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Super Deathball v2

movement, always measure Super Deathball is a miniature sports game played with 28mm figures. The basic rules cover movement, attacking, taking and throwing the ball, scoring goals, and team creation. Advanced rules add elements like special players, injuries, penalties, bouncing balls, and sudden death overtime. Total conversions provide radically different professional or casual gameplay variants. The document provides an introduction to the game and is divided into sections for basic, advanced, and total conversion rules.

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Fernando Baños
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0% found this document useful (0 votes)
187 views20 pages

Super Deathball v2

movement, always measure Super Deathball is a miniature sports game played with 28mm figures. The basic rules cover movement, attacking, taking and throwing the ball, scoring goals, and team creation. Advanced rules add elements like special players, injuries, penalties, bouncing balls, and sudden death overtime. Total conversions provide radically different professional or casual gameplay variants. The document provides an introduction to the game and is divided into sections for basic, advanced, and total conversion rules.

Uploaded by

Fernando Baños
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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Super Deathball

Introduction Contents

Super Deathball is a miniature sports game which is played using Basic Rules .............................................................................3
28mm miniatures. General Principles..................................................3
The game mechanics are designed to be easy to learn but hard to Preparation ............................................................4
master, bringing challenging sports experience for new and Playing the Game ..................................................4
experienced players alike. Movement...............................................................5
Attacking................................................................5
This rulebook is divided into 3 sections: Taking the Ball ......................................................5
● Basic Rules - Everything you need to play the game, Tackling..................................................................5
with plenty of diagrams and examples. Throwing the Ball..................................................5
● Advanced Rules - Extra rules that you can use on top Receiving the Ball…………………………………………..6
of the basic rules to spice up the game. Scoring Goals / Team K.O.....................................6
● Total Conversions - Rules that radically modify the Team Creation……………………………………….………7
base rules and provide a new experience.
Advanced Rules .....................................................................8
We recommend that you start off by playing with just a few Star Player………………………………………………….….8
advanced rules first, and then gradually add more as you get more Injuries…………………………………………………….……9
comfortable with them. Penalties………………………………………………….…….9
The Bounce……………………………………………….…..9
Once you feel like you’ve gained a good understanding of the Sudden Death.……………………………………………….9
game, you can then try out the total conversions, which provide a Coach Points..........................................................9
radically different experience from the base rules. Random Events .....................................................9
Expansion Team……………………………………………10
About OPR Terrain...................................................................10
The rules, design, and layout for this game are based on the Terrain Placement Styles………………………………..10
Deathball rules by Gaetano Ferrara from One Page Rules.
Total Conversions ................................................................12
OPR (www.onepagerules.com) is the home of many free games Professionals…………………………………………………12
which are designed to be fast to learn and easy to play. The Big League……………………………………………..12
To support the continued development of the games we all love Multiplayer Games................................................12
you can donate on patreon.com/onepagerules. Kitchen Table Games............................................12

Expansions…………………………………………………………13
Thank you for playing! Competitive………………………………………………….13
Campaigns……………………………………………………14
AI Rules……………………………………………………….16
Based on the Deathball rules by Gaetano Ferrara
Tweaked, edited, and added to by Charlie Ryan Team Roster………………………………………………………………..18
One Page Version…………………………………………………………19
General Principles
The Most Important Rule Dice

When playing a complex game there are going to be occasions To play the game you are going to need some six-sided dice,
where a situation is not covered by the rules, or a rule does not which we will refer to as D6. Depending on how many models
seem quite right. When that is the case use common sense and you are playing with, we recommend having at least 10 to 20 dice
personal preference to resolve the situation. to keep things fast.

If you and your opponent cannot agree on how to solve a Sometimes the rules will refer to different types of dice, for
situation, use the following method in the interest of time. example D3, 2D6 and D6+1. There are many types of dice, but
the notation remains the same, so just apply the following
Roll one die. On a result of 1-3 player A decides, and on a result explanations to all types of weird dice you come across.
of 4-6 player B decides. This decision then applies for the rest of ● D3: To use these dice, simply roll a D6 and halve the
the match, and once the game is over you can continue to discuss result, rounding up.
the finer details of the rules. ● 2D6: To use these dice, simply roll two D6 and sum
the results of both dice.
Scale Conventions ● D6+1: To use these dice, simply roll a D6 and add 1 to
the result.
This game was written to be played with 28mm heroic-scale
miniatures in mind, which are mounted on round bases. Re-Rolls

These bases come in various sizes, and we recommend that you Whenever a rule tells you to re-roll a dice result, simply pick up
always mount miniatures on the bases they come with. the number of dice you have to re-roll, and roll them again. The
result of the second roll is the final result, even if it’s worse than
The rules were written with 25mm bases in mind, though some the first. A die roll may only be re-rolled once, regardless of how
defenders may come with 40mm bases. There may be occasions many rules apply to it.
where larger bases are used, which will be noted in a model’s
profile. Roll-Offs

Models & Units Whenever a rule tells you to roll-off, all players involved in the
roll-off must roll one die, and then compare their results. The
In the rules, individual miniatures are referred to as models, all player with the highest result wins the roll-off, and in the event of
the models you control are your team. a tie the players must re-roll until there is a winner.

