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The Drive on Metz: - Victory Point Games

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TC Tennis<br />

Table of C<strong>on</strong>tents<br />

[1.0] INTRODUCTION ............................ 1<br />

[2.0] GAME EQUIPMENT ...................... 1<br />

[3.0] SETTING UP THE GAME ............... 2<br />

[4.0] CONVENTIONS ............................. 2<br />

[5.0] TAKING TURNS ............................ 2<br />

[6.0] TAKING AN ACTION ..................... 3<br />

[7.0] RESOLVE A RALLY ...................... 3<br />

[8.0] STRATEGY MOVES ...................... 5<br />

[9.0] ENDING YOUR TURN ................... 5<br />

[10.0] CHALLENGES ............................. 5<br />

[11.0] WINNING THE TRAINING GAME 5<br />

[12.0] RETURN & DEFENSE .................. 5<br />

[13.0] RANDOM EVENTS ...................... 6<br />

[14.0] END SET CARDS ......................... 6<br />

[15.0] TIEBREAK .................................. 7<br />

[16.0] A COMPLETE MATCH ................ 7<br />

[17.0] STAMINA .................................... 7<br />

[18.0] INJURIES .................................... 8<br />

[19.0] NEW TACTICS ............................ 8<br />

[20.0] HOUSEKEEPING ......................... 8<br />

[21.0] ALL-SURFACE MATCH .............. 8<br />

[22.0] SCORING THE SET................. IFC<br />

[23.0] TOURNAMENTS ..................... IFC<br />

[24.0] TENNIS HISTORY .................. IFC<br />

[25.0] DESIGNER’S NOTES .............. IFC<br />

[0.0] USING THESE RULES<br />

New gaming terms, when they are initially<br />

defined, appear in dark red lettering for<br />

quick referencing.<br />

<str<strong>on</strong>g>The</str<strong>on</strong>g> instructi<strong>on</strong>s for this game are organized<br />

into major Rules secti<strong>on</strong>s as shown in large<br />

green CAPS f<strong>on</strong>t, and represented by the<br />

number to the left of the decimal point<br />

(e.g., rule 4.0 is the fourth rule). <str<strong>on</strong>g>The</str<strong>on</strong>g>se rules<br />

generally explain the game’s subject matter,<br />

its comp<strong>on</strong>ents, the procedures for play, the<br />

game’s core systems and mechanics, how<br />

to set it up, and how to win.<br />

With each Rule, there can be “Cases” that<br />

further explain a rule’s general c<strong>on</strong>cept or<br />

Training procedure. Cases might also<br />

restrict the applicati<strong>on</strong> of a rule by denoting<br />

excepti<strong>on</strong>s to it. Cases (and Subcases) are<br />

an extensi<strong>on</strong> of a Rule shown in the way<br />

that they are numbered. For example, Rule<br />

4.1 is the first Case of the fourth Rule; and<br />

Rule 4.1.2 is the sec<strong>on</strong>d Subcase of the first<br />

Case of the fourth Rule.<br />

Important informati<strong>on</strong> is in red text.<br />

References to examples of a Rule or Case are<br />

in blue text and this f<strong>on</strong>t.<br />

TC Tennis Rules v1.0 1<br />

Text in shaded boxes, like this, provides<br />

the voice of the game’s designer, who is<br />

addressing you to explain an idea or<br />

c<strong>on</strong>cept that is not, itself, a Rule or a Case.<br />

[1.0] INTRODUCTION<br />

TC Tennis is a sports strategy game for<br />

<strong>on</strong>e or two players, allowing them to pit<br />

some of the greatest tennis champi<strong>on</strong>s in<br />

history against each other in a fun, fastpaced<br />

game format that dem<strong>on</strong>strates how<br />

the great baseline players c<strong>on</strong>trolled the<br />

pace <strong>on</strong> slow red clay, or how serve-andvolley<br />

players attacked relentlessly <strong>on</strong><br />

lightning-fast grass courts. <str<strong>on</strong>g>The</str<strong>on</strong>g> tennis<br />

players are presented <strong>on</strong> cards and rated for<br />

their historical performance at powerful<br />

volleys, exquisite touch shots, sweeping<br />

ground strokes, and cann<strong>on</strong>ball serves.<br />

Stage your own tournaments and lead your<br />

favorite players to victory in TC Tennis!<br />

[2.0] GAME EQUIPMENT<br />

Parts Inventory<br />

● 24 Player Cards<br />

● 80 Strategy Cards<br />

● One 11” x 17” Player Mat<br />

● 56 single-sided markers<br />

● Two 11” x 4.25” Tournament Tables<br />

● 1 Rules booklet<br />

● 1 Momentum Mat (inside back cover)<br />

[2.1] Player Cards<br />

<str<strong>on</strong>g>The</str<strong>on</strong>g> Player Cards represent classic tennis<br />

