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BulletRun-Rules v2

In 'Bullet Run!', players assume the role of skilled pilots tasked with earning 7 Medals of Valor by collecting valor stars through successful hits on enemy targets. The game involves strategic use of equipment, including dice and tokens, and requires players to manage incoming damage while executing combat maneuvers. Failure occurs if the player's plane is destroyed or if they run out of fuel, emphasizing the need for tactical decision-making and precision in gameplay.

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0% found this document useful (0 votes)
6 views5 pages

BulletRun-Rules v2

In 'Bullet Run!', players assume the role of skilled pilots tasked with earning 7 Medals of Valor by collecting valor stars through successful hits on enemy targets. The game involves strategic use of equipment, including dice and tokens, and requires players to manage incoming damage while executing combat maneuvers. Failure occurs if the player's plane is destroyed or if they run out of fuel, emphasizing the need for tactical decision-making and precision in gameplay.

Uploaded by

jogohex
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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Bullet Run!

Rules of Engagement
The sky is yours, Ace, but it won’t be easy. Every time you take off, you face impossible odds—
enemy ghters on your tail, battleships locked onto your position, and danger lurking in every
cloud. But you’ve been trained for this. You’ve earned your wings. Now, it’s time to prove your
courage. Each shot could bring you closer to glory, or send you spiraling from the skies. Your
mission? Strike hard, y fast, and return a hero. Only the most skilled pilots will make it back

You're ready, Ace! Adjust your goggles and grip the stick—history is waiting for you

Mission Objective
Your mission, pilot, is to earn enough valor stars to receive 7 Medals of Valor. Every 5 valor
stars awarded will earn you another Medal of Valor. Stay sharp and make each shot count

Equipment Checklist

To prepare for your mission, you'll need the following

• 9 Bullet Run Cards: 3 cockpit cards and 6 window cards


• 5 d6 dice: One should be a different color, preferably red (your Radar die)
• 15 cubes: (or beans, or beads
◦ 9 red Hit token
◦ 3 blue Miss token
◦ 1 Damage toke
◦ 1 Valor Star toke
◦ 1 Medal of Valor toke

Pre-Flight Setup

1. Arrange the cockpit cards as shown in your cockpit diagram. (12 bullet holes per side
2. Shuf e the 6 window cards. Keep the planes either all face up or all face down
3. Turn 3 window cards face down, then reshuf e all 6 together again. You’ll end up with 3
enemy ghters and 3 battleships
4. Place the window cards within reach, along with your dice and tokens. No tokens are
placed on the cockpit cards at the start of your mission
5. Flip the top window card over, and slot it into the cockpit per the diagram
6. Steady your nerves, the mission begins now
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Cockpit Diagram
Control Panel 1 Window Card Control Panel 2

Damage
Tracker
Start

Damage Booster

Valor Star Track Medals Of Valor

Radar Die square Crosshair Die square

Cockpit

Combat Maneuvers (Turn Order

1. Roll all dice


2. Place the red Radar Die and a Crosshair Die
3. Activate Control Panel abilities.
4. Fire your Bullet Run: Line up your shot on the enemy
5. Resolve Control Panel abilities
6. Roll for incoming damage
7. Receive valor stars for successful hits
8. Flip the next window card and prepare for another round

Firing Your Bullet Run!

Success depends on hitting the enemy. Each hit is worth 1 valor star. After rolling your dice,
place the red Radar die in the red square and any unused die in the gray Crosshair square

• The Radar die dictates the starting Zone for your Bullet Run (numbered 1-6)
• The Crosshair die tells you how many bullets you can re
Each window card is divided into 6 Zones, each made up of 9 spaces. Start your Bullet Run in
any space within the Radar die’s Zone, and lay down bullets equal to your Crosshair number.
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Place bullets one at a time in any space adjacent (not diagonal) to the last bullet red. Your
Bullet Run may move into other zones.

1 2 3
This player rolled a
2 on the Radar die,
so this Bullet Run
starts in Zone 2 and
has a Crosshair die
value of 5.

