eRIC m. laNg - CoolMiniOrNot

eRIC m. laNg - CoolMiniOrNot
Rules of Play
A game by ERIC M. LANG
Kaosball - Rules of Play
2
TABLE
OF COntents
COMPONENTS. . . . . . . . . . . . . . . . . . . . . . 3
SECTION 1: BASIC CONCEPTS. . . . . . . . . . . . . 4
The Crossfield . . . . . . . . . . . . . . . . . . . . . . . . . 4
The Teams . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5
Exhibition and League Games. . . . . . . . . . . . . 5
Runners, Bruisers and Ringers. . . . . . . . . . 5
Killzones . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6
Tackling and Attacking . . . . . . . . . . . . . . . . . . 6
Scoring . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6
Damage, Health and Kills . . . . . . . . . . . . . . . . 7
Burning Cards. . . . . . . . . . . . . . . . . . . . . . . . . . . 7
Cheating and Bribing . . . . . . . . . . . . . . . . . . . . 7
SECTION 2: PLAYING THE GAME. . . . . . . . . . . 8
Setup . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8
Periods . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9
Player Turns. . . . . . . . . . . . . . . . . . . . . . . . . . . . 9
Score . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9
Playing a Tactic Card . . . . . . . . . . . . . . . . . . . . . 9
Activating a Figure . . . . . . . . . . . . . . . . . . . . . . . 9
Figure Actions . . . . . . . . . . . . . . . . . . . . . . . . . . . 9
Movement Restrictions . . . . . . . . . . . . . . . . . . 10
The Ball: Pick-ups and Hand-offs. . . . . . . . . . 10
Entering a Killzone . . . . . . . . . . . . . . . . . . . . . . 10
Contests. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10
Live and Dead cards. . . . . . . . . . . . . . . . . . . . . 11
Resolving Dead Cards . . . . . . . . . . . . . . . . . . . 11
Energy cards with a star . . . . . . . . . . . . . . . . . 11
Resolving a Contest. . . . . . . . . . . . . . . . . . . . 11
Stealing the Ball (Handling Contest) . . . . . . . 11
Tackling (Tackling Contest) . . . . . . . . . . . . . . . 11
Attacking (Fighting Contest). . . . . . . . . . . . . . 11
End of the Period. . . . . . . . . . . . . . . . . . . . . . . 11
Scoring . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12
Bribing. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12
Cheating . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12
Set Up for Next Period. . . . . . . . . . . . . . . . . . . 12
Half Time. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Score Kills and Cheats. . . . . . . . . . . . . . . . . . .
Most Kills Bonus . . . . . . . . . . . . . . . . . . . . . . . .
Cheating Penalty. . . . . . . . . . . . . . . . . . . . . . . .
Ties. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Return to Scrimmage. . . . . . . . . . . . . . . . . . . .
Switch Ringers. . . . . . . . . . . . . . . . . . . . . . . . . .
Switch Upgrades. . . . . . . . . . . . . . . . . . . . . . . .
End of the Game . . . . . . . . . . . . . . . . . . . . . . . .
Winning the Game . . . . . . . . . . . . . . . . . . . . . .
Sudden Death Overtime!. . . . . . . . . . . . . . . . .
Losing the Game . . . . . . . . . . . . . . . . . . . . . . . .
Blowout. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Elimination . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
13
13
13
13
13
13
13
13
13
14
14
14
14
14
Other Rules. . . . . . . . . . . . . . . . . . . . .
Cheating cards. . . . . . . . . . . . . . . . . . . . . . . . .
Fire Tokens. . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Wall Tokens. . . . . . . . . . . . . . . . . . . . . . . . . . . .
Minor Score Tokens . . . . . . . . . . . . . . . . . . . .
14
14
14
14
15
Three and Four Player Games. . . . . . . . . 16
Maximum Kaos Match . . . . . . . . . . . . . . . . . . . 16
Alliance Match. . . . . . . . . . . . . . . . . . . . . . . . . . 16
SECTION 3: PRE-GAME DRAFT. . . . . . . . . . . Upgrades . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Ringers . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Drafts and Bidding. . . . . . . . . . . . . . . . . . . . .
The Upgrade Draft . . . . . . . . . . . . . . . . . . . . . .
The Ringer Draft . . . . . . . . . . . . . . . . . . . . . . . .
Choosing Upgrades and Ringers. . . . . . . . .
Active Upgrades . . . . . . . . . . . . . . . . . . . . . . . .
Fielding Ringers. . . . . . . . . . . . . . . . . . . . . . . . .
17
17
17
18
18
18
19
19
19
Credits. . . . . . . . . . . . . . . . . . . . . . . . 20
APPENDIX C: FAQs. . . . . . . . . . . . . . . . . . . . . . . 21
(back page of rulebook). . . . . . . . . . . . . 23
COMPONENTS
Kaosball contains the following components:
60 Highly detailed MINIATURE Figures
1 GAME BOARD
• Representing
the Kaosball
field
4 MAGNETIC TEAM BOARDS
Four teams with 13 figures each
(7 runners, 6 bruisers)
• Called your “team dugout”
• Containing information about your team’s
stats and special ability.
• Also tracks your teams Cash, Fouls and
Active Upgrade points.
1 Coach figure per team
68 PLAYING CARDS
60 Action cards
4 Ringer player figures
4 Ringer reference cards
1 RULE BOOK (28 Pages)
3 CUSTOM DICE
1 x 6-sided
Tiebreaker die
43 PLASTIC TOKENS
2 x 12-sided
Kaosball dice
(to mark the period and
the first player in a period)
1 Ball 4 Score 4 Fire
token tokens tokens
4 Wall
tokens
30 Wound
tokens
Kaosball - Rules of Play
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Kaosball - Rules of Play
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SECTION 1:
BASIC CONCEPTS
“All right, listen up. People say Kaosball is a community, it’s a way of life, it’s the world in miniature
played out on the crossfield. It’s all that and more.
You find yourself in a team that plays the game
the same way you would live your life if you had no
limits and no fear.
But to find that team, you have to know why they
play the way they play. And to know that, you’ve
got to know the game.”
They can also buy upgrades which add new special abilities, and hire unique players called Ringers
who can attack like bruisers and score like runners.