This means that when a rule applies to a unit it applies to all Tests
miniatures within that unit, whilst if a rule applies to a model it
only applies to one individual miniature. During the game you will be required to take tests in order to see
if a model succeeds at doing various things such as tackling other
Unit Stats models or throwing at a target. The rules will state when a unit
Units come with a variety of statistics that define who they are must take a test, which models are involved, and which stat
and what they can do. should be applied to it. If you score the needed value or higher,
● Name: The model’s name. then it counts as a success, else it counts as a fail.
● Brawl: Affects attacking and Tackling
● Skill: Affects taking or throwing the ball. Example: A model with Skill 2 must take a test to take the ball, the
● Special Rules: Any special rules the model has. rules say a player with Skill 2 will take the ball on a 3+. The player
● Cost: How many chits it costs to take this model. rolls a dice and scores a 4. This means that the model has succeeded,
and the ball is now in its control..
Modifiers Control Zones

Throughout the game there are going to be rules that apply Each model has a 1“ control zone extending out from its base.
modifiers to your die rolls. These will usually raise or lower the
value of a unit’s roll results by either +1 or -1, but the exact Measuring Movement
number may vary.
When measuring how far a model moves, always measure so that
Whenever a modifier applies to one of your rolls, simply add or no part of its base moves further than the total distance.
subtract the value from the roll and the new value counts as the
final result, however a roll of 6 always counts as a success and a Note that whilst all examples here show round bases, these
roll of 1 always counts as a fail, regardless of how much it is being movement restrictions apply in the same way to models on bases
modified by. of different shapes or models without a base.

Example: A model with Skill 2 is attempting to throw the ball


Path of the Ball and Line of Sight (LoS)
towards a player 19” away, a -1 modifier is applied for every full
9” the ball will travel, so they must take the roll with a -2 modifier.
Unless stated otherwise, models can see in all directions,
The player rolls a dice and scores a 3, they add 2 to the roll for their
regardless of where the miniature is actually facing. In Deathball
Skill, but subtract 2 for the distance traveled. The player needed a
models do not block view, if it is a game with any terrain features
6 for the pass to reach its target, but after the modifiers cancel out
it is possible they could block a models view depending on the
the final result is a 3, which is a failure.
rules of the terrain.
When the ball is thrown or is moving independently it may pass
Measuring Distances through some model’s Control Zones, which may trigger other
To play the game you are going to need a ruler marked in inches, rules depending on the situation.
which you may use to measure distances at any time. Distances The ball moves in a straight line towards its destination, simply
are usually measured from a model’s base. When measuring the drawing a straight line from its starting location to its final
distance between two models you always measure from/to the destination to see if the line passes through any model’s control
closest point of their bases. When measuring the distance zone.
between two units you al
Preparation Playing the Game
Preparing the Playfield Rounds, Turns & Activations
You are going to need a flat 3’x3’ surface to play on, which is
usually referred to as “the field” or “the pitch”. The game is structured into game rounds, player turns and unit
activations. Here is the breakdown of what these mean:
Whilst we recommend playing on a table, you can of course play ● Rounds: Each round is made up of multiple turns.
on the floor, on a bed, or wherever else you have space. ● Turns: Each turn is made up of a single activation.
● Activations: Each activation is made up of up to 3
Place a marker for goals at the center of two opposing table edges. actions.

The edges of the field are considered impassable terrain for both Game Structure
models and the ball, if the ball comes into contact with the edge
independently it will bounce d6” in the opposite direction from After both players have deployed their teams, the game starts with
which it was traveling. another roll off between the players, both adding the Brawl
bonus of their player in the middle of the field.
Getting the W
The ball will travel d6” behind the model, into its side of the
After 6 rounds have been played, the game ends, and the player field. The winning team starts the first round by taking its first
whose team scored the most goals wins. If the score is the same turn.
then the game ends with a tie.
During their turn, the player picks one model that hasn’t
Preparing your Team activated yet and chooses to roll 1, 2 or 3 dice, trying to score 4+.
For each success the model may take one action, however if two
Before the game begins, you and your opponent are going to have or more rolls fail the player’s turn passes.
to build your teams.
Once the action has been taken, their turn ends and the opposing
For a start we recommend playing a few rounds with 6 models (1 player’s turn starts. This continues until all units have activated,
of each position and an extra of your choice), and once you have at which point the round ends and a new one begins.
gotten familiar with the game, you can build a full team.
On each new round the player that finished activating first on the
To put your team together, pick a team and its special abilities last round gets to activate first.
then select models by their position, and sum together their total
chit cost. After 6 full rounds have been played the game ends, and the team
with the most goals wins. If both teams have the same score the
Standard teams are built with 20 chits and 6-9 players. game ends in a tie.

Team Starting Positions Activating Units

Players roll-off and the winner picks one of the table edges with a Players pick a model and choose to roll 1-3 dice, trying to score
goal marker as his own with his opponent taking the opposite. 4+. For each success the model may take one action, however if
The ball is placed in the very center of the playfield. two or more rolls fail the player’s turn passes and the model may
not activate this round
The winning player places 1 model of their choice next to the ball
in the center of the field, and on their goal side of the field. Here are all available actions and what they allow a model to do:
● Move: The model moves up to 6”.
The player then places the other 5 models for their team within ● Tackle: Take ball from opponent.
18” of their goal, and at least 3” away from the ball. ● Attack: Attack one opponent.
● Throw: Throw the ball at a target.
The opponent then places their team following the same rules. ● Recover: Recover from stun.
Control Zones Taking the Ball

Each model has a 1“ control zone extending out from its base. Once per action, if a model moves into the ball whilst it's not
controlled by another model, then it may try to take it.