champi<strong>on</strong>s, all of whom are rated for<br />

various tennis abilities, as follows:<br />

Playing Surface<br />

Power Rating<br />

Strokes<br />

{<br />

Return<br />

Defense<br />

Doubles<br />

Stamina<br />

Injury<br />

Strategy<br />

Name and Peak Period<br />

Overall Rating<br />

Players are rated for their performance in<br />

the following tennis Strokes per Surface<br />

(show by abbreviati<strong>on</strong> and symbol):<br />

1S = First Serve, generally the more<br />

powerful, faster way to start each point<br />

2S = Sec<strong>on</strong>d Serve, normally a safer and<br />

slower Serve, with more spin<br />

FH = Forehand, a groundstroke (the ball<br />

bounces) hit from the backcourt<br />

BH = Backhand, the other groundstroke<br />

FV = Forehand Volley, normally hit “in<br />

the air” from close to the net<br />

BV = Backhand Volley, the opposite<br />

Stroke hit in the air near the net<br />

T = Touch, those shots that require more<br />

finesse than power<br />

For each Stroke, a player will have a rating<br />

from AA to F:<br />

AA = One of the greatest Strokes in the<br />

history of tennis<br />

A = A dominating Stroke<br />

B = An excellent Stroke that can, at times,<br />

take over a match<br />

C = A solid Stroke, but not overpowering<br />

D = An adequate, professi<strong>on</strong>al Stroke<br />

E = A flawed Stroke<br />

F = An abysmal, weak Stroke<br />

Example: Tilden is a “C” for FV (Forehand<br />

Volley) when playing <strong>on</strong> Hard courts, a “B” DEF<br />

(Defense) when playing <strong>on</strong> Clay, and so forth.<br />

Each player is also rated from A (best) to D<br />

(worst) for the following:<br />

RET = Return of Serve, which is Defense<br />

vs. opp<strong>on</strong>ent’s Serves (1S and 2S)*<br />

DEF = Defense vs. all of your opp<strong>on</strong>ent’s<br />

other Strokes (except Serves)*<br />

DBL = When joined with another Player to<br />

create a two-pers<strong>on</strong> Doubles team***<br />

STA = Stamina; how l<strong>on</strong>g the player can<br />

expend energy and c<strong>on</strong>tinue to play at a<br />

high level**<br />

INJ = Player’s tendency to Injury**<br />

STR = Strategy rating reflects the player’s<br />

tennis savvy and experience<br />

* RET and DEF are introduced in the<br />

Standard Game<br />

**INJ and STA are <strong>on</strong>ly used in the<br />

Tournament Game<br />

***DBL is <strong>on</strong>ly used for the TC Tennis<br />

Doubles Expansi<strong>on</strong> (for 1-4 players and<br />

available separately)<br />

[2.2] Strategy Cards<br />

Strategy cards are<br />

drawn from the<br />

deck and held in<br />

your hand. <str<strong>on</strong>g>The</str<strong>on</strong>g>y<br />

are played to:<br />

1) Enhance the<br />

various Strokes of<br />

your Player and<br />

gain an advantage,<br />

2) Change the<br />

Tactics of the<br />

I.D. Number<br />

Strokes it can<br />

be played <strong>on</strong><br />

(Player Mat)<br />

Category/color<br />

Specific Type<br />

Card Effects:<br />

z: a die roll<br />

1: a Love die roll result<br />

•: Effect <strong>on</strong> you<br />

•: Effect <strong>on</strong> opp<strong>on</strong>ent<br />

© 2011 Terry Coleman & <strong>Victory</strong> <strong>Point</strong> <strong>Games</strong>


TC Tennis Rules v1.0 2<br />

match, or<br />

3) Determine the end of a tennis Set.<br />

[2.3] <str<strong>on</strong>g>The</str<strong>on</strong>g> Player Mat<br />

<str<strong>on</strong>g>The</str<strong>on</strong>g> Player Mat holds the cards and<br />

informati<strong>on</strong> markers currently in play for<br />

both players. On <strong>on</strong>e side sits the Favorite<br />

and opposite the Underdog in the match<br />

(shown below the “Player Card” holding<br />

box) as determined by the Overall Rating<br />

of each player (see 2.1).<br />

[2.4] Markers<br />

Each player uses three markers <strong>on</strong><br />

their side of the Player Mat to<br />

indicate if they have a Challenge<br />

remaining for the current Set being<br />

played, the current value of that<br />

player’s Strategy Rating, and to<br />

indicate which Strokes have been<br />

resolved during the current Set.<br />

<str<strong>on</strong>g>The</str<strong>on</strong>g> green (Standard Game) and<br />

purple (Tournament Game)<br />

markers are drawn when Random<br />

Events occur. <str<strong>on</strong>g>The</str<strong>on</strong>g> colored<br />

markers (Tournament Game) are<br />

used to record Events from the<br />

Stamina and Injury tables. Some<br />

markers affect both you and your<br />

opp<strong>on</strong>ent when drawn and are<br />

marked “BOTH” at the top.<br />

<str<strong>on</strong>g>The</str<strong>on</strong>g> Momentum marker is<br />

used <strong>on</strong> the Momentum<br />

Track to show who is ahead<br />

in the current Set and by how<br />

much.<br />

[3.0] SETTING UP THE GAME<br />

1. Select Player Cards: You and your<br />

opp<strong>on</strong>ent both select a Player card.<br />

<str<strong>on</strong>g>The</str<strong>on</strong>g> Player card with the highest Overall<br />