Naturally, the ringers have amazing abilities all their
own.
- Hardman Jury, “Monday Night Kaosball”
Ogre Runner (circle base)
In Kaosball, up to four teams of fantasy creatures
will battle to dominate key areas of the field and
outscore the competition.
Each team has Runners who can score points, and
Bruisers who can attack the other team.
Each team also has a unique special power that
breaks the rules of the game, giving them a unique
style of play.
Fangs Bruiser (square base)
The Crossfield
A Kaosball field is shaped like a cross, as you can
see on the board. The board is divided into spaces.
Only one figure at a time can stand in a space, but
there can be any number of knocked-down figures
in a space, plus one standing figure.
“Anybody who won’t walk over three or four enemies’ bodies ain’t cut out for Kaosball.”
- Hardman Jury, “Monday Night Kaosball”
1- Blue Scrimmage Line
2- Red Scrimmage Line
3- The Midfield
4- Center field
5- The Backfields
6- Minor Scoring Mounds
7- Red Major Scoring Mound
When moving a figure, you cannot move diagonally.
Two spaces are considered adjacent if they share
an edge; diagonals don’t count.
Each team has a scrimmage line that matches their
color. This is where that team’s figures will be at the
start of the match, and where new figures will enter
each period.
The large area between the scrimmage lines is the
midfield.
The areas behind the scrimmage lines are called
backfields, and each team has one.
At the exact center of the midfield is center field.
That’s the space where the ball will be at the start
of each period.
Next to center field are four minor scoring mounds.
These can be used by any team’s runners to score
points.
The major scoring mounds are in the middle of each
team’s backfield, and they are color-coded. You can
only use the major scoring mound that matches
your team’s color (it will be the one opposite your
team’s scrimmage line).
1
2
3
4
5
6
7
Kaosball - Rules of Play
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Kaosball - Rules of Play
The Teams
Your Team record sheet (called the dugout in play)
helps you keep track of your league stats, your cash
on hand during the game, and your special ability
and stats.
3-Team Ability (unique to each team)
4-Cash (for ringers, upgrades and bribes)
5-Fouls (tracks cheating cards used)
Selecting your team is the most important choice
you make in Kaosball. It defines your whole approach to the game, in both style and substance.
6-
Active Upgrade Points (tracks total allowed upgrade power per game)
7- Bruiser health
Example Team: The Fangs
8- Runner health
1- Team Logo
9- Team Coach
2-Team Stats (for resolving Contests)
10-Team Upgrade slots
a.Handling – keeping and stealing the ball
b.Tackling – for tackling and resisting tackles
c.Fighting — for launching and resisting attacks
9
4
3
7
1
6
2
5
5
8
Exhibition
and
League Games
Killzones
“Winning’s good, but winning when it really counts
is better. Every team in the league has strength and
skill and style. Those who lack any of those things
don’t get to play at this level. So when it comes
down to the clutch in the deciding game of a league
season, the team who wins it all isn’t necessarily
the strongest or most skilled; it’s the hungriest.”
- Adelaide Baxter, “The Game: How Kaosball
Defined the New World”
An exhibition game is a single match, with either 2,
3 or 4 teams competing at the same time.
Exhibition matches can be played in one of several
modes: head-to-head (2 player), free-for-all Maximum Kaos (3 and 4 player), and partnership-based
Alliance mode (4 player – 2 versus 2). Details on
page XX (“Three and Four player modes”)
A league is a series of matches involving four to
eight teams, culminating in playoffs and a championship match.
Full league rules and schedules are available at
www.kaosball.com.
Runners, Bruisers
and
Ringers
“Nobody risks their life for something they don’t believe in, and no Kaosball team comes to the field
without something to prove about how the world
works, or how the world should work. To be part
of a Kaosball team, whether you’re a runner or a
bruiser, is to dedicate your life and soul (if you’ve
got one) to that team and its way of seeing things.
To be a ringer is to dedicate yourself to Kaosball itself.”
“And Panther takes the ball, sliding right through
the Fang bruiser’s killzones like they were empty
rooms! Can anybody put a hand on her? Can anybody stop the major score that will put this game
out of reach for the Fangs?”
- “Saint” George Valentine, in-game commentary
Each figure on the board has a killzone. A figure’s
killzone includes all spaces adjacent to it (not including diagonals).
Runners can steal the ball from opponents who
enter or exit their killzone. Bruisers can attack opponents who enter their killzone.
Your killzone does not extend through walls.
- Adelaide Baxter, “The Game: How Kaosball
Defined the New World”
Each team has two kinds of figures. Runners score
points and are skilled at stealing the ball. Bruisers can’t
score points, but they can tackle or attack enemies.
Ringers can do both, but they don’t belong to a
specific team. They sell their talents to the highest
bidder.
The first time you play, don’t use the ringers, just
set them aside.
Kaosball - Rules of Play
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Kaosball - Rules of Play
Tackling
and
Attacking
“And that tackle’s going to put another New
Victoria runner down for a few key moments…”
“Big mistake by the Port Royale bruiser there. He
could have gone for the kill instead of a tackle.”
“We’ll see about that. With time running out for
the period the Pirates are poised to outscore…”
“Scoring won’t help you when you’re outnumbered
in the endgame because you didn’t rack up the kills
early on when you had the chance.”
“This isn’t boxing, Jury. Tackles put enemies down
and open up scoring plays.”
“Kills win games, Baxter.”
“Points win games.”
“And points come from kills!”
- Adelaide Baxter and Hardman Jury,
in-game commentary
Bruisers and ringers can tackle or attack an enemy
figure. A successful tackle will knock the enemy
down, making it impossible for them to act again
until the end of the period.
A successful attack will damage and possibly kill an
enemy figure, removing it from the game.
Scoring
A match lasts for four periods, with half time after
the second period. Each period will last several turns.
You score points at the start of each of your turns
if one of your runners holds the ball while standing
on a scoring mound.
At the end of each period, all teams score points if
their runners are standing on scoring mounds, with
or without the ball.
Scoring on a minor scoring mound (a “minor score”)
is worth 1 point during the 1st period, 2 points during the 2nd, 3 during the 3rd, 4 during the 4th.