Movement Roll one dice and check the model’s skill value:
● Skill 1: Take the ball on a 4+
When taking a Move action the model may move by up to 6”. ● Skill 2: Take the ball on a 3+
Models may move and turn in any direction regardless of their ● Skill 3: Take the ball on a 2+
facing, as long as no part of their bases move further than the
total movement distance. If the model takes the ball successfully it goes into their control and
stays with them as they move. Else the ball is moved D6” directly away.
Models may freely move into the control zone of opponents,
however when moving out of enemy control zones those models
get a free attack action against them. If a model moves out of Tackling
several control zones each model gets a free attack.
Models that move within 1” of opponents that have the ball may try
Models may only move through other models that are stunned, to tackle them and take the ball away.
but cannot stop upon them.
Roll one dice and compare the Skill values of the attacker and
defender to see what score is needed to take the ball:
Attacking ● Attacker 2 higher: 2+ to take the ball
● Attacker 1 higher: 3+ to take the ball
Models that are within 1” of opponents may attack them. ● Both equal: 4+ to take the ball
● Defender 1 higher: 5+ to take the ball
Roll one dice and compare the brawl values of both the attacker ● Defender 2 higher: 6+ to take the ball
and the defender to see what score you need to hit:
● Attacker 2 higher: 2+ to hit If the attacker manages to take the ball it comes under their control
● Attacker 1 higher: 3+ to hit immediately, else the ball stays in control of the original model.
● Both equal: 4+ to hit
● Defender 1 higher: 5+ to hit Throwing the Ball
● Defender 2 higher: 6+ to hit
A model that controls the ball may try to throw it at the goal, to other
If the attacking model succeeds in hitting the target the player models, or to any point on the table.
rolls another dice to see what happens to the defender:
● 1: Knocked Out: Remove from play. Roll one dice and add the model’s Skill value to the result, applying
● 2-3: Stunned: Count as having brawl 0, loses the ball, the following modifiers:
and has no control zone (place model on its side to ● -1 for every full 9” to the target
show this). Treat further stun results as knock out ● -1 for every enemy control zone between the thrower and
results instead. the target
● 4-6: Pushed: The attacker moves the model by up to
3” and it loses the ball. If a model is pushed during its If the model scores a total of 6 or higher, then the ball lands on target.
turn its activation ends immediately. Else the ball is moved D6” directly away from them.

Player Substitutions

Most teams will have more players on their roster than just the 6
on the field. Players may be substituted in after a goal is scored,
before the next scrum. A team may not have more than 6 players
on the playfield at any time, unless provided by a special rule.
Receiving the Ball Scoring Goals / Team K.O.

If the ball lands in one model’s control zone then it may try to If the ball lands on or touches a player’s goal, or all of their models are
take it the same as if they had moved into it. knocked out, the opponent scores a point.

Roll one dice and check the model’s Skill value: The current model's activation ends with the goal. The ball is placed
● Skill 1: Catch the ball on a 4+ in the middle of the field again, any substitutions are added within 6”
● Skill 2: Catch the ball on a 3+ of their own goal, all models within 3” of the ball are pushed directly
● Skill 3: Catch the ball on a 2+ away, each player chooses one active model to place in the middle next
to the ball.
If the model catches the ball it goes into their control and stays
with them as they move. Else the ball is moved D6” directly away The players roll off for the scrum and the round continues with the
from him. roll off winning team performing their next activation.
Team Creation
Team Creation

Players will build their teams by spending Chits to recruit models by their positions. Chits are contract IOUs for players in a Deathball
league.

Players will also choose a faction for their team, which will grant special traits to their models.

Models from 1 different faction may be recruited for +1 chit, and will only have the special traits from their original faction.

Most rosters are built with 20 chits and have up to 9 players. Up to 6 players may be on the field at one time, so it is encouraged to
have at least that many players.

Chits Position Special

1 Lineman- Brawl 2 / Skill 2 n/a

2 Brawler- Brawl 3 / Skill 1 n/a

2 Dodger- Brawl 1 / Skill 2 Roll a d6 when moving out of enemy


control zones, on a 3+ may ignore all
attacks

3 Thrower- Brawl 1 / Skill 3 n/a

3 Defender- Brawl 2 / Skill 1 Has a 2” control zone *

*Whilst the rules were written with 25mm bases in mind, you may use 40mm bases for defenders by keeping a 1” control
zone.

Faction Traits

Humans No special Traits


Elves +1.5” faster, but -1 to results when hit
Dwarves +1 to results when hit, move 1.5” slower
Halflings +1 to activation rolls, but knocked out after 3 activation failures
Ogres May attack models within 1.5”, but an additional -1 when throwing further than 9”
Advanced Rules
Star Player Always Open

A model with the Always Open ability has a reputation for reliably
If players agree you can choose one model on your team to be a
bringing in any passes thrown their way, whether thrown by their
Star Player. The chosen model is granted any one of the
team or not.
following special abilities:
● Hawkeye
Whenever this model is attempting to catch a thrown ball it has a
● Cannon Arm
+1 Skill.
● Large Wingspan
● Ball Hawk
● Always Open
Brute Force
● Brute Force
● Sticky Fingers Some models are known as bruisers that use their ferocity and
● Scrumdog brute strength in place of skill to have their way on the field.

Hawkeye This model may use its Brawl stat in place of Skill when they are in
any Tackling situations.
This model is known for pinpoint accuracy and throwing the ball
right into the waiting hands of a receiver. Sticky Fingers

Whenever the model makes a successful throw to another model There are a few Deathball players known for their ability to steal
the receiving model is granted a +1 Skill while trying to catch the the ball away from another player, wise coaches will form a
ball. gameplan to stop them.