Rating is placed in the “Favorite” Player<br />

Card Holding Box <strong>on</strong> the Player mat and<br />

the other card is placed in the “Underdog”<br />

Player Card Holding Box. (If the<br />

Overall Ratings are tied, roll a die to<br />

determine.)<str<strong>on</strong>g>The</str<strong>on</strong>g> players sit <strong>on</strong> those sides<br />

of the Player mat with their Player card.<br />

2. Strategy: Both players place a<br />

Strategy marker <strong>on</strong> their<br />

respective Strategy Tracks <strong>on</strong><br />

the box number corresp<strong>on</strong>ding to their<br />

Player card’s STR(ategy) rating for the<br />

surface <strong>on</strong> which the Match is being<br />

played (by mutual agreement).<br />

Fred Perry is playing Henri Cochet <strong>on</strong> an<br />

Indoor Surface. Thus, Perry places his<br />

Strategy marker <strong>on</strong> the “3” box of his Strategy<br />

track and Cochet places his <strong>on</strong> the “4” of his<br />

track. If they were playing <strong>on</strong> Clay or Grass,<br />

Perry would also have a STR(ategy) of 4.<br />

3. Challenge: Both players place a<br />

Challenge marker <strong>on</strong> their side<br />

of the Player mat.<br />

4. Momentum: Place the<br />

Momentum marker <strong>on</strong> the “0”<br />

box of the Momentum Track.<br />

5. To play the Training Game: Set aside<br />

all green and purple Random Event<br />

markers, all End Set cards (Strategy<br />

Cards 1-10), and the five Tactic cards<br />

marked “Tournament Game” al<strong>on</strong>g their<br />

bottom from the deck. <str<strong>on</strong>g>The</str<strong>on</strong>g>se comp<strong>on</strong>ents<br />