Scoring on your team’s major scoring mound (a
“major score”) is always worth 5 points. The other
teams’ major scoring mounds aren’t worth anything
to you, but it can be worth the effort to prevent
them getting there.
At halftime and at the end of the fourth period,
there are bonus points for the most kills, and penalty points for getting caught cheating too much.
“Three minor scores are better than one major, so
control of center field is key.
“Problem is, if you want to control the center, you’ve
got to leave your backfield open. And a couple of
major scores early on are worth more than the
whole midfield combined at the end of the period.”
- Adelaide Baxter, “The Game: How Kaosball
Defined the New World”
Damage, Health
Kills
Burning Cards
“And a smashing forearm sends T-bone down! T-bone
is down! He’s down and he’s not moving! That man
has survived one assault after another this period,
but that last hit from the Samarian bruiser may just be
too much to walk away from… yes, it looks like… he’s
dead! He’s dead! T-Bone is dead! That is yet another
confirmed kill for the Samaria Barbarians, ladies and
gentlemen! A confirmed kill and only the second time
this season that T-Bone has died in action!”
“Mister Jinx, how do you define the popular term,
‘burn it’?”
“To ‘burn it’, Mister Valentine, is quite simply to
push your body and soul beyond their design
specifications. It means to fight harder than it is
physically possible for you to fight.”
“Would you say that most teams do this in today’s
Kaosball games?”
“Oh, they all do, Mister Valentine.”
“And what would you say distinguishes a team
that burns its way to victory from one that simply
burns out?”
“A wise man once said that when there’s nothing
left to burn, you have to set yourself on fire.”
and
- “Saint” George Valentine, in-game commentary
When a figure takes damage (usually from an attack), place one damage token on that figure for
each point of damage they suffer. If a figure has
damage tokens equal to or greater than its health
(shown on its dugout or ringer card), it dies.
If you deal the killing blow to an enemy figure, place
it next to your dugout. If the killing blow comes
from no particular team (maybe it came from some
kind of neutral hazard on the board), then nobody
gets to claim the kill.
The team with the most kills at halftime and at the
end of the game will score bonus points.
- “Saint” George Valentine and Mr. Jinx, head
coach of the New Purgatory Daemons
When you play a card from your hand, you’ll place it
face up on the table next to your team dugout. This
is called “burning” a card.
At the end of your turn, if you’ve burned nine or
more cards, this triggers the end of period buzzer;
the other players each get one more turn, and then
the period is over.
Cheating
and
Bribing
“Kaosball is life, so you might as well get over it.
Yeah, cheating works. You better believe it works
a hell of a lot better than playing fair. But in life,
which is Kaosball, remember? You get caught? You
go down for it. Hard.”
- Hardman Jury, “Monday Night Kaosball”
Red cards are called “cheating” cards. They’re very
powerful, but they’re also illegal. At the end of each
period, teams who’ve got cheating cards sitting
face up next to their dugout might receive gain
fouls, unless they spend cash to bribe the ref.
At half time and at the end of the match, the team with
the most fouls will get a big penalty to their score.
Kaosball - Rules of Play
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Kaosball - Rules of Play
10
SECTION 2:
PLAYING THE GAME
Setup
For your first game, set aside the ringers and upgrades. We’ll get into those after you’ve played
once or twice.
Wound
Tokens
Fire
Ball
Tokens Token
Score
Tokens
Wall
Tokens
Opening Hand
(Player 2)
Team Dugout
(Player 2)
Start Token
Given to
player 1
Team Dugout
(Player 1)
Opening Hand
(Player 1)
Deck
of Cards
Player coaches
start at O.
1- PLACE BOARD AND BALL - Put the board in the
middle of the table, and put the ball in the center field space. Each player sits next to one side
of the board; the scrimmage line on your side of
the board determines your color. If you’re playing
with only two players, sit on opposite sides of the
board. Otherwise, choose sides randomly.
6. PLACE SCORING TOKENS - Each player puts
their team’s coach figure on the start space of
the scoring track (the “zero”)
2- PICK TEAMS - Each player picks a team (either by
consensus or randomly) and takes the dugout, 7
runner figures and 6 bruiser figures for that team.
a. Each team begins with 12 cash (exhibition
game) or 10 cash (league game). Turn the
dial on your dugout to set your cash to that
amount.
b. Turn your fouls dial to 0.
c. Turn your Active Upgrades dial to 3 (representing the total cost worth of upgrades
your team can have in the full game – ignore
this for your first game).
3- FIELD TEAMS - Put three of your runners and
two of your bruisers on your scrimmage line,
with runners in the middle of the line and at both
ends. Put your remaining figures in your bench
next to your dugout.
4. DRAW OPENING HANDS - Shuffle the cards and
deal 7 to each player, then put the rest to the side
face down. This is the draw pile.
5. PREPARE TOKENS - Put the fire tokens, score
tokens and wall tokens off to one side.
7- MARK THE PERIOD – Place a wound token on
“Period 1” space on the board.
8- ASSIGN START PLAYER TOKEN - Give the Start
Player token to the youngest player.
9- DRAFT AND FIELD CHOSEN RINGERS AND
UPGRADES –(Skip this step for your first game)
Players auction for upgrades and ringers, then
field them. See PREGAME DRAFT section (page
XX) for details.
“All right, ladies. T-Bone is on the field now. This
game is officially underway.”
-T-Bone
Kaosball - Rules of Play
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Kaosball - Rules of Play
Periods
Each match is played over 4 periods with a half time
event after period 2. Mark which period it is on the
board with a token.
Players take turns during a period either playing
tactic cards or activating their figures. An activated
figure can sprint, tackle or attack another figure.
You might focus your efforts on controlling the ball
to score quick points, or on spreading out to score
big at the end of the period.
Each period has the following steps:
1-Player Turns (play cards and activate figures)
2-Scoring (score end of period points)
3-Bribery (buy off cheating cards)
4-Cheating (take foul tokens)
5-Prep for Next Period (clean up)
Score
At the start of your turn, if one of your runners has
the ball and is standing on a minor scoring mound,
you immediately score a number of points equal to
the current period (for example, if it were period 2,
you would score 2 points).
If one of your runners has the ball and is standing
on your team’s major scoring mound, you immediately score 5 points.
