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Kaosball Rules

Objective: Earn the highest score by the end of the 4th period.
Game End: Game ends after 4 periods. The game can also end before that if one team has 20+ more points than an opponent OR if a team
cannot field 5 players (i.e. a lot of his/her figures been killed)
Period End: At the end of a turn when a player has at least burned 9 cards, the end of period is triggered. When that happens,
each other player gets one more turn and then the period ends. (refer to end of period actions on reverse)
Important Terms:
Burn (cards): cards that are played face up in front of you and dont go directly to the discard pile
Killzone (figures): any space orthogonally adjacent to your figure. Walls block killzones.
Knocked Down (figure): place this figure on its side and it may not be used again this period. (refer to end of period actions on reverse)
Benched (figure): return the figure to its dugout and remove any damage it. That figure may re-enter the game during the next period.
Occupied (space): any space that contains a standing figure is considered occupied.
Move (figure): figures may only enter orthogonally adjacent squares that are not occupied or blocked by walls.
Live (cards): energy cards (& Upset & Booster Bru cards) that have #s different from cards you have already burned this turn.
Dead (cards): energy cards (& Upset & Booster Bru cards) with a # you have burned already this turn or any other Tactics or Cheat card.

Turn Overview:
At the beginning of your turn, you may score points if one of your teams Runners or Ringers has the ball AND is on a minor
scoring mound or your major scoring mound. (The minor scoring mounds are the four spaces around the centerfield space.
Your major scoring mound is the space in the center of your Backfield area)
o Minor scoring mounds are worth 1 pt times the period number (e.g. 3 pts for period 3)
o Major scoring mound is worth 5 pts.
After scoring, you can either play one tactics card OR activate one figure.
o Tactics Cards (blue cards): follow the instructions on the card, then burn it.
o Activating Figures: choose one standing figure and activate it, declaring your intended action:
Special notes about movement:

If your figure moves into a space with the ball, it may pick it up. If it does, it must end its activation.

If your figure has the ball, it may pass it off during its movement to a teammate in the figures killzone. The figure
may continue its movement, if desired.

If your figure moves into the killzone of a teammate that has the ball, it may take it from that teammate. The figure
may continue its movement, if desired.

If your figure moves into the killzone of an enemy that enemy may perform a free Reaction against your figure. If
your figure is still standing after an enemys Reaction, it may complete the action you declared when you activated it.
Notes: Only one enemy can take a Reaction against that figure per turn, and Reactions are not triggered if your
figured is moved into the enemys killzone by something other than its normal movement.
If your figure moves into the killzone of an enemy Bruiser or Ringer, its free Reaction is an attempt to tackle or
attack your figure. (see tackle and attack rules below)
If your figure has the ball and moves into the killzone of an enemys Runner or Ringer its free Reaction is an
attempt to steal the ball from your figure. (see stealing the ball rules below)
Sprint (any figure) - move up to 5 spaces. If figure is a Runner or Ringer: after movement it may then attempt to steal the ball
from an enemy (with the ball) in the figures killzone.
Stealing the ball: Resolve the contest using your teams Handling ability (see resolving contests below). If you win the
contest, your figure gets the ball. If you lose the contest, nothing happens.
Tackle (Bruisers and Ringers only) - move up to 3 spaces and then attempt to tackle a standing enemy in the figures killzone.
Your figure cannot move again this turn after the tackle action.
Tackling: Resolve the contest using your teams Tackling ability (see resolving contests below). If you win the contest,
the enemy is knocked down. If that enemy was carrying the ball, you have the option of moving into the enemys space
and take the ball. If you lose the contest, your opponent may push your figure back one space to an unoccupied space.
(If your opponent does and all spaces are occupied, your figure is knocked down in its own space.)
Attack (Bruisers and Ringers only) - move up to 3 spaces and then attempt to attack a standing enemy in the figures killzone.
Your figure cannot move again this turn after the attack action.
Attacking: Resolve the contest using your teams Fighting ability (see resolving contests below). If you win the
contest, the enemy takes damage equal to the difference in the fighting totals (use damage markers) If the enemy played
a dead card, that enemy takes damage equal to the number on your energy card insead. If the damage dealt exceeds that
figures current health, claim the kill as your prize. If you lose the contest, your figure takes 1 damage.
At the end of your turn, draw back up to 7 cards in hand.