are not used in the Training Game.<br />

6. Shuffle and deal out the Strategy<br />

Cards: Each player receives a number of<br />

Strategy cards equal to his opp<strong>on</strong>ent’s<br />

Overall Rating. (Thus the Favorite will<br />

never start with more cards than the<br />

Underdog.) Keep the draw and discard<br />

piles separate, near both players.<br />

7. Plan: Beginning with the First player<br />

(see 5.1), each player may place up to<br />

two Stroke (i.e., Offense or Defense)<br />

cards as per Case 4.2.<br />

You are now ready to begin play (see 5.0).<br />

[4.0] CONVENTIONS<br />

Certain terms and procedures are used<br />

throughout these rules and the game:<br />

[4.1] Dice: TC Tennis uses standard sixsided<br />

dice to resolve various functi<strong>on</strong>s.<br />

Sometimes, these dice are added together to<br />

produce a sum. Other times, they are rolled<br />

in groups of two or three dice of different<br />

colors. Finally, you may be asked to<br />

“combine” the dice result as a number from<br />

11-66 for a STA(mina) or INJ(ury) result<br />

(in the Standard/Tournament Rules).<br />

Although the dice are called “black” for the<br />

summed pair of dice and “blue” for the<br />

single die, you may use other colors if you<br />

like, as l<strong>on</strong>g it’s two different colors.<br />

[4.2] Strategy Cards: Strategy cards are<br />

held in your hand and are generally kept<br />

secret from your opp<strong>on</strong>ent.<br />

When played:<br />

Offense and Defense cards are placed,<br />

face-down, in their corresp<strong>on</strong>ding Stroke’s<br />

Holding Box (cards that say “ANY” may<br />

be placed <strong>on</strong> any Stroke) <strong>on</strong> your side of<br />

the Player Mat, but <strong>on</strong>ly if that Stroke’s<br />

Holding Box does not have a Resolved<br />

marker in it. I.e., you cannot play these<br />

cards <strong>on</strong> Strokes that<br />

have already been<br />

Resolved this Set.<br />

Example: This Offense:<br />

Overhead Smash card<br />

can <strong>on</strong>ly be placed in<br />

your 2S, FV or BV Stroke<br />

Holding Boxes, and <strong>on</strong>ly<br />

when that Stroke is still<br />

unresolved.<br />

● A maximum of two cards may be placed<br />

in each unresolved Stroke Holding Box.<br />

If you should be caught with more than<br />

two, your opp<strong>on</strong>ent may examine them<br />

and choose which to discard to bring it<br />

back down to two (so pay attenti<strong>on</strong>).<br />

● If you must reveal a Stroke card in its<br />

Holding Box <strong>on</strong> your side of the Player<br />

Mat, that card remains face-up for the<br />

durati<strong>on</strong> of the Set or until that Stroke is<br />

resolved.<br />

Tactic cards are not played <strong>on</strong> Strokes, but<br />

are instead always played face-up in that<br />

player’s Tactic Holding Box.<br />

End Set cards are played off to the side of<br />

the Player Mat where you and your<br />

opp<strong>on</strong>ent can easily see them.<br />

[5.0] TAKING TURNS<br />

A Match in TC Tennis is played in Sets.<br />

Each Set c<strong>on</strong>sists of a variable number of<br />

Turns. On your Turn, you must roll<br />

together the two black and <strong>on</strong>e blue die.<br />

Depending <strong>on</strong> the result, you will play a<br />

Strategy card, resolve a Stroke, or take<br />

another type of Acti<strong>on</strong>, all of which end<br />

your Turn.<br />

After that, your opp<strong>on</strong>ent performs this<br />

procedure (i.e., rolling the three dice and<br />

attending to the result). Player Turns are<br />

repeated thus until the Set ends.<br />

A Set ends after all of the Strokes are<br />

resolved. <str<strong>on</strong>g>The</str<strong>on</strong>g> winner of that Set is<br />

determined.<br />

A Match ends after a predetermined,<br />

agreed up<strong>on</strong> number of Sets have been w<strong>on</strong><br />

by <strong>on</strong>e player (usually 2 or 3 Sets).<br />

[5.1] Who Goes First?: <str<strong>on</strong>g>The</str<strong>on</strong>g> Underdog<br />

goes first in the first Set. If you c<strong>on</strong>tinue the<br />

Match bey<strong>on</strong>d <strong>on</strong>e Set, whoever lost the<br />

previous Set goes first <strong>on</strong> the next Set.<br />

© 2011 Terry Coleman & <strong>Victory</strong> <strong>Point</strong> <strong>Games</strong>


[5.2] Taking Your Turn: When it is your<br />

Turn, begin by rolling the three dice (two<br />

black and <strong>on</strong>e blue) together.<br />

Note the result of the blue die as follows:<br />

If the result of the blue die is a 1, 2, 3 or<br />

4, you must take <strong>on</strong>e Acti<strong>on</strong> (see 6.0).<br />

If the result of the blue die is a 5, you may<br />

either take <strong>on</strong>e Acti<strong>on</strong> (6.0) OR resolve a<br />