Playing a Tactic Card
“In a game as brutal as Kaosball, it may appear
that brains don’t matter. Nothing could be further
from the truth. Even more so than in older, less
violent sports, Kaosball is a game where superior
tactics carry the day.”
- Adelaide Baxter, “The Game: How Kaosball Defined the New World”
There are four periods in a game, with a Half Time
after period two.
Except for player turns, each step is resolved simultaneously. Detailed explanations follow:
Player Turns
Whoever has the First Player token takes the
first turn, and play proceeds clockwise from
there.
On your turn, follow these steps:
1- SCORE (if able)
2- Do ONE of the following:
a. Play a TACTIC CARD or
b. ACTIVATE a standing figure
3- DRAW to seven cards
CHECK FOR END OF PERIOD BUZZER
If you now have nine or more burned cards,
the other players (but not you) will each get
one more turn, and then the period will end.
Blue cards are called “tactic” cards. When you play
one, follow the printed instructions on the card,
then burn it (place it face up in front of you).
Activating a Figure
Choose one of your standing figures on the field to
take an action, which generally involves moving to
a new space and then interacting with the ball or
another figure.
Remember: You can’t activate a figure that has
been knocked down; it has to be a standing figure.
Figure Actions
The Ball: Pick-ups and Hand-offs
When you activate a figure, you can do one of three
different things with it:
SPRINT (move that figure up to 5 spaces)
TACKLE (bruisers and ringers only; move up to 3
spaces and then tackle)
ATTACK (bruisers and ringers only; move up to 3
spaces and then attack)
The active figure can change direction during its
movement, but cannot move diagonally.
Whenever the active figure moves into the same
space as the ball, it may pick up the ball. Doing so
ends its movement and your turn. From then on, the
figure is carrying the ball; when that figure moves,
it takes the ball with it.
If the active figure is carrying the ball, it can do a
hand-off, passing the ball to an adjacent teammate
(not diagonally).
If the active figure moves into a space adjacent to
a teammate who has the ball, it can take a hand-off
from that teammate (again, not diagonally).
Hand-offs don’t cost anything; you don’t have to
stop moving or acting.
Movement Restrictions
You can’t move into a space where another figure
is standing (not even a teammate), and you can’t
move through a wall token.
You can, however, move into a space that has one
or more knocked-down figures in it.
“And it looks like it’s curtains for the Paragons,
that bruiser won’t take another hit… No! The last
Paragon runner is making a break for the mound!
He takes the hand-off! Eight seconds left! Only one
Warlock between the Paragons and a major score!
Four seconds!”
- “Saint” George Valentine, in-game commentary
Entering a Killzone
If a figure enters an enemy bruiser or ringer’s killzone, the enemy bruiser or ringer can attack or
tackle if they wish.
If a figure is carrying the ball and enters an enemy
runner or ringer’s killzone, the enemy runner or
ringer can try to steal the ball if they wish.
Kaosball - Rules of Play
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Kaosball - Rules of Play
14
Each opposing team can only attempt one such attack or steal per turn. If later in the turn, you move
your figure into a killzone belonging to that same
team, nothing happens.
Contests
Whenever you go up against another player trying
to tackle, attack, or steal the ball from them, the
two of you do a contest to see if you succeed.
Both contestants must choose a card from
their hand and place it face down on the table,
then they both reveal and burn their chosen
card and we see who wins.
Usually you’ll want to play a yellow “energy”
card when you’re in a contest. Both players
add the number on their card to their team’s
relevant stat (handling, tackling or fighting, depending on what kind of contest it is), and the
player with the highest total wins.
If it’s a tie, the active player rolls the die and
adds the result to their total.
IMPORTANT: If you play an energy card with
the same number as a face up energy card
you’ve already burned this period, that also
counts as a dead card. For example, if you
burned a +4 energy card earlier in the period,
and you reveal a +4 card in this contest, your
revealed card is dead.
Resolving Dead Cards
If one player plays a dead card and the other player
doesn’t, the one who played the dead card automatically loses the contest.
If both players play a dead card, resolve the contest as
though both players had played a “0” (using only their
team’s Handling, Tackling or Fighting stat as needed).
Energy cards with a star
Some energy cards have a star on them. The star
has no effect on who wins a contest, but the effects
of some tactics or cheating cards might depend on
how whether or not the energy card has a star.
“When you dig down inside for the strength or the
speed to beat that tackle or bring down the ball
carrier, you better have something in there to dig
for. Energy equals victory.”
- Hardman Jury, “Monday Night Kaosball”
Live and Dead cards
During a contest, as long as you revealed an
energy card with a number that you have not
already burned that period, the card is live.
Each of these is a +3 Energy card, but the cheating
card STIM PACK
Sometimes you won’t have any energy cards
to play, and sometimes you’ll want to save
your energy cards for later. If you can’t play
an energy card (or if you don’t want to), you
can play a tactic or cheating card instead, but
you will automatically lose the contest, so we
call that a dead card.
In a contest, tactics and cheating cards are always considered dead cards, with the exception of the cheating card “Booster Bru” (which
counts as a +8 energy card).
Would only double the value of the +3 card with a star.
Resolving
a
Contest
No matter who wins, both cards are burned face up.
Stealing the Ball (Handling Contest)
If someone tries to steal the ball from you and you
win the contest, nothing happens.
If you try to steal the ball and win the contest of
Handling, you get the ball.
Tackling (Tackling Contest)
If you try to tackle someone and win the contest,
the enemy figure is knocked down. You can move
into their space if you want. If you do, and if they
had the ball, you pick it up. You can also immediately hand the ball off to a teammate, if you’ve got
one standing adjacent to you.
If someone tries to tackle you and you win the contest, you may push back, moving them one space
in any direction (but not diagonally) as long as they
could legally make that move. If there’s no adjacent
space they could legally move to, they are knocked
down instead.
End
of the
Period
“In the heat of the game, with enemies charging at
you and the energy of millions of screaming fans
pressing in from all sides, time becomes strange
for a Kaosball player. Sometimes a single moment
can seem to stretch out for ages, or the period
can snap to an end before you even know what’s
happening. Only the very best runners can find the
necessary focus to cut through that haze and be
on the scoring mound at just the right moment,
making sure the buzzer will hit before the enemy
bruisers do.”