Cannon Arm This model has a +1 to its Skill when tackling a model with the ball
(attacker only).
The model has incredible arm strength and can reliably throw the
ball further than most. Scrumdog

When throwing the ball the model takes a -1 for every full 12” The reliable center and solid anchor of any team, a Scrumdog loves
traveled (instead of 9”). the glory and the challenge of fighting for his team's possession of
the ball to start off the game.
Large Wingspan
If this model is involved in roll off for the battle, at the start of the
When this model stretches its arms out to the side his wingspan is game or after a goal, its team gains a +1 to their roll.
obviously above average, making his potential area of effect larger
than most of its fellow players.

This model has an expanded Control Zone of +1”.

Ball Hawk

Whenever there is a fumble or a failed pass this model has an


aptitude for honing in on, and securing it.

This model has +1 Skill when it attempts to pick up a loose ball.


Injuries Coach Points
If the players choose to use the Injury rules any time a model is After deployment, roll one die, and all players get as many coach
Knocked Out in the game, the knocked out model’s player rolls a points as the result.
dice.
● 1-3: The model is injured and is out for the rest of the Players may spend coach points to re-roll one die of any kind,
game, may be replaced with another model after a goal even those of their opponent.
or penalty.
● 4-6: The model had the breath knocked out of them At the start of the 4th round all unused coach points are lost and
but may return to action after the next goal is scored. a new die is rolled to determine coach points for the rest of the
game.

Penalties
Along with Injuries the players can choose to play with Penalties
Random Events
as well. Any time a model is Knocked Out in the game, the
offending team rolls a dice (same time as the knocked out player if At the beginning of the game, and at the start of every new
using injuries). round, the players can roll a dice to get a random event. Each
● 1-3: The model that performed the hit knocking out event ends at the end of the round and a new one begins.
the opponent is flagged for a foul, they must go to the
bench and the team plays a man down until the next Any time the rules call for a “random model” the players shall roll
goal is scored. The team with the Knocked Out model off, the loser of the roll off then rolls another d6 to determine
may replace it with a fresh model from the bench. which of their models is affected. Count the active players on the
● 4-6: The hit on the Knocked Out model is considered field by the order they can be found on the team roster.
a clean hit and play continues uninterrupted.
Example: The player has to determine which of their models is hit
by a rock, they roll a dice and get a result of 4. The player begins
The Bounce counting by the order the models appear on their roster, the fourth
spot on the roster is a model that is currently on the bench and is
A dice is rolled to determine the direction a ball bounces any time ignored so that the model in the 5th roster slot is hit with the rock.
it comes loose or hits something; After the Scrum Rolloff, a ball is
knocked loose, a throw hits the ground, the ball hits the out of Result Event
bounds wall, etc.
1 Clear Weather: No Changes
The ball continues to move the same direction, but its path is
altered slightly by the result: 2 Rock Throw: One random model is
● 1-2: The ball bounces to the left d6” immediately stunned.
● 3-4: The balls path continues d6”
● 5-6: The ball bounces to the right d6” 3 Changing Weather: The entire field counts
as difficult terrain.

Sudden Death 4 Perfect Recovery: Knocked out players are


placed within 12” of their goal.
If players choose to use Sudden Death rules then games do not
end in a tie. 5 Cheering Fans: All models that were
stunned immediately recover.
If both teams have the same score at the end of Round 6, instead
of ending in a tie, the game will continue until the next goal is 6 Blitz: One random model only needs 3+
scored or all models on one team are KO’d. next time it activates.
Expansion Team Terrain Selection

Once you have decided what placement style to use, you may
If it is agreed then a player may form a team with models from either pick 3-6 pieces of terrain that you want to play with, or else
any faction. use the method below to generate terrain.
To generate balanced terrain follow these steps:
The player will create a team, and may choose one faction to • Take 3 pieces of terrain:
purchase from at normal chit cost, every other model on the team Small obstacle
costs +1 chit. Medium Dangerous Terrain
Large Difficult
Take D3 more pieces of terrain, determining their type
Terrain by rolling another D6 for each:
1-2 = Small Obstacle
When setting up the table you may place as many of the 3 = Small Dangerous
following terrain pieces on the table as you want. 4 = Medium Dangerous
5 = Medium Difficult
Obstacles (barrels, rocks, trees, etc.): Each obstacle has a 1” 6 = Large Difficult
control zone and counts as an opponent in the way when
throwing. Terrain Guidelines

Difficult Terrain (mud, water, bushes, etc.): Models halve Whilst there is no limit to what type of terrain features you can
their move when crossing difficult terrain. use for your games, we recommend that each small terrain feature
be somewhere between 1”x1” and 3”x3” in size, and each large
Dangerous Terrain (lava, spikes, etc.): Models must roll one terrain feature between 4”x4” and 8”x8” in size.
die when crossing dangerous terrain, on a 1 they take an
automatic hit as if they were attacked. For each terrain feature you’ll also have to define some basic rules
for how they work in the game. Whilst you can always pick what
When the loose ball crosses dangerous terrain roll one die, on a 1 rules to use by personal preference, here are some guidelines on
it is destroyed and a new one is placed at the center of the table as basic terrain types:
a loose ball. • Difficult Terrain - Fields, mud pits, water puddles
• Obstacles - Barrels, rocks, trees (single), fences
• Dangerous Terrain - Lava, Spike pits
Terrain Placement Styles
Difficult Terrain is the only terrain that may be placed in the
When preparing the game, players can choose to either pick one middle of the playfield.
of the placement styles below, or select it randomly. To select a
random placement style, roll one die: 1. Random
1. Random
2. Alternating (Free) Divide the table into four 1.5’x1.5’ sections.
3. Alternating (Restricted)
4. Full Table For each piece of terrain, roll one die to place it at the center of
5. Two Halves one random section, and then move it 2D6” toward the center of
6. Six Squares another randomly selected section, stopping to be at least 3” away
from other pieces of terrain. If it’s impossible to place the terrain
piece, simply remove it.