Rally (see 7.0).<br />

If the result of the blue die is a 6, you<br />

must resolve a Rally (see 7.0).<br />

After your Acti<strong>on</strong> is performed or each<br />

player’s Stroke is resolved, it is your<br />

opp<strong>on</strong>ent’s Turn unless the Set has ended.<br />

[6.0] TAKING AN ACTION<br />

When you take an Acti<strong>on</strong> you must do <strong>on</strong>e<br />

of the following:<br />

Change Tactic: Play a Tactic card (see<br />

4.2). If your Tactic Holding Box is<br />

already occupied by another Tactic card,<br />

you must discard that other card to play<br />

the new <strong>on</strong>e. Alternately, you may use<br />

this Acti<strong>on</strong> to simply take your current<br />

Tactic card from its Holding Box and<br />

return it to your hand (thus leaving you<br />

without a Tactic card in play).<br />

C<strong>on</strong>centrate: Draw <strong>on</strong>e Strategy card<br />

from the top of the Draw Pile.<br />

Hand Size: If you ever have more than 7<br />

cards in your hand, you must immediately<br />

discard down to 7 cards.<br />

Draw: If the deck becomes depleted at any<br />

time, reshuffle it to form a new Draw Pile.<br />

Get a Read: Examine (i.e., flip face-up)<br />

<strong>on</strong>e face-down card in the opp<strong>on</strong>ent’s<br />

Stroke Holding Box of your choice.<br />

Outwit: If your opp<strong>on</strong>ent Strategized<br />

last Turn, <strong>on</strong>ly then can you take the top<br />

card (<strong>on</strong>ly) from the Discard Pile, place it<br />

into your hand, and then discard a<br />

different card from your hand.<br />

Restricti<strong>on</strong>s: You cannot choose to<br />

Outwit if you do not have a card in your<br />

hand to place in the Discard Pile. Also,<br />

certain cards (e.g., End Set and some<br />

Tactic) can never be drawn from<br />

the Discard Pile as indicated by the<br />

negated draw symbol shown here.<br />

Prepare: Place a Stroke card from your<br />

hand (see 4.2). If there are already two<br />

Stroke cards in that box, you must take<br />

<strong>on</strong>e of them back into your hand.<br />

Strategize: Discard up to two cards from<br />

your hand, face-up, into the Discard Pile<br />

and draw that many cards from the top<br />

of the Draw Pile.<br />

TC Tennis Rules v1.0 3<br />

[7.0] RESOLVE A RALLY<br />

Strokes are resolved in pairs (<strong>on</strong>e Stroke for<br />

each player) called a Rally. Each player<br />

determines which of their Strokes to<br />

resolve.<br />

[7.1] To determine which Strokes to<br />

resolve, examine the two black dice rolled<br />

and note each of their values and their<br />

sum (when it is 7 or less). One unresolved<br />

Stroke corresp<strong>on</strong>ding to <strong>on</strong>e of those<br />

numbers is resolved by the player whose<br />

turn it is first, and then the opp<strong>on</strong>ent<br />

similarly resolves <strong>on</strong>e unresolved Stroke<br />

corresp<strong>on</strong>ding to those numbers (it does not<br />

have to be the same number stroke that the<br />

other player just resolved). Thus, a Rally of<br />

two Strokes are resolved, in order, every<br />

time that a player Resolves Strokes.<br />

Example, Reading the Black Dice: Stan Smith<br />

rolls a 5 and 2 <strong>on</strong> the black dice, and a 6 <strong>on</strong><br />

the blue die. Because the blue die is a 6, Stan<br />

must Resolve Strokes. Examining the black<br />

dice, he can Resolve the 5 (FV), the 2 (2S) or<br />

their sum, 7 (T). Since his FV is <strong>on</strong>e of his best<br />

Strokes and it is still unresolved, Smith chooses<br />

to Resolve it, placing a Resolved marker in his<br />

FV box afterward.<br />

After that Stroke is Resolved, Tilden must also<br />

Resolve <strong>on</strong>e. He has the same choice to<br />

Resolve the 5 (FV), the 2 (2S) or their sum, 7 (T)<br />

and chooses to resolve his T Stroke, placing a<br />

Resolved marker in his T box afterward.<br />

Reading the Black Dice C<strong>on</strong>tinued: On his<br />

next turn, Stan Smith rolls a 5 and 4 <strong>on</strong> the<br />

black dice and again rolls a 6 <strong>on</strong> the blue die.<br />

This means that Stan must Resolve Strokes<br />

<strong>on</strong>ce more. Examining the black dice, he<br />

cannot Resolve the 5 (FV) as it is already<br />

Resolved (too bad!), leaving <strong>on</strong>ly <strong>on</strong>e opti<strong>on</strong>, his<br />

4 (BH), which is not his best Stroke. He has no<br />

other choice since 5 + 4 = 9, and 9 doesn’t<br />

match any of the Stroke box numbers.<br />

His opp<strong>on</strong>ent, Bill Tilden, still has both his 5<br />

(FV) and 4 (BH) Strokes unresolved, so he can<br />

choose either <strong>on</strong>e.<br />

EXCEPTION: When Resolving a Stroke,<br />

if n<strong>on</strong>e of the numbers available to you are<br />

unresolved, then you must resolve any<br />

unresolved Stroke of your choice.<br />

Reading the Black Dice C<strong>on</strong>tinued: A few<br />

turns later, Stan Smith rolls a 1 and 4 <strong>on</strong> the<br />

black dice and rolls a 5 <strong>on</strong> the blue die. Stan<br />

would like to Resolve Strokes and hurry the Set<br />

while he’s ahead, but his 5 (FV) and 4 (BH) are<br />

both Resolved already, leaving <strong>on</strong>ly his<br />

unresolved 1 (S) Stroke, which isn’t so great.<br />

Perhaps he will choose to take an Acti<strong>on</strong> this<br />

Turn instead; since he rolled a blue 5, he has<br />

his choice.<br />

Procedure for Resolving a Stroke<br />

After deciding which Strokes to resolve<br />

(above), playing Strategy cards – including<br />

any voiding (see 7.3.3) and Love Die rolls<br />

that must be made (see 7.3.4) – each player<br />

resolving his Stroke rolls up to four dice.<br />

<str<strong>on</strong>g>The</str<strong>on</strong>g> sum of those dice is that player’s Base<br />

Score for that Stroke. <str<strong>on</strong>g>The</str<strong>on</strong>g> Momentum<br />

marker is moved a number of spaces in that<br />

player’s directi<strong>on</strong> equal to the amount of<br />

that Stroke’s final, adjusted (see 7.3.1,<br />

7.3.2) score. With both players Resolving<br />

<strong>on</strong>e Stroke each Rally, the Momentum<br />

marker will be c<strong>on</strong>stantly moving back and<br />

forth.<br />

[7.2] Stroke Rating and Scoring Dice:<br />

<str<strong>on</strong>g>The</str<strong>on</strong>g> Rating of your Stroke determines the<br />

number of dice you roll to determine your<br />

Base Score when Resolving a Stroke:<br />

Ratings<br />

AA = z z z z<br />

A = z z z 1/2z<br />

B = z z z<br />

C = z z 1/2z<br />

D = z z<br />

E = z 1/2z<br />

F = z<br />

NOTE: For a “1/2z,” also roll a different<br />

colored scoring die and add in <strong>on</strong>ly half of<br />

that roll, rounded up. E.g., half of 5 is 3.<br />

Example: Rod Laver is resolving his 2 (2S)<br />

Stroke, which is rated “C.” He rolls two black<br />

dice and <strong>on</strong>e blue “1/2” die. <str<strong>on</strong>g>The</str<strong>on</strong>g> results are a 6<br />

and 3 <strong>on</strong> the black dice, and a 5 <strong>on</strong> the blue<br />