Resolving Contests:
Both contestants place 1 card face down. After both cards are placed, reveal the cards and burn them.
Players who played live energy cards add the number on the card to his/her teams corresponding ability for the action. Highest total
wins. If tied, the active player rolls the Tiebreaker die and adds its value to their total to resolve.
If one player plays a dead card, that player automatically loses the contest.
If both players play dead cards, the contest is decided by their teams corresponding ability for the action. If tied, the active player rolls
the Tiebreaker die and adds its value to their total to resolve.

Kaosball Rules
End of Period Actions
1.Scoring
You score for each of your Runners and Ringers on a minor scoring mound or your major scoring mound regardless of whether or
not that figure has the ball.
Minor scoring mounds are each worth 1 pt times the period number, major scoring mound is worth 5 pts.
2. Resolve Cheat Cards (Bribe Judges)
For each Cheat card you Burned this period, you may pay 1 cash to bribe the judge and discard the card.
For each Cheat card that you did not bribe the judge, roll the Tiebreaker die. If you roll a positive number, you get that many
Fouls (move your Fouls tracker on your player board accordingly). If you roll a negative number, you get NO Fouls for that
Cheat card.
3. Set up for the next period (1st through 3rd Periods only)
Clean the Field: remove all fire, wall, and minor scoring tokens from the board. Place all Burned cards in the discard pile.
Replace the ball in the center of the field.
Stand up any figures that are Knocked Down. If 2 or more figures were Knocked Down in the same space, those figures are Benched
and any damage on them is removed.
Draw back up to 7 cards.
Add figures (if you have less than 5 fielded) such that you have 3 Runners and 2 Bruisers (if you used a Ringer this period, you may
use that same Ringer to replace either a Runner or Bruiser). Place newly-fielded figure(s) on the scrimmage line.
Pass the first player token to the next player on the left.

Extra Steps at Half-Time and Game End


4.Kills and Cheats Point Effects
(if tied for most kills or fouls, the tied teams get the full bonus or penalty, and any teams below them take the bonus/
penalty for the next place down.)
The team(s) with the most kills scores points based on the # of players:
2 players- 6 pts for the most; 3-4 players- 12 pts for most, 6 pts for 2nd most, 3 pts for 3rd most (if 4 players)
The team(s) with the most Fouls loses points, based on the # of players:
2 players- 5 pts for the most; 3-4 players- 10 pts for most, 5 pts for 2nd most, 2 pts for 3rd most (if 4 players)

5.Reset/Rearrange teams
All figures are Benched and all damage is healed.
Players place all figures on the scrimmage line. Your fielded team must have 3 Runners and 2 Bruisers, but you may
replace any one of your figures with a Ringer. If you have more than 1 Ringer, you can replace the one you were using
for a different one. If more than 1 player uses a different Ringer, those who chose to do so reveal their new choices
simultaneously.
Players may choose different upgrade(s) to use for the second half of the game. Any players who change their upgrades
reveal their new choices simultaneously. Note each team can only use upgrades worth points up to its Active Upgrade
Points.

Other Rules
Ringers: Ringers gain the special ability of your team and your teams base stats for fighting, tackling, and handling.
Fire Tokens: if an ability allows you to place a Fire Token, you may only place it on a space that is not Occupied. When a figure enters a
space with 1 or more Fire Tokens on it, it takes 1 damage for each Fire Token there. Nobody claims figures killed by Fire Tokens.
Wall Tokens: if an ability allows you to place a Wall Token, place it on the line between any 2 spaces. Wall Tokens block movement
and killzones.
Minor Scoring Tokens: if an ability allows you to place a Minor Scoring Token, you may only place it on a midfield space (area
between scrimmage lines) that is not Occupied. Minor Scoring Tokens allow your Runners and Ringers to score at the beginning of your
turn and at the end of each period as if they were minor scoring mounds.

4-Player Alliance Special Rules


Teammates lines of scrimmage are the ones next to each other (not across). Teammates cant share anything, but can look at each others
cards and plan strategy together. Teammates figures can hand-off the ball to figures on each others teams. Order of play (Team A, Team B):
Period 1 and 3: A2, B1, B2, A1, Periods 2 and 4: B2, A1, A2, B1
At game end, each alliance counts only the lowest score from among its 2 teams. If the lowest are tied, the other teams scores are used as
tiebreakers.

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