2. Alternating (Free)

Players roll-off, and then alternate in placing one terrain piece


each, starting with the player that won. Terrain pieces must be
placed at least 3” away from each other, and if it’s impossible to
place them they are removed.
3. Alternating (Restricted)

Roll one die to select a random restriction, and then follow the
same rules as the “Alternating (Free)” placement style:
1. No pieces of terrain may be placed within 6” of the
center of the table.
2. No pieces of terrain may be placed within 6” of the
edge of the table.
3. Place the first piece of terrain at the center of the
table (difficult terrain only). The rest must be placed
more than 12” away from that piece of terrain.
4. Place the first piece at the center of the table (must
be difficult), the next player places the second terrain
piece, and the rest must be placed within 9” of the
second piece..
5. Place the first 4 pieces each within 12” of a different
table corner. The rest can be placed anywhere.
6. Place the first 4 pieces each in a different table
quarter. The rest can be placed anywhere.

4. Full Table

Players roll-off, and the winner places all pieces of terrain on the
table, at least 3” away from each other and the table edge. Then
the player that lost the roll-off gets to pick which side they want
to deploy on.

5. Two Halves

Players roll-off, and the winner may draw a straight line from one
corner of the battlefield to the opposite, and pick which table half
they place terrain on. Then the players alternate in placing one
piece of terrain each on their own table half, at least 3” away from
other pieces of terrain and the table edge.

6. Four Squares

Divide the table into four 2’x2’ sections. Players roll-off, and then
alternate in placing one terrain piece each in a random section,
starting with the player that won. Terrain pieces must be placed at
least 3” away from each other, and if it’s impossible to place them
they are removed.
Total Conversions
Multiplayer Games Professionals
Free for all A professional team has players from every corner of the globe
playing for them.
The simplest way to play games with 3-4 players is to have a
free-for-all, where all players can tackle each other and fight for Every faction is open to hire models from, much like Expansion
the ball while trying to score the most goals. When playing the Teams, but all models are at normal chit cost.
game, follow all of the regular rules, with just a couple of
exceptions as described below.

Preparation: An extra goal is added for each player,


The Big League
up to 4, and the team “ownership” of the field is split
evenly amongst the players. Teams field 9 players per side on the field at one time. A teams
Note: It could be possible to play with even more teams if chit allowance is normally set at 25 with rosters of 9-12 models
playing in an odd shaped playfield, but that will not be on average.
covered in these rules.

Deployment: The field is now split evenly amongst Kitchen Table Games
the players, and there will now be 3 models around the
ball for the scrum roll off.
The game can be played on a 2’x2’ playfield by adjusting the rules
slightly.
Turn Order: The player that wins the opening scrum
starts with the ball as normal, from here the turn passes
Players will set up teams of 5 players, and will play for 4 rounds
clockwise by goal.
instead of 6.

Team Games Throwing the ball will get the -1 distance penalty at 6” (instead of
9), and the base movement for players is 5”
With team games there are no limits to the amount of players that
can participate. When playing the game, follow all of the regular
rules, with just a couple of exceptions as described below.

Forming Teams: Before the game begins, divide the


players into two teams by however you would like to
pick teams. Note that teams don’t need to have equal
amounts of players, so you can play 2v1, 3v1, etc.

The Team: When preparing teams, you must split the


amount of chits that each team is allowed to take
between its players. Note that the amount of chits that
each player is allowed to take within a team doesn’t
have to be equal.

Deployment: The teams choose one player, and their


model, to take part in the roll off scrum.

Turn Order: Turns alternate by teams until every


player has had a turn.
Super Deathball - Competitive Rules v1.0
General Principles The Teams

Balance Rules: The competitive rules were created to help Game Size: For tournament games we recommend fixing the
players set up their own tournaments, but can also be used in roster size to a total of 20 chits per player.
one-off matches to provide a bit more structure and balance to
the game. Force Lists: Before the tournament all players should submit
their force list to the tournament organizers.
Referees: The original game rules are kept intentionally vague in
some aspects to allow players to adapt them to their liking. Composition: Players may build a roster with 20 chits from 1
Because of this it's best that you have referees in your faction, may bring 1 star player, and models can be taken from 1
tournaments that decide on how to interpret certain rules and other faction for +1 the chit cost.
assist players in resolving any uncertainties that come up. It is
recommended to use all the Advance Rules (Excepting Sudden Mixed Teams: Players may bring models from up to two
Death and Expansion Teams). factions in the same list, but they must select one of them as their
primary faction. Models from the secondary faction cost +1 chit
Settling Disputes: If you ever come to a point where a rule to purchase.
interpretation stops the game in its tracks, simply roll a die to
randomly determine how that rule should be interpreted and
move on. Playing a Match

Terrain: The terrain is set up by the tournament organizers, and


Preparation may not be moved by the players.

Tournament Length: The tournament is made up of 6 Teams: Before the game begins both players may inspect their
matches, with each match lasting 1.5 hours, including the game opponent’s rosters and ask any questions.
set-up phase.
Match Start: As soon as players roll-off for deployment the
Chess Clocks: The use of chess clocks is recommended, giving match starts. If you are using chess clocks then they must be
each player up to 45 minutes per game, including set-up. started now.