- Adelaide Baxter, “The Game: How Kaosball
Defined the New World”
At the end of your turn, check to see if you have
nine burned cards by your dugout. If you do, this
triggers the End of Period Buzzer. You’ve had your
last turn for this period. Everyone else gets one
more turn and then the period is over.
Scoring
You get a minor score for each of your runners and
ringers who stands on a minor scoring mound, and
a major score if one of your runners or ringers is
standing on your team’s major scoring mound. You
don’t score for standing on another team’s major
scoring mound.
Minor scores are worth 1 point each during the 1st
period, 2 points during the 2nd, 3 during the 3rd
and 4 during the 4th.
Attacking (Fighting Contest)
Major scores are worth 5 points each.
If you attack someone and win the contest, they take
damage. Usually, the amount of damage equals the
difference between the contestants’ attack totals.
If you won without comparing any numbers (probably because the other guy played a dead card and
you didn’t), the damage equals the number on your
energy card.
If someone tries to attack you and you win the contest, they take one damage (regardless of energy
cards played).
Bribing
If you have any cheating cards sitting face up in
front of you, this might be a good time to bribe the
ref to look the other way.
You can spend as much cash as you like, and for
each 1 you spend, you can discard one of your
burned cheating cards.
Kaosball - Rules of Play
15
16
Kaosball - Rules of Play
Cheating
After the players have all finished with their bribes,
roll the die once for each remaining cheating card
next to your dugout.
Each time you roll a +1, you gain 1 foul. Increase the
Foul dial on your dugout by 1.
Each time you roll a +2, you gain 2 fouls. Increase
the Foul dial on your dugout by 2.
Nothing happens when you roll a -1 or -2. You don’t
get decrease your fouls.
You cannot have more than 15 fouls (the maximum
score on your fouls dial). Once you have gotten 15
fouls, you are automatically going to get the maximum cheating penalty at the end of the game!
If you don’t have enough figures left to fill those
spaces, you’ll be eliminated (see Elimination – page
XX).
Pass the first player token to the next player on the
left, and you’re ready for the next period.
Half Time
At the end of the second period, it’s halftime. When
you finish setting up for the next period, you’ve got
a few extra things to do.
Score Kills and Cheats
Bonus points are awarded for kills and penalties
are given for fouls at
halftime.
Be warned: Your fouls earned remain with
you until the end of the game, and you will
take big penalties for having more than your
opponents!
Set Up for Next Period
Remove all fire, wall, and scoring tokens from the
board and put the ball back in the center field space.
Do not remove damage tokens! Once you get hurt,
you stay hurt!
Stand up all knocked down figures. Exception: if
there are two or more knocked down figures on the
same space, those figures are benched.
Discard all your burned cards, and if you have less
than seven cards in your hand, draw until you have
seven.
If you have less than five players on the field, you’ll
need to bring out some new ones to replace the
missing players. You can have up to five players on
the field: three runners and two bruisers. A ringer
can be substituted for a runner or a bruiser.
Place new figures on your scrimmage line, with runners (or ringers subbing in for runners) on runner
spaces and bruisers (or ringers subbing in for bruisers) on bruiser spaces.
If your scrimmage line is occupied and there’s no
legal spot to place your figure, you can place it on
any unoccupied space on the board.
Most Kills Bonus
Each team counts up all the figures they killed. In
a two-team game, the team with the most kills
scores 6 bonus points. In a game with 3 or 4 teams,
the team with the most kills gets 12 points, second
place gets 6 points, and third place gets 3 points.
Cheating Penalty
In a two-team game, the team with the most fouls
loses 5 points. In a game with 3 or 4 teams, the
team with the most fouls loses 10 points, second
most loses 5 points, and third most loses 2 points.
Exception: a team with no kills can never
earn points for kills, and a team with no foul
tokens can never lose points for cheating.
Ties
In case of ties for most kills or fouls, the tied teams get
the full bonus or penalty, and any teams below them
take the bonus or penalty for the next place down.
Example: At the end of a 3-player game,
The Daemons have killed 3 enemy figures, the
Amazons have killed 5 and the Goblins have
killed 5.
The Amazons and Goblins, tied with the most
kills, score 12 bonus points each. The Daemons
score 6 points.
Winning the Game
The team with the highest final score is the winner.
If the score is tied, the tied teams go into…
Sudden Death Overtime!
The shifty Goblins picked up 9 fouls during the
game, while the Daemons got 4 and the Amazons none.
The tied teams play one period of overtime. At the end
of that period, the participating teams score points
for kills and suffer penalties for cheating, just as they
would if they’d reached the end of a regular game. If
the score is still tied, they play another period.
The Goblins take a -10 penalty, losing 10 points.
The Daemons, with the second most fouls, lose
5 points. The Amazons, although in third, lose
no points because they have received no fouls
at all. Sometimes it just pays to play fair!
Whenever a team finishes a sudden death overtime period with fewer points than any other team,
they’re eliminated. The last remaining team wins
the match.
Losing
Return to Scrimmage
All figures on the board are benched, then each
player sets up their team on their scrimmage line,
just as they do at the beginning of the game.
the
Game
There are two ways to lose the game: elimination
and blowout.
blowout
Switch Ringers
If you have more than one ringer on your team,
you can switch to a different ringer for the second
half of the game if you want. If two or more players
have more than one ringer, they all secretly choose
a ringer card and reveal them at the same time.
Switch Upgrades
All players take the upgrades from their dugout, as
well as any extra upgrades they didn’t use during the
first half of the game. Then they all secretly choose
which of their upgrades they would like to use for
the second half of the game and reveal them at the
same time, then place them on their dugouts.
Note that the total cost of the chosen upgrades
cannot exceed a player’s Active Upgrade Points!
End
of the
Game
At the end of the fourth period, points are scored
for kills and cheats, just like at halftime. Then the
team with the highest final score wins the match! If
the score is tied, the tied teams go into…
At any time, if a team’s score is 20 or more
points below the leading team’s score, that
team is eliminated. If only one team then remains, that team immediately wins a blowout!
Elimination
After fielding your figures at the beginning of
a period, if you have fewer than five figures on
the field, your team is eliminated.
