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The Rules - Treefrog Games

The Rules - Treefrog Games

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Playing the Game<br />

Players take it in turns to have their turn. <strong>The</strong> Hero player goes first.<br />

When it is your turn you can play as many cards as you wish from your hand. Once you have<br />

finished playing cards you draw three cards from your deck.<br />

You can have a maximum of eight cards in your hand. You can discard cards as you wish. If<br />

your draw deck is exhausted you shuffle your discard pile to make a new deck.<br />

When the monster player discards cards he can either place the card on his discard pile or he<br />

can permanently remove it from the game – place it back in the box. This may help to make<br />

his deck more ‘efficient’.<br />

Each card you play with hero/monster symbol on allows you to perform one action with the<br />

matching hero/monster. Each card will have two symbols on it, you can only use one of them.<br />

Some Hero cards are also marked ‘Duck’ and ‘+1’. <strong>The</strong> effects of these are explained below.<br />

Actions are<br />

Move – All heroes and monsters with the exception of Bloob have a movement rate of two.<br />

However, a hero/monster must stop moving if it enters a building or rubble space. Bloob has<br />

a movement rate of one space. You may move diagonally. You cannot move through thick<br />

black lines. You can move into enemy occupied space, which immediately instigates close<br />

combat. You cannot move through an enemy occupied space. Heroes can stack, up to two per<br />

space, but will all suffer same damage if hit by a range weapon (which is actually any<br />

weapon). Monsters can stack, up to two per space, with the exception of Mechoor, Moogre<br />

and the Bloob, who can never co-exist in the same space as another monster.<br />

If a hero moves into space containing a face-down Bonus counter then he turns it face up and<br />

claims it. Monsters cannot take Bonus counters or destroy them. A hero can also pick up<br />

weapons and kit left by a dead hero. <strong>The</strong>re is no limit to what a hero can carry. <strong>The</strong> only<br />

monster that can pick up a weapon is Kiddoo, as explained below.<br />

CLOSE COMBAT<br />

Close combat is a function of movement, in that for it to occur a player has to move a piece<br />

into a space occupied by an opposing piece/pieces. Both players roll 2d6. Add any modifiers<br />

as indicated by the hero/monster. <strong>The</strong> highest total wins. Both players re-roll in the case of a<br />

tie.<br />

<strong>The</strong> loser suffers one damage. <strong>The</strong> winner chooses one space to place the losing piece in. If<br />

the active player lost he can still continue his turn, which may include moving the defeated<br />

piece back into close combat.<br />

Mechoor cannot be hurt by close combat, although he can still do damage if he wins close<br />

combat. Even if you win against it decides which space to move you to.

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