“1/2” die, which is halved to 3, so his Base<br />

Score would be 6 + 3 + 3 = 12.<br />

[7.3] Strategy Cards: When a Rally is<br />

resolved, both players reveal their Strategy<br />

Cards in their respective Holding Boxes for<br />

the Strokes they’ve selected.<br />

Procedure<br />

After both players have declared their<br />

Strokes to resolve for that Rally, they reveal<br />

all of their Strategy (green Offense and red<br />

Defense) cards in their respective Holding<br />

Boxes for those Strokes. All of these<br />

Strategy cards apply their modifiers to the<br />

two Strokes being resolved (see below) and<br />

are then discarded after use.<br />

[7.3.1] Add / Subtract Dice: Offense<br />

cards can show next to a yellow tennis<br />

ball symbol (•; meaning it affects you<br />

when rolling for your own Stroke) at the<br />

bottom a number of black dice symbols<br />

(e.g., z z). Increase the number of<br />

dice rolled to determine the Base Score<br />

© 2011 Terry Coleman & <strong>Victory</strong> <strong>Point</strong> <strong>Games</strong>


y the number of black dice symbols<br />

shown. <str<strong>on</strong>g>The</str<strong>on</strong>g>re is no limit to the number of<br />

dice that can be added.<br />

C<strong>on</strong>versely, Defense cards, next to an<br />

orange tennis ball symbol (•; meaning it<br />

affects your opp<strong>on</strong>ent when rolling for<br />

his Stroke) at the bottom, a number of<br />

red dice symbols (e.g., z z) might<br />

appear. In this case, decrease the number<br />

of dice rolled to determine the Base<br />

Score by the number of red dice symbols<br />

shown. Even after subtracti<strong>on</strong>s, a<br />

minimum of <strong>on</strong>e die is always rolled to<br />

determine the Base Score.<br />

[7.3.2] Add / Subtract Score: Offense<br />

cards might have a yellow tennis ball<br />

symbol (•) followed by a “+X” value.<br />

That value is added to the Base Score<br />

roll after it is made.<br />

C<strong>on</strong>versely, Defense cards might have an<br />

orange tennis ball symbol (•) followed<br />

by a “-X” value. That value is<br />

subtracted from the Base Score roll<br />

after it is made. After all subtracti<strong>on</strong>s,<br />

any Base Score total that is less than zero<br />

is treated as zero.<br />

All modifiers are cumulative. So, if you<br />

had an Offense card in your 3 (FH) box<br />

that gave you +2, and your opp<strong>on</strong>ent had<br />

a Defense card in his 3 (FH) that<br />

inflicted a -1 against your Stroke, you<br />

would apply the net modifier which<br />

would be +1.<br />

Example: You are<br />

c<strong>on</strong>ducting your 3 (FH)<br />

Stroke and reveal your<br />

Offense (green) cards<br />

in that box, showing<br />

two cards: Overhead<br />

Smash and Inspired<br />

Play. Your opp<strong>on</strong>ent<br />

reveals <strong>on</strong>e Defense<br />

(red) card: Chop Shot.<br />

<str<strong>on</strong>g>The</str<strong>on</strong>g> modifiers for this<br />

Stroke are shaping up to be: +1/2z (<strong>on</strong>e<br />

from the Overhead Smash and 1/2 from the<br />

Inspired Play), and -1 to their sum (from the<br />

Chop Shot).<br />

TC Tennis Rules v1.0 4<br />

[7.3.3] Voiding the Opp<strong>on</strong>ent’s Card:<br />

Text might appear <strong>on</strong> <strong>on</strong>e Strategy card<br />

that voids another; such text always lists<br />

the card that can be voided by its exact<br />

card title.<br />

If Strategy cards currently in play to<br />

Resolve a Stroke are voided, they are all<br />

immediately and simultaneously discarded<br />

without effect <strong>on</strong> that Stroke. <str<strong>on</strong>g>The</str<strong>on</strong>g> card<br />

which voided it, if not used to Resolve<br />

that Stroke, remains, face-up, in its<br />

Holding Box and is still available for<br />

play when its Stroke is Resolved.<br />

Timing: Voiding cards can <strong>on</strong>ly be d<strong>on</strong>e<br />

after Strategy cards are revealed /<br />

committed to Resolving a Stroke, but<br />

before any die or dice are rolled to<br />

determine its Score.<br />

Surprise!: A card played to void another<br />

does not have to be played from a box<br />

corresp<strong>on</strong>ding to the Stroke being<br />

resolved. <str<strong>on</strong>g>The</str<strong>on</strong>g> owning player can reveal a<br />