In head-to-head or four player Alliance mode,
this means immediate victory for the opposing
team(s).
In a 3 or 4 player maximum kaos mode, the
eliminated team is removed from the game
and play continues as normal. End of game
and Half Time scoring is adjusted to the remaining number of players (ie. If one team was
eliminated from a 3-player game, scoring now
happens as though there were two players).
Kaosball - Rules of Play
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Kaosball - Rules of Play
18
OTHER RULES
This section covers additional rules governing tokens, cheating cards and different modes of play:
Cheating
cards
Any player can play a cheating card at any time.
Each cheating card tells you when you can play it
and what it does.
To play a cheating card, just burn it face up, read
what it says and do that.
But beware, if you get caught cheating more than
anyone else, you’ll get a big penalty to your score at
the end of the game.
Example Card: Kaos Rule
Kaos Rule is a dastardly cheating card that
you play when an opponent plays a tactic card
(like Scatter, for example). It cancels the Tactic
card’s effect and discards it. That could be potentially devastating at the right time, as the
opponent’s turn is now over!
Fire Tokens
Some cards and special
abilities can put fire tokens
on the board. You can’t
place fire tokens in an occupied space.
When a figure enters a
space with one or more
fire tokens in it, it takes 1
damage for each fire token in that space.
Fire tokens are removed from the board at the end
of each period.
Wall Tokens
Some cards and
special abilities can
put walls on the
board. A wall token
is placed on the line
between two spaces, blocking movement and killzones
between them.
Figures can’t move through walls.
A figure’s killzone is also blocked by a wall; it can’t
attack, tackle or steal from an enemy figure entering a killzone if there is a wall between them.
Walls are removed from the board at the end of
each period.
Minor Score Tokens
Some cards and special
abilities can put score tokens on the board. A minor
score token may only be
placed on an unoccupied
space in the midfield.
Minor score tokens create a
minor scoring mound that
can only be used by your runners and ringers. Enemy runners and ringers get no points out of them.
Minor score tokens are removed from the board at
the end of each period.
Kaosball - Rules of Play
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Kaosball - Rules of Play
20
THREE AND FOUR
PLAYER GAMES
Although Kaosball league matches are played between two teams, exhibition matches can be played
with three or four teams.
Maximum Kaos Match
In a Maximum Kaos match, 3 or 4 teams duke it out
in a total free-for-all, and only the team with the
highest score will emerge victorious.
The rules for Max3 and Max4 games are the same
as for a standard league game, but the feel is very
different, because you can’t fight everyone all at
once. You’ll have to decide who to go after and who
to leave alone, knowing that the team who gets attacked the least will have a huge advantage.
“Anybody who says Maximum Kaos ain’t real Kaosball is a crybaby. Oh, did the mean old other teams
gang up on you? Did they just sit there and let some
other not-as-good team cruise to victory? Cry some
more! Cry real loud so I can hear you! I could use a
good laugh!”
- Hardman Jury, “Monday Night Kaosball”
Alliance Match
Alliance matches are played with four teams, two
against two. Allies sit next to each other at the table, not opposite each other. Your ally’s scrimmage
line will be next to yours, not on the opposite side
of the field.
You can’t give money, ringers, upgrades, tokens,
cards or anything else to your ally, and you can’t
trade these things either. You can show your cards
to your ally, to help you plan your strategy together.
There is one important rules change in an alliance
match. If your alliance has the First Player token,
you must give it to the ally on the left. This way,
your alliance will take the first turn, then the other
alliance will take two turns in a row.
When you pass the First Player token, don’t pass
it to the next player on your left. Instead, pass it
across the table to your opponent opposite you.
This way, every period will start with one alliance
taking the first turn, and the other alliance taking
the next two turns in a row.
At the end of an Alliance match, each alliance counts
only the lowest score from among its two teams. If
the lowest scores are tied, the other teams’ scores
are used as a tiebreaker. If those are tied as well, go
to sudden death overtime.
“The results of Max3 and Max4 games don’t belong
in league standings. Any serious fan can tell you
how kingmaking corrupts the purity of the game.
But Alliance matches are another matter. Even if
you set aside the entertainment value of odd-couple
teamups like Paragons-Daemons or Pirates-Ninjas,
an alliance match offers an alternative game mode
that doesn’t put novelty before skill, and challenges
even the most well-established teams to step up
their game and find new ways to win.”
- Adelaide Baxter, “Future Kaos”
In this setup, the Fangs and Ogres are allied against the Amazons and Daemons.
Kaosball - Rules of Play
21
Kaosball - Rules of Play
22
SECTION 3
PRE-GAME DrAFT
Once you’ve played once or twice, you can play the
full game of Kaosball, which includes a pre-game
draft for ringers and upgrades, further customizing
your team for each game.
The pre-game draft consists of two rounds of bidding, first for upgrades, then for ringers.
The highest bidders get the best or most stuff, but
the low bidders have more cash left over for bribes
during the match.
Your team has four “upgrade slots” where you can
place upgrades. Each upgrade has to go in a different slot, unless you’ve got two or more with the
same name. You can put as many as you want in
the same slot if they have the same name.
Your team also has an Active Upgrade Points score.
It starts at 3 in an exhibition game, and you can
raise it between games if you’re in a league. The total value of all your active upgrades can’t be higher
than this number.
Each player can win multiple upgrades and ringers
in the draft, but can only field one ringer at a time
and can only have a limited number of active upgrades (see below).
Upgrades
“Only an idiot goes in without an edge, and
there are no idiots in this game. Except some
of the commentators. I ain’t naming names.”
- Hardman Jury, “Monday Night Kaosball”
An upgrade is a special advantage your team can
use in the game. It has a cost and an effect.
Example Upgrade: Speed Training
This powerful upgrade allows all of your figures to move an extra space when activated. It
has a cost of 1, which is also its minimum bid.
The Fangs player has purchased Relay Training, Speed Training, and Hardy. He only has 3
Active Upgrade Points, which means he must
choose which to keep active. He chooses both
Relay Training and Speed Training, leaving
Hardy out of this game.
Ringers
Each ringer also has a unique special power. The
ringer also gains your Team’s ability (for example,
T-Bone on the Amazon team heals all damage at
the start of his turn and also has the Amazon power
making his killzones include diagonals).
