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Deathball: General Principles Movement Tackling

This document provides rules for the tabletop game Deathball v2.0. Key points include general principles of common sense and fun, control zones around models, movement and attacking rules, tackling to take the ball, shooting the ball at goals or other targets, and scoring goals or knocking out all opponent models to score points. It also covers optional sections on team creation, advanced optional rules, and random event tables.

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Olya Tsarev
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0% found this document useful (0 votes)
131 views2 pages

Deathball: General Principles Movement Tackling

This document provides rules for the tabletop game Deathball v2.0. Key points include general principles of common sense and fun, control zones around models, movement and attacking rules, tackling to take the ball, shooting the ball at goals or other targets, and scoring goals or knocking out all opponent models to score points. It also covers optional sections on team creation, advanced optional rules, and random event tables.

Uploaded by

Olya Tsarev
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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DEATHBALL v2.

0
General Principles Movement Tackling
The most important rule: Whenever the Models may freely move into the control Models that move within 1“ of opponents
rules are unclear use common sense and zone of opponents, however when moving that have the ball may try to tackle them to
personal preference. Have fun! out of enemy control zones those models take the ball. Roll one die and compare the
get a free attack action against them. If a skill values of attacker and defender to see
Control Zones: Each model has a 1“ control
model moves out of several control zones what score you need to take it:
zone extending out from its base.
each model gets a free attack.
Preparation • Attacker 2 higher: 2+ to take
Attacking • Attacker 1 higher: 3+ to take
The Playfield: The game is played on a flat
Models that are within 1“ of opponents may • Both equal: 4+ to take
3‘x3‘ surface, with a goal marker placed at
the center of two opposing table edges, and
attack them. Roll one die and compare the • Defender 1 higher: 5+ to take
the ball at the center of the table. The edges
brawl values of attacker and defender to • Defender 2 higher: 6+ to take
see what score you need to hit:
of the table are impassable for both the If the attacker manages to take the ball it
models and the ball. • Attacker 2 higher: 2+ to hit comes under his control. Else the ball stays
The Teams: The players must put together • Attacker 1 higher: 3+ to hit in control of the original model.
two teams of 5 models each. • Both equal: 4+ to hit Shooting the Ball
Deployment: Players roll-off and the winner • Defender 1 higher: 5+ to hit
Models controlling the ball may try to shoot
picks one of the table edges with a goal • Defender 2 higher: 6+ to hit
it at the goal, to other models, or to any
marker as his own with his opponent taking
If the attacker manages to hit the target roll point on the table. Roll one die and add the
the opposite. The winning player paces all of
one die and see what happens: model’s skill value to the result, applying the
his models within 18” of his goal and at least
following modifiers:
3” away from the ball first, and then his • 1: Knocked Out
opponent does the same.
• 2-3: Stunned • -1 for every full 9” to the target
Objective: After 60 turns the game is over, • 4-6: Pushed • -1 for every enemy control zone
and the player with most points wins. between shooter and target
Knocked Out: Remove from play.
Playing the Game If the model scores a total of 6 or higher,
Stunned: Count as having brawl 0, lose the then the ball lands on target. Else the ball is
The game is played in alternating player ball and have no control zone (place model moved D6” directly away from him.
turns in which they try to activate their on its side to show this). Treat further stun
models, starting with the player that results as knock out results instead. Receiving the Ball: If the ball lands in one
deployed first. Once a player has activated model’s control zone, then he may try to
Pushed: The attacker moves the model by take it like he normally would if he had
all of his models or fails an activation play
up to 3“ and it loses the ball. This ends the moved into it. If the ball lands in the zones
passes to his opponent. model‘s activation immediately. of two or more opposing models, then one
Activation Taking the Ball model from each team may try to take it,
which is resolved like tackling, with the
The player picks one model that hasn’t Once per action, if a model moves into the active player’s team being the attacker.
activated yet and rolls 1, 2 or 3 dice, trying ball whilst it’s not controlled by another
to score 4+. For each success the model may Scoring Goals / Team K.O.
model, then it may try to take it. Roll one
take one action, however if two or more die and check the model’s skill value:
rolls fail then the player’s turn is over after If the ball lands on a player’s goal or all of
any remaining actions are taken. • Skill 1: Take ball on 4+ his models are knocked out the opponent
scores a point, the ball is placed in the
• Skill 2: Take ball on 3+
• Move: Move 6”. center of the table again, and all models
• Skill 3: Take ball on 2+
• Tackle: Take ball from opponent. within 3” are pushed directly away until
they are at least 3” away. Knocked out
• Attack: Attack one opponent. If the model takes the ball it’s in his control
and stay with him as he moves. Else the ball models are then placed within 6” of their
• Shoot: Shoot the ball at a target.
own goal, at least 3” away from opponents.
is moved D6” directly away from him.
• Recover: Recover from stun.

By Gaetano Ferrara www.onepagerules.com


1
TEAM CREATION
Team Creation Advanced Rules Random Events
This section of the rules provides you with This section of the rules provides you with At the beginning of the game and every
guidelines on how to create balanced teams optional advanced rules to make games time a goal is scored roll one die to get a
to play the game. more interesting. random event. These effects only last until a
new goal is scored and don’t carry over.
Model Types Terrain
Result Event
Lineman - Brawl 2 / Skill 2 When setting up the table you may place as 1 Clear Weather: No changes.
many of the following terrain pieces on the 2 Rock Throw: One random model is
• Special: n/a table as you want. immediately stunned.
Shooter - Brawl 1 / Skill 3 3 Changing Weather: The entire
Obstacles (barrels, rocks, trees, etc.): Each field counts as difficult terrain.
• Special: n/a obstacle has a 1” control zone and counts as 4 Perfect Recovery: Knocked out
an opponent in the way when shooting. players are placed within 12” of
Dodger - Brawl 1 / Skill 2 their goal.
Difficult Terrain (mud, water, bushes, etc.): 5 Cheering Fans: All models that
• Special: Roll one die when moving Models halve their move when crossing were stunned immediately get up.
out of enemy control zones, on a difficult terrain. 6 Blitz: One random model only
3+ you may ignore all attacks. needs 3+ next time it activates.
Dangerous Terrain: (lava, spikes, etc.)
Brawler - Brawl 3 / Skill 1 Models must roll one die when crossing
dangerous terrain, on a 1 they take an
• Special: n/a automatic hit as if they were attacked.
Defender - Brawl 2 / Skill 1 When the ball crosses dangerous terrain roll
one die, on a 1 it is destroyed and a new
• Special: Has a 2” control zone. one is placed at the center of the table as if
Note that whilst the rules were written with a goal was scored.
25mm bases in mind, you can use 40mm Coach Points
bases for Defenders without by keeping a 1”
control zone. After deployment roll one die, and all
players get as many coach points as the
Team Traits result. Players may spend coach points to
When creating your team you may pick one re-roll one die of any kind, even those of
of these traits that apply to all models. their opponent. Once a goal is scored all
coach points are lost and a new die is rolled
Fast as Lightning to determine coach points.

• Pros: Move +1.5” faster.


• Cons: Get -1 to result when hit.

Heavy Hitters

• Pros: Attack models within 1.5”.


• Cons: -1 when shooting over 9”.

Slow but Sturdy

• Pros: Get +1 to results when hit.


• Cons: Move -1.5” slower.

Lucky Gamblers

• Pros: Roll +1 activation die


• Cons: Activating models are
knocked out on 3 fails.

By Gaetano Ferrara www.onepagerules.com


2

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