card that voids another from any Holding<br />

Box <strong>on</strong> his side of the Player Mat.<br />

Example C<strong>on</strong>tinued:<br />

Interestingly, you have<br />

in your 4 (BH) box, facedown,<br />

the Offense Hard<br />

& Flat card. After seeing<br />

your opp<strong>on</strong>ent’s Chop<br />

Shot card, you reveal<br />

your Hard & Flat card<br />

and leave it, face-up, in<br />

your 4 (BH) box (where<br />

it awaits that Stroke still<br />

to be Resolved later that Set.)<br />

[7.4] <str<strong>on</strong>g>The</str<strong>on</strong>g> “Love Die:” Some Strategy<br />

cards add an additi<strong>on</strong>al element of<br />

1<br />

risk and reward. Cards with a<br />

purple die roll outcome symbol<br />

each require a separate “Love Die” roll to<br />

determine if that effect is applied or not.<br />

<str<strong>on</strong>g>The</str<strong>on</strong>g>se Love Die rolls require an additi<strong>on</strong>al<br />

die cast for each such card showing any<br />

purple die faces; these rolls are separate<br />

from the Base Score roll made to resolve<br />

the Stroke.<br />

Applicati<strong>on</strong>: If its Love Die roll result is<br />

shown <strong>on</strong> that card, the indicated effect is<br />

applied. If not, there is no effect.<br />

Unless a Love Die result specifically states<br />

otherwise, the other effects of its card<br />

(modifiers, etc.) still apply.<br />

Note: When the Love Die result calls for<br />

the loss of 1/2z, if a 1/2z was rolled for<br />

that Stroke resoluti<strong>on</strong> its result is lost (i.e.,<br />

it adds zero to the Base Score). If no 1/2z<br />

was rolled, take the highest z rolled for<br />

that Stroke resoluti<strong>on</strong> and cut it in half<br />

(rounding up as usual).<br />

[7.5] Tactic Cards: Finally, before the dice<br />

are rolled, examine both players’ Tactic<br />

Card Holding Boxes to see if there are any<br />

Tactic cards in play that modify the scoring<br />

result of the Stroke being Resolved. After<br />

affecting a Stroke, these cards remain in<br />

their respective Tactic Card Holding Boxes<br />

and c<strong>on</strong>tinue to affect play while there.<br />

Example C<strong>on</strong>tinued: Your player’s rating for<br />

this Stroke is B, which starts you at z z z.<br />

With the modifiers from the preceding Example,<br />

you will be rolling z z z z 1/2z (four-anda-half<br />

dice), which is very good.<br />

But wait! Your Overhead Smash requires a<br />

Love Die roll and, with the Fates against you,<br />

you roll a 1. This means your highest z is lost<br />

and will not be added to that Stroke’s Score.<br />

Next, you look at each other’s Tactic cards.<br />

Yours is No Pace and your opp<strong>on</strong>ent’s is<br />

Wicked Topspin. Your card does not affect<br />

your opp<strong>on</strong>ent at the moment (•) since you are<br />

resolving your Stroke right now, but you must<br />

still roll the Love Die to see if you suffer a<br />

penalty for using this Tactic! <str<strong>on</strong>g>The</str<strong>on</strong>g> result is a 4,<br />

which is no effect (this Stroke).<br />

Up<strong>on</strong> inspecting your opp<strong>on</strong>ent’s Tactic card,<br />

because you’re resolving your FH (Forehand),<br />

there is no effect to your Stroke, and the Love<br />

Die checks <strong>on</strong> that card <strong>on</strong>ly affects your<br />

opp<strong>on</strong>ent during his Strokes (not yours).<br />

So, the end result is that you’ll be rolling 4 1/2<br />

dice and losing the highest die roll.<br />

You throw a 5, 1, 5, 2 and the half-die is a<br />

3. After losing your highest z (which is a 5),<br />

you add 5 + 1 + 2 + half of 3 (which rounds up to<br />

2) for a total of 10. Note that you would not then<br />

subtract 1 from your opp<strong>on</strong>ent’s Chop Shot<br />

card because your Hard & Flat card completely<br />

voided that card and sent it to the Discard Pile.<br />

[7.6] Momentum and Scoring: Once the<br />

Final Score for a Stroke is<br />

resolved (see the example, above),<br />

note the current space occupied by<br />

the Momentum marker (in case there is a<br />

Challenge, see 10.0) and then the player<br />

whose Stroke that was adjusts the<br />

© 2011 Terry Coleman & <strong>Victory</strong> <strong>Point</strong> <strong>Games</strong>