Match Pairings: The player match-ups for the first match Match End: The match ends after 6 rounds, when one team’s
should be determined randomly, and from the second round players are all KO’d. If you are using chess clocks and a player
players are paired by matching players with the same VPs runs out of time, then all of his units count as being destroyed
together, going from highest to lowest score. If more than two immediately.
players have the same VPs, then they should be matched by their
goal differential from highest to lowest.

Victory Points: At the end of each match the winner gets 3 VPs,
and in case of a tie both players get 1 VP each.

Goal Differential: Additionally each Player keeps a running


total of goal scored which can come into play when VP is tied.

Winning the Tournament: After the 6th match the player with
most VPs wins, and in case of a tie the player with the most goals
scored across all matches is the winner.
Super Deathball - Campaign Rules v1.0
Campaign Types 1 . Game Setup 3. Check for Casualties

Campaign Length: Campaigns are played The Teams: There are no point limits Casualties: Any models that received an injury
with two or more players, and you must pick for teams in campaign games, however no that took them out of the game is considered a
one of these campaign types: warband may bring over 5 chits worth of casualty.
● Game-Limited: Play D6+4 games, models more than the team with the lowest chit
after the last match the player with value. Regular players: For every player that is a
the most VP is the winner. casualty roll one die and check what
● Point-Limited: The campaign Underdog Bonus: Any team that has a chit happens to it here:
ends when one player wins by value lower than at least one other team gets an 1 Dead - Remove the unit from
earning D6+4 VP. underdog bonus. For every 1 chit difference your warband sheet.
● Time-Limited: The campaign between your team and the one with the 2-5 Recovered - Unit recovers and
ends after D6+4 weeks, and the highest chit value, you get 1 underdog point. may be used without penalties.
player with the most VP at the end Each point can be spent to modify a friendly or 6 Natural Talent - Model recovers
is the winner. enemy die by +1 or -1, however only one point and earns +1 XP.
● Endless: The campaign never ends, can be spent per die.
but instead players keep track of Star Players: Roll on the same chart above,
how many VPs they earned on a Special Objectives: In addition to the mission however on a 1 it becomes 1 chit cheaper and
leaderboard. objectives players may earn a bonus 1 chit by gets an Injury trait;
completing special objectives. Roll one die each 1 Dead - Remove the hero from
Parallel Play: Usually all teams should to see which objective must be completed: your team roster.
participate in every match, but if you want you 1 Mastery - One friendly unit in 2 Shoulder Wound - Gets -1 to
can allow teams to play matches in parallel. If each table quarter at the end. rolls when tackling/being tackled..
you do, then each team’s VP must be divided by 2 Honor - No enemy units in own 3 Blinded Eye - Gets -1 to rolls
the amount of matches they play, which gives deployment zone at the end. when throwing.
you their final VP score. 3 Casting - At least one attempt 4 Arm Injury - Gets -1 to rolls
to cast/block spells per round. when attacking or being attacked.
Late Joiners: If you want you can allow players 4 Recovery - First player to 5 Traumatized - Gets -1 when
to join the campaign whilst it’s already ongoing. recover a unit from stun. trying to take the ball.
If you do, then they start with a regular 20 chit 5 Rage - First player to knock out 6 Smashed Leg - Moves -1”.
team, and you must count VP as in parallel play. an enemy unit.
6 Destruction - Most expensive While on a 6 it becomes 1 Chit more expensive
Preparation enemy unit knocked out. and gains a Talent trait;
If you roll an objective which can’t be 1 Natural Talent - The hero
The Teams: Before the first game each player completed, then you must re-roll. recovers and gets +1 XP.
receives 20 chits to spend on their team. Players 2 Motivated - Always passes the
may save up to 5 chits to be spent later. 2. Play Match first Take Ball attempt of the match.
3 Crazed - Gets +1 to attacks.
The Team Roster: Each team and model must 4 Bitter Rivalry - A successful hit
Match Length: Matches are played using the
be given a unique name, which you can fill out knocks out models on roll of 1-2.
standard rules. Ties may occur, but from the
on the team roster. 5 Horrible Scars - +1 to Tackling
7th game on Sudden Death rules apply.
situations.
Campaign Structure: Campaigns are played 6 Toughened - When knocked out
Random Events: At the beginning of each
with the following structure: is only injured on a roll of 1.
round players must roll one die, and on a 5+ a
1. Game Setup random event happens.
2. Play Match Each trait can only be gained once, so if you roll
3. Check for Casualties the same result simply re-roll.
Match Goals: The winning warband gets 2 VP
4. Earn Experience and 3 chits, whilst losing teams get 1 chit
5. Upgrade Warbands No Permadeath: Optionally you can play
instead.
6. Recruit Units without models being removed from the team
Each step must be followed in this order when they die, but instead they lose all XP
and once all steps have been completed earned during the match and must sit out the
you start from the first again. next D3 matches.
4. Earn Experience

Earning XP: Models earn XP in battle for each


of the following things:
+1 XP: Surviving a mission
+1 XP: Knocking Out a model
+2 XP: Score a Goal
Mark earned XP on the Team Roster in order
to see when units level up.

When a model earns 5 XP it becomes 1 chit


more expensive and you roll a d6 to see what
trait it gets:
1 Agile - Moves +1” speed.
2 Headstrong - Gets +1 to rolls to
recover from stun.
3 Specialist - Gets +1 to Brawl or
Skill (choose one).
4 Resilient - When this model gets
hit: 1- KO, 2- Stun, 3-6 Pushed.
5 Elite - May re-roll one die of
any kind once per round.
6 Potential - Becomes a Star
Player, (may pick another Star
Player ability if already a star).