4 5 6
Hit the target? Place a red token. Miss? Place a blue token

Cockpit Control Panel Abilities

Your ghter's control panel offers tactical advantages. Each ability requires spending a die.
Some need a speci c number, while others just require any die

• Re-Load: Spend any die to immediately re-roll up to that number of dice. (Never re-roll
the Radar die)
• Barrel Roll: Spend any die to ip the red Radar die to its opposite side. Spend a 6 to
choose any number for the Radar die and add +1 to your damage roll
• Trigger Lock: Spend a 3 or higher and you may place bullets diagonally
• Overheat Gun: Spend a die to skip up to that many spaces in your Bullet Run. Add +1
to your damage roll for each skipped space. The rst bullet must be placed before
skipping. Skips can be grouped or spread out but cannot turn corners without placing a
bullet. Diagonal skips require Trigger Lock to be active
• Critical Hit: If the Radar die matches the zone with the critical hit star, spend any die to
immediately gain a valor star. Spend a 6 to gain 2 valor stars and add +1 to your damage
roll. (A bullet does not need to cover the star)

The Critical
Hit zone on
this window
card is #1
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• Steady Aim: Spend a 3 or higher to place an extra bullet next to any bullet in your run.
Spend a 6 to place two bullets and add +1 to your damage roll. Extra bullets must be
adjacent, not diagonal, unless Trigger Lock is activated
• Missile/Bomb: Load and re a missile or bomb by spending any die. After your Bullet
Run, re-roll this die to place two extra bullets in the corresponding zone. These don’t
need to be adjacent to the Bullet Run or to each other
• Risky Blitz: Spend any number die to activate. If the damage roll number matches this
number, gain 3 valor stars immediately. If not, add +1 to your damage roll. Risky Blitz
does not prevent damage
• Evasive Maneuver: Reduce incoming damage by the number on this die
• Tactical Dive: After a damage roll, you may move the Crosshair die here to re-roll
damage. The die then stays here on Tactical Dive for the entire next turn, rendering both
the die and Tactical Dive unusable for 1 turn

Enemy Fire: Incoming Damage

Once you've red, the enemy returns re. Roll the red Radar die to determine how much damage
you take. If you’ve earned Medals of Valor, add in their damage booster. Track damage using
the bullet holes on your cockpit cards. If your damage token reaches the last bullet hole, you’re
shot down, and the mission has failed

You can reduce damage by using the Evasive Maneuver ability. Subtract the number on that die
from your total damage. If the result is zero or less, you escape unscathed, and don’t take any
damage that turn

Once damage is taken, it cannot be removed

Earning Valor Stars

Valor stars are how you earn Medals Of Valor. After taking damage, you receive 1 valor star for
each red token in your Bullet Run. Mark your Valor Stars on the valor star track. Each time you
reach the end of the valor star track, you earn a Medal Of Valor. Every 5 valor stars awarded will
earn you another Medal of Valor

As you earn more Medals, you’ll also become a more valuable target. Each Medal increases
enemy damage by a set booster. The rst Medal adds +2 to enemy damage rolls, the second +3,
and so on

And remember, Critical Hit and Risky Blitz award bonus Valor Stars before rolling for damage
.

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Mission Failure

You lose the game if

• Your plane is destroyed by enemy re. (You reach the last bullet hole
• You run out of fuel (i.e., no window cards remain)

Things To Remember

• You can never re-roll the red Radar die, but Control Panel abilities can affect it
• The red Radar die is used both to target your Bullet Run and to roll for damage
• When ring your Bullet Run
- Airplane wheels and propellers are considered a mis
- Spaces with a very tiny sliver of a boat are a mis
- You are the ultimate decider of what makes a Bullet Run hit or mis
• Damage is taken before Valor Stars are counted, except for a Critical Hit or Risky Blitz
• Damage can never be removed from your ghter plane
• If you can’t tell which way to orient a Window card, the Critical Hit star always points
north
• The cockpit cards have little guide marks to help arrange them. Can you nd them

• For a more challenging game, ip one or both of the Control Panel cards over to reveal
fewer bullet holes, taking less damage to be shot down

Good luck, pilot. Keep your head on a swivel, and may your aim be true!
.

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