats of the team he is
cannot redirect it as the damage is playing for.
Rumblefist cannot use his ability to
cancelled.
redirect 1 damage if he receives any
damage while he is knocked down. If the opposition have the Hardy
upgrade, Rumblefist’s damage
If Rumblefist takes damage in a
redirection is rendered useless on
fighting contest, he can choose to
those opposition figures for which it
redirect 1 damage to the opposing
would be the first 1 damage dealt in
figure he was fighting.
the turn. For the rest of the turn any
If Rumblefist takes enough damage subsequent damage to the opposition
in a fighting contest to kill him, he figure would occur as normal.
can redirect 1 damage before he is
Rumblefist cannot redirect
removed from the field.
uncancellable damage such as
When Rumblefist initiates a that received in using the Brick or
fighting contest and loses, he can Pain/Gain upgrades.
redirect the 1 damage he receives.
Rumblefist can redirect 1 damage
When Rumblefist plays for a team to an opposing figure who currently
where their team ability requires has the Power Play tactic card in
them to take damage (such as use, but they will then cancel the
the Klockwerks’ Overload and the effect immediately.
Valkyries’ Vanir’s Judgement) he is
Rumblefist may redirect the
able to redirect that 1 damage as
damage he receives when walking
well as benefiting from the ability.
through fire. On his turn
If Rumblefist has the Hate Rumblefist may step backwards and
upgrade he scores 1 point when forwards, in and out of fire as much
redirecting damage. as his movement will allow.
27 VERSION 2.1
RINGERS (KICKSTARTER)
28 VERSION 2.1
RINGERS (2016)
Apocalypse
Apocalypse does not have to be Upon succesful activation of her When Apocalypse is playing for
directly involved in a contest to ability, the opposition team does the Samurais, she may use the
use her ability (she can use it from not get the figure as a kill trophy Samurai ability and her own ability
afar in contests involving her team or any other associated bonuses as in the same contest (i.e. declare
mates). the death was self-inflicted, but her intention to play a specific card
Apocalypse’s team do get to take the before the contest starts and then
Apocalypse’s ability is only active
opposition player as a kill trophy. name her opponent’s card before
while she is standing on the field
the cards are revealed).
(not while she is knocked down, If Apocalypse declares the correct
killed or benched). card in a contest and then the When Apocalypse is playing for
opposing team plays the Kaos the Ninjas, her ability comes into
Apocalypse must name a specific
Warp cheat card, the first contest effect in priority over the Ninja
card, so if the opposition play a
is completely discounted and the team ability (i.e. in a contest, if
tactic or cheat card in the contest
figures are not killed. Apocalypse she uses her ability and names
instead of an energy card, she would
then gets to name a card in the the opponent’s card and then it is
have to say the name of the card.
subsequent contest. revealed that her team played the
Apocalypse is not obliged to use same energy card as the opponent,
If either team play the Illegal
her ability during a contest - it is the result of the contest is cancelled
Scouting cheat card, Apocalypse
optional. and both figures are killed, as per
must name the opposition’s card
her ability).
Apocalypse can use her ability even after they have selected it but
when an opposition figure initiates before it is revealed.
the contest.
If Apocalypse has the Hate
When Apocalypse successfully uses upgrade, her team receives 1 point
her ability, the cards played during for the successful use of her ability,
the contest are burned as normal. but opposition with Hate would
not receive a point, as the death is
self-inflicted.
29 VERSION 2.1
RINGERS (2016)
30 VERSION 2.1
RINGERS (2016)
31 VERSION 2.1
RINGERS (2016)
32 VERSION 2.1
If you love Kaosball...
33 VERSION 2.1
Billy Moffat, 2016