Each numbered trait can only be gained once,


so if you roll the same result simply re-roll.
Units cant earn more than 30xp, so they can
level up max. 6 times.

5. Team Maintenance

Chit Income: Players will earn chits for playing


in campaign games, any spare chits need to be
recorded on the Team Roster. As models
gather XP they will become more expensive and
the player must have the chits to pay for any
raises, else they must drop models from their
team to meet the budget.

6. Recruit Models

Players may recruit new models to the team if


they can afford their chit wages. These new
recruits start as regular models with 0 XP, all
rules for team creation apply.

Releasing Models:
Any model may be freely dropped from the
team, losing all of its XP and upgrades. Players
may also choose to disband their full Team,
losing all models, VP, Chits, etc. and start a new
one from scratch with 20 Chits.
Super Deathball- AI Rules v1.0
General Principles Offense - High Skill Defense - High Skill
1. Is the model carrying the ball? 1. Is the ball carrier within range?
AI Rules: These rules were created to give ● Yes - Go to step 2 ● Yes - Tackle the ball carrier
players a way to play solo against an AI ● No - Go to step 4 ● No- Go to step 2
controlled opponent.
2. Is there a clear path to the goal? 2. Is the AI model between the ball
Multiple Choices: Whenever there are ● Yes - Move towards goal and their goal?
different choices that seem to be equally correct, ● No - Go to step 3 ● Yes - Make an intercept course for
roll a die to randomly determine which one is the ball carrier
going to be the chosen one. 3. Is there another high skill player ● No - Cover the nearest opposing
open and/or down field? model
Preparation ● Yes - Throw it to them
● No - Go to step 5 Defense - High Brawl
AI Teams: To ensure that AI teams are 1. Is the ball carrier within range?
balanced, we recommend first creating a set of 4. Is the model near the ball carrier? ● Yes - Attack the ball carrier
3-6 team rosters, and randomly determining ● Yes - Escort ball carrier, attack any ● No- Go to step 2
one of them to be used by the AI and another opponents
by the player. ● No - Try to get open 2. Is the AI model between the ball
and their goal?
AI Deployment: When deploying teams 5. If the model holds the ball will it ● Yes - Make an intercept course for
the player must deploy his entire team onto the face more than one opponent? the ball carrier
pitch before the AI deploys. Then the AI model ● Yes - Throw the ball at the goal ● No -Attack the nearest opposing
with the best Brawl stat (or a Scrum Dog ● No - Gamble on making it through model
ability) is placed next to the ball on the AI interaction
team's goalside. Split the table side into 3 equal
sections along the centerline, place one model Offense - High Brawl
on each side section, within 6 inches of the 1. Is the model carrying the ball?
center field, and spread the remaining 3 players ● Yes - Go to step 2
behind the center model and within 6” of ● No - Go to step 5
center line.
2. Is the goal within moving range?
● Yes- Run the score in
AI Decision Trees ● No- Go to step 3

Model Types: Before the game begins you need 3. Can the model move and then
to classify each model into one of 3 model types throw within 8” of the goal?
so that things flow smoothly once you actually ● Yes- Throw the ball at the goal
start playing. ● No- Go to step 4

High Skill Models: Models more focused on 4. Is there a high skill player open,
scoring goals or throwing/catching the ball. within 8”?
● Yes - Throw the ball to them
High Brawl Models: Models that are more ● No - run towards the goal
focused on the physical side of the ball and have
any tackling/attacking special abilities. 5. Is the ball carrier nearby?
● Yes - Escort the ball carrier
Hybrid Units: Models with balanced ● No - Attack nearest opponent or
Skill/Brawl stats and special abilities. Can move towards goal
follow any AI path.
Basic Concepts

Activation Order: The spots on a team’s


roster sheet are numbered 1-6 (if there are
substitutions skip to the next active roster spot),
when it’s the AI’s turn to activate a model, roll a
d6 and activate the resulting number from the
roster.

Enemies in the way: When the AI models


activate, draw a path between them and their
objective. Enemy models within 6” of the path
count as being in the way (only if they are in the
direction of the objective).

Moving: High Skill AI models that use move


just always do so whilst also trying to stay as far
from enemy attack range as possible. If they are
not moving toward the goal when on offense
they should always try to move away from
nearby models just enough to still be able to act
if ball control changes.

Throwing: AI models without a high skill try


to throw the ball to the nearest valid target
that's not in cover. If the nearest valid target is
in cover but there is another one in the open,
then the AI must throw at the target that is in
the open instead. High skill throwers will
decide targets based on coverage and skill score.

Terrain

Difficult Terrain: AI models only ever move


into difficult terrain if they are in pursuit of the
ball or ball carrier, if it is the quickest route to
the goal when holding the ball, or if they have
an upgrade that ignores it. Else they will
always move around it.