“Never trust a ringer! They ain’t in this for your
team, they ain’t in it for your cause. They’re in it
for themselves and that’s it! Problem is, they’re
the best of the best, and they don’t need to
be in it for anything else. Never trust a ringer… but never hit the crossfield without one.”
- Hardman Jury, “Monday Night Kaosball”
Ringers are mercenary Kaosball players who play
for the highest bidder. They can score points and
steal the ball like runners, but they can also tackle
and attack like bruisers.
You want at least one ringer on your team. Simple
as that.
Example Ringer: Panda Monium
Panda Monium is a powerful ringer who hurts
the score of any opponent just for starting a
contest against him!
Kaosball - Rules of Play
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24
Kaosball - Rules of Play
Drafts
and
Bidding
Players engage in two drafts: the first one is for
upgrades and the second is for ringers. You begin
the game with 12 cash for an exhibition game (or
10 for league game), and that money has to last
you through both drafts and the whole game, so be
careful not to spend it all in one place.
Customizing your team with upgrades, choosing the right ringers and strategically bidding
to make opponents pay the maximum they
dare is a big part of Kaosball.
The Upgrade Draft
To start the upgrade draft, shuffle the upgrade tiles
and draw four plus one per player (for example,
draw 6 tiles in a 2-player game, 7 for 3 players, 8 for
four). Place them face up in the middle of the table
to be bid on, and put the remaining upgrade tiles
back in the box.
You can’t bid more cash than you have, and you
can’t bid less than the upgrade’s cost.
Example: Player two raises the bid to 5, then
player one drops out. Player two gets Hate for
5 cash, leaving him with 7 cash.
The player who won the last upgrade then has a
choice. They can either pick another upgrade to put
up for bids and then bid on it, or they can pass. If
they pass, the player to their left can pick an upgrade to bid on or pass.
If all players pass consecutively, the draft for upgrades is over. Put the unclaimed upgrades back in
the box.
Example: In this two-player example, these six
Upgrade tokens are up for bidding.
Whoever has the first player token chooses one
upgrade and makes a bid, announcing how much
cash they’re willing to pay for that upgrade. Each
upgrade has a minimum bid printed on it; the first
bid has to be for at least that much cash.
Example: Player one chooses Hate, and bids 3
cash.
Afterwards, the next player can raise or drop out.
Continue until all except one player has dropped
out. That player takes the upgrade and pays the
cash they bid (turn the dials on their dugout to
show how much they’ve got left). The players who
dropped out don’t have to pay anything.
Example: Player two, who just won Hate,
chooses Relay Training and bids 0. Player one
raises the bid to 1, then player two raises again
to 2. Player one raises the bid to 3, then player
two drops out. Player one wins Relay Training
for 3 cash, leaving him with 9 cash.
Then player one chooses Celerity with an
opening bid of 2. Player two drops out, leaving
player one with Celerity for 2 cash (bringing his
total to 7 cash).
Player one then passes instead of picking another upgrade. Player two also passes – the
Upgrade draft is now over and the remaining
upgrades are put away.
Choosing Upgrades
The Ringer Draft
To start the ringer draft, shuffle the ringer cards
and draw 2 ringer cards plus one per player (for
example, draw 3 ringers in a 2-player game, 4 in
a 3-player game and 4 in a 4-player game). Place
them in the middle of the table to be bid on, and put
the remaining ringer cards in the box.
and
Ringers
After both drafts are finished, all players simultaneously choose their upgrades and ringers to use for
the first half of the game (at halftime, they can pick
different ones).
Active Upgrades
Each player simultaneously chooses which of the
upgrades they bought will be active, and puts those
upgrades into the upgrade slots on their dugout.
The total cost of your active upgrades cannot exceed your Active Upgrade Points value. Remember,
it doesn’t matter how much you paid for the upgrade; all that counts is the number printed on it.
In this three-player example, these four ringers
are up for bidding.
The bidding for Ringers then works exactly like the
bidding for Upgrade tokens. Players do not receive
any more cash; they must use their leftover cash
from the upgrade draft on the ringer draft.
When both players have passed instead of choosing a new ringer to bid on, the Ringer draft is over.
Put all unclaimed ringer cards back in the box.
Players then take the card and figure for each of
the Ringers they won and add them to their team’s
bench, by their dugout.
Fielding Ringers
Then, all players simultaneously choose one ringer
that they won in the draft to place on the field.
Then, all players simultaneously choose one ringer
that they won in the draft to place on the field.
Once the players have picked their ringers, each
player (starting with the first player and proceeding clockwise) replaces a runner or bruiser on their
scrimmage line with their ringer (the replaced figure
is returned to their dugout).
If your ringer is killed during the game, it is claimed
as a kill by the slaying team, just like any other figure.
Credits
Game Design and Development: Eric M. Lang
Playtesters: Erwan Hascoët, Calum Ferall, Chris
World Development: Eric M. Lang and David Preti
Harris, Mathew Tee, Mark Schell, Robert Flick,
Matt Keeley, Renato Sasdelli, Frederico Perret,
Executive Producer: David Preti
Cover and Conceptual Art: Andrea Cofrancesco
Graphic Design: Mathieu Harlaut
Sculpting: Benjamin Maillet
Thiago de Souza, Guilherme Goulart, Tjerk
Van Der Molen, Paul Low, Colin Lim, Alexander
Shvarts, Jonathan Moriarity, Colin Young
Thanks: David Doust and Chern Ann Ng at Cool
Rules: Jonathan Moriarity
Mini or Not, for believing in us and taking a
Team Logo Design: Mathieu Harlaut
chance on this very ambitious project.
Kaosball - Rules of Play
25
Kaosball - Rules of Play
26
APPENDIX: FAQs
Q: Can I steal the ball from an enemy player on my
turn?
Q: Can I play more than one tactic card on my
turn?
A: No. Once an opponent’s figure has the ball, to get
it back you must successfully tackle them, kill them
(which drops the ball) or make a steal attempt when
they move through one of your runner’s killzones.
A: No, you can only play one tactic card. If you do,
this is in lieu of activating one of your figures.
Q: When I activate a figure, can I keep moving after I attack or tackle?