Dangerous Terrain: AI models only ever


move into dangerous terrain to obtain the ball,
or if they have the ball and are being pursued en
route to the goal . Else they will always move
around it.
Super Deathball - Team Roster
Team Name Player Roster Value Spare Chits

Model Name Position Skill Brawl Special / Traits Cost XP

6
Super Deathball v1 One Page Version

General Principles Activation Tackling

The most important rule: Whenever the During their turn, the player picks one model that Models that move within 1“ of opponents
rules are unclear use common sense and hasn’t activated yet and chooses to roll 1, 2 or 3 that have the ball may try to tackle them to
personal preference. Have fun! dice, trying to score 4+. For each success the take the ball. Roll one die and compare the
model may take one action, however if two or skill values of attacker and defender to see
Control Zones: Each model has a 1“ control more rolls fail the player’s turn passes. what score you need to take it:
zone extending out from its base. ● Move: The model moves up to 6”. ● Attacker 2 higher: 2+ to take
● Tackle: Take ball from opponent. ● Attacker 1 higher: 3+ to take
Preparation ● Attack: Attack one opponent. ● Both equal: 4+ to take
● Throw: Throw the ball at a target. ● Defender 1 higher: 5+ to take
The Playfield: The game is played on a flat ● Recover: Recover from stun. ● Defender 2 higher: 6+ to take
3‘x3‘ surface, with a goal marker placed at If the attacker manages to take the ball it comes
the center of two opposing table edges, and Movement under his control. Else the ball stays in control
the ball at the center of the table. The edges of the original model.
of the table are impassable for both the Models may freely move into the control zone of
models and the ball (ball bounces d6 in opponents, however when moving out of enemy Throwing the Ball
opposite direction from which it was control zones those models get a free attack action
traveling). against them. If a model moves out of several Models controlling the ball may try to shoot it
control zones each model gets a free attack. at the goal, to other models, or to any point on
The Teams: The players must put together the table. Roll one die and add the model’s skill
two teams of 6 models each. Attacking value to the result, applying the following
modifiers:
Deployment: Players roll-off and the winner Models that are within 1“ of opponents may ● -1 for every full 9” to the target
picks one of the table edges with a goal marker attack them. Roll one die and compare the brawl ● -1 for every enemy control zone
as his own with his opponent taking the values of attacker and defender to see what score between shooter and target If the
opposite. The winning player places 1 model you need to hit: model scores a total of 6 or higher
of their choice next to the ball in the center of ● Attacker 2 higher: 2+ to hit then the ball lands on target. Else
the field, then places the rest of the team 18” ● Attacker 1 higher: 3+ to hit the ball is moved D6” directly away
of their goal and at least 3” away from the ball, ● Both equal: 4+ to hit from them.
and then their opponent does the same. ● Defender 1 higher: 5+ to hit
● Defender 2 higher: 6+ to hit Receiving the Ball: If the ball lands in one
Objective: After 6 rounds the game is over, if If the attacker manages to hit the target roll one model’s control zone, then he may try to take it
one player has more goals than the other they die and see what happens: like he normally would if he had moved into it.
are the winner, if the scores are the same the ● 1: Knocked Out - Remove from play If the ball lands in the zones of two or more
game ends in a tie. till next goal. opposing models, then one model from each
● 2-3: Stunned - Count as having team may try to take it, which is resolved like
brawl 0, lose the ball and have no tackling, with the active player’s team being the
Playing the Game control zone (place model on its side attacker.
to show this). Treat further stun
The game is played in rounds of alternating results as knock out results instead. Player Substitutions
player turns in which they try to activate their ● 4-6: Pushed - The attacker moves the
models, starting with the player that wins the model by up to 3“ and it loses the ball. Players may be substituted in after a goal is
opening scrum. Once a player has activated all This ends the model‘s activation scored, before the next scrum. A team may not
of their models or fails an activation play immediately. have more than 6 players on the playfield at any
passes to his opponent. After every model has time, unless provided by a special rule.
had a chance at activating the round ends. Taking the Ball
Scoring Goals / Team K.O.
The Scrum Once per action, if a model moves into the ball
whilst it’s not controlled by another model, then If the ball lands on a player’s goal or all of his
After both players have deployed their teams, it may try to take it. Roll one die and check the models are knocked out the opponent scores a
the game starts with another roll off between model’s skill value: point, the ball is placed in the center of the
the players, both adding the Brawl bonus of ● Skill 1: Take ball on 4+ table again, and all models within 3” are
their player in the middle of the field. The ball ● Skill 2: Take ball on 3+ pushed directly away, until they are at least 3”
will travel d6” behind the model, into its side ● Skill 3: Take ball on 2+ away. Knocked out models are then placed
of the field. The winning team starts the first If the model takes the ball it’s in his control and within 6” of their own goal, at least 3” away
round by taking its first turn. stays with him as he moves. Else the ball is moved from opponents.
D6” directly away from him.
Team Creation Model Types

This section of the rules provides you with 1 Chit - Lineman - Brawl 2 / Skill 2
guidelines on how to create balanced teams to ● Special: n/a
play the game.
2 Chits - Shooter - Brawl 1 / Skill 3
Players will build their teams by spending Chits ● Special: n/a
to recruit models by their positions.
2 Chits - Dodger - Brawl 1 / Skill 2
Players will also choose a faction for their team, ● Special: Roll one die when moving
which will grant special traits to their models. out of enemy control zones, on a 3+
you may ignore all attacks.
Models from 1 different faction may be
recruited for +1 chit, and will only have the 3 Chits - Brawler - Brawl 3 / Skill 1
special traits from their original faction. ● Special: n/a

Build a roster with 15 chits. Up to 6 players 3 Chits - Defender - Brawl 2 / Skill 1


may be on the field at one time, so it is ● Special: Has a 2” control zone.
encouraged to have at least that many players.
Note that whilst the rules were written with
25mm bases in mind, you can use 40mm
Faction Traits bases for Defenders without by keeping a 1”
control zone.
Humans - No special traits

Elves - +1.5” faster, but -1 to results when hit

Dwarves - +1 to results when hit, move 1.5”


slower

Halflings -+1 to activation rolls, but knocked


out after 3 activation failures

Ogres -May attack models within 1.5”, but an


additional -1 when throwing further than 9”

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