A: No. Attacking or tackling happens after you are
finished moving.
Q: If I activate to attack or tackle, do I have to
make an attack or tackle against somebody? Or
can I just end my turn after moving up to three?
A: You can choose to just end your turn after moving.
You might want to, in case your opponent triggered
a contest when you walked through their killzone
and the result of that contest changed your tactic.
Q: Say I decide to sprint, and somebody steals the
ball after I’ve moved one space, can I change my
mind and say I’m tackling instead of sprinting?
A: No. When you activate a figure, you have to
choose a mode (sprint, tackle or attack).
Q: If somebody uses a special ability to move one
of my figures against my will, and if that move
takes my figure into or through enemy killzones,
can they still attack or steal, even though I didn’t
move into their killzones on purpose?
A: No. This movement is part of the resolution of the
special ability, and it ignores killzones.
Q: What happens when the deck runs out of cards?
A: As soon as anyone needs to draw a card when
there aren’t any left to draw, shuffle the discard pile
and turn it face down to start a new draw pile.
Q: What if there I need to draw a card, and there
are no cards remaining in the deck or discard pile?
A: Then you do not draw a card. Don’t worry, though
– this can only happen in a 4-player game, and the
period will be over soon.
Q: If I have previously burned a +3 Energy card
without a star, will a +3 Energy card with a star
be dead?
A: It will be dead. The value of your Energy card is +3
whether or not it has a star.
Q: If I’ve gotten to nine or more burned cards on
an opponent’s turn (either by playing cheating
cards or being forced into a contest), does the end
of period buzzer sound?
A: No. You only check for end of period buzzer at
the end of your own turn. In this case, you would
still take your turn, the end of period buzzer would
sound at the end of that turn, and then each opponent would get one last turn.
Q: Can I attack, tackle or steal the ball from my
own teammate in an Alliance game?
A: No.
Q: Can I hand off the ball to a teammate, or receive a handoff in an Alliance game?
A: Yes, but your teammate has to consent to the
hand off or the receiving.
Q: What happens if I enter a space that’s in two
different enemy bruisers’ or ringers’ killzones?
A: Only one opponent can initiate a contest against
you during the turn. You choose which eligible enemy player has first opportunity to initiate a contest
against you. If that enemy passes, choose the next
enemy player, and so on. Once any player has initiated a contest against you, you are clear to ignore
enemy killzones for the rest of the turn!
Q: If I’m involved in a contest, can I choose not to
play a card?
A: No. You have to play one.
Q: Do I have to play an energy card during a contest?
A: No, you may play a tactic or a cheating card. That
card is automatically dead, though.
Q: If I successfully tackle an opponent’s figure and
follow up by moving into their space, if that space
is in an opponent’s killzone, can they attack, tackle or steal from me?
A: Not in this case. This movement is part of your
successful tackle, and ignores enemy killzones.
Q: After following up a tackle by picking up the
ball, can I then hand it off to a teammate?
A: No. Picking up the ball in this case is a result
of following up the tackle. You can only hand off
the ball or receive a handoff while you are moving.
Tackling happens after you move.
Q: If I kill an opponent’s figure with an attack, can
I follow up and move into their space and pick up
the ball, like with a tackle?
A: No. You can only follow up with a move and ball
pick up after a successful tackle.
Q: What if I have no energy cards to play during a
contest?
A: You have to play a tactic or cheating card, which
is will be a dead card.
Q: Do figures heal their damage at the end of a
period?
A: No. Damage from previous periods stays.
Q: If an enemy figure enters a space with fire tokens I previously put on the board, and the figure
is killed by the fire, do I take credit for the kill?
A: No.
Q: When players are deciding how much to bribe
the ref, who has to decide first?
A: The one with the first player token. Go clockwise
from there.
Kaosball - Rules of Play
27
Setup
• Choose colors and give first player token
• Choose teams, take figures, dugout and coach
• Draw and draft upgrades (p.XX)
• Draw and draft ringers (p.XX)
• Set figures, ball, and coaches on board (p.XX)
• Each player draws 7 cards
Pregame Draft:
• Shuffle and deal 6, 7 or 8 upgrade tokens (depending on number of players) to bid on
• Players start a bid on upgrade tokens or pass – when all players pass, upgrade draft is over
• Shuffle and deal 3 or 4 ringers (depending on number of players) to bid on.
• Players start a bid on upgrade tokens or pass – when all players pass, ringer draft is over
• Players then simultaneously choose active upgrades and field up to one ringer.
On Your Turn:
• Score (if able), then play a tactic card, or activate a standing figure
Activating A Figure:
• Sprint – move up to 5 spaces
• Attack – move up to 3 spaces, then attack (bruisers and ringers only)
• Tackle – move up to 3 spaces, then tackle (bruisers and ringers only) (p.XX)
Entering An Ememy Killzone:
• Entering an enemy bruiser or ringer’s killzone: they can attack
• Entering or leaving an enemy runner or ringer’s killzone: they can steal (p.XX)
Resolving A Contest:
• Each player chooses a card and places it face down
• Reveal and burn chosen cards
• Add number on card to appropriate stat
• Highest total wins; roll the die if tied
• If one card is live and the other is dead, the live card automatically wins (p.XX)
Contest Results:
• Try to steal – win, you get the ball. Lose, nothing happens.
• Try to tackle – win, enemy figure is knocked down. Lose, you get pushed back.
• Try to attack – win, enemy takes damage equal to the difference in your totals (unless you play a live
card and they play a dead card; then the damage equals the number on your card). Lose, you take 1
damage. (p.XX)
End Of Period:
At the end of your turn, if you have nine burned cards, the other players each get one more turn, then the
period ends.
• Minor score for each runner and ringer standing on a minor scoring mound (minor score equals the current period)
• Major score (5 points) for a runner or ringer standing on your team’s major scoring mound
• Bribing – pay 1 cash for each face up cheating card you want to discard
• Fouls – roll the die once for each face up cheating card you still have. For each “+1” you roll, gain. For
each “+2” you roll, take two foul tokens. Ignore results of “-1” and “-2”
• Remove figures and tokens, discard burned cards
• Place figures and ball, draw back up to seven cards
• Pass first player token
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