TC Tennis Rules v1.0 5<br />

Momentum marker al<strong>on</strong>g the Momentum<br />

Track a number of spaces in his favor equal<br />

to that Final Score.<br />

Since Strokes are resolved in Rallies (pairs<br />

off the same dice roll), the opp<strong>on</strong>ent’s<br />

Stroke is then resolved and he adjusts the<br />

Momentum marker al<strong>on</strong>g the Momentum<br />

Track in his favor that many spaces in his<br />

favor.<br />

Thus, you’ll see momentum go back-andforth<br />

with every Rally of Strokes resolved.<br />

<str<strong>on</strong>g>The</str<strong>on</strong>g> Momentum Track is at 2 in Stan Smith’s<br />

favor from an earlier Stroke resoluti<strong>on</strong>. Smith<br />

just resolved his BH with a Final Score of 8, so,<br />

he moves the Momentum marker al<strong>on</strong>g the<br />

track 8 spaces in his favor. It is now in the 10<br />

space to Smith’s advantage.<br />

Now, Rod Laver resolves his 2S Stroke and<br />

gets a Final Score 12, so he moves the<br />

Momentum marker 12 spaces in the other<br />

directi<strong>on</strong> towards his side. It is now in the 2<br />

space <strong>on</strong> Laver’s side. Thus, Rod has g<strong>on</strong>e<br />

from being slightly behind (at the beginning of<br />

this pair of Strokes) to now being slightly ahead<br />

after their resoluti<strong>on</strong>.<br />

If <strong>on</strong>e player leads <strong>on</strong> the<br />

Momentum Track by 20 or more,<br />

replace the Momentum marker<br />

with the “Big Mo” Momentum marker and<br />

c<strong>on</strong>tinue counting again at the 0 space (this<br />

marker being worth +20).<br />

Whenever this Big Mo + 20 marker is in<br />

play, that player who is ahead receives an<br />

extra 1/2 z <strong>on</strong> all his scoring resoluti<strong>on</strong>s.<br />

[7.7] Resolved Strokes: After<br />

adding your score to the<br />

Momentum Track:<br />

1. Discard all of the Offense and Defense<br />

cards that were played in Resolving that<br />

Stroke (excepti<strong>on</strong>, see 7.3.3) and,<br />

2. Place a Resolved marker <strong>on</strong> that Stroke’s<br />

Holding Box <strong>on</strong> your side of the Player<br />

Mat to show that you cannot resolve that<br />

Stroke again this Set.<br />

[8.0] STRATEGY MOVES<br />

After the First Player has<br />

completed his turn by either<br />

taking an Acti<strong>on</strong> or resolving<br />

Strokes, before he declares his turn ended<br />

and passes play to his opp<strong>on</strong>ent, he may<br />

take a B<strong>on</strong>us Acti<strong>on</strong> (which is an Acti<strong>on</strong>,<br />

<strong>on</strong>ly, not another opportunity to Resolve<br />

Strokes) by spending <strong>on</strong>e of his Strategy<br />

Moves. He does this by reducing his<br />

Strategy marker by <strong>on</strong>e space. If it is <strong>on</strong><br />

the 0 space, that player can take no further<br />

B<strong>on</strong>us Acti<strong>on</strong>s that Set.<br />

How many Strategy Moves you begin with<br />

depends <strong>on</strong> the player you choose and the<br />

surface being played <strong>on</strong>. Strategy Moves<br />

allow you to take an Acti<strong>on</strong> during critical<br />

turns of the Set when a well-timed play<br />

could make the difference.<br />

[9.0] ENDING YOUR TURN<br />

After the First Player has completed his<br />

turn, including any B<strong>on</strong>us Acti<strong>on</strong>s (see<br />

8.0), then the Sec<strong>on</strong>d Player does the same,<br />

including any B<strong>on</strong>us Acti<strong>on</strong>s. Turns<br />

c<strong>on</strong>tinue in this fashi<strong>on</strong> in the Training<br />

Game until all seven Strokes in the Set are<br />

Resolved.<br />

[10.0] CHALLENGES<br />

Each Set, both players may make<br />

a single Challenge to the<br />

resoluti<strong>on</strong> of a Rally, thus forcing<br />

both Strokes to be re-rolled. <str<strong>on</strong>g>The</str<strong>on</strong>g><br />

ability to Challenge is shown by possessi<strong>on</strong><br />

of your Challenge marker.<br />

Procedure<br />

To make a Challenge, you must possess<br />

your Challenge marker. First, the player<br />

whose turn it is (i.e., who is causing the two<br />

Strokes to be resolved) has the opti<strong>on</strong> to<br />

Challenge; if that opti<strong>on</strong> is not exercised,<br />

then the opposing player has the opti<strong>on</strong> to<br />

Challenge that Rally. To Challenge:<br />

1. State to your opp<strong>on</strong>ent that you are<br />

Challenging that Rally.<br />

2. Remove your Challenge marker from<br />

your side of the Player Mat.<br />

3. Reset the Momentum marker to the<br />

space it occupied at the beginning of the<br />

Rally (7.6).<br />

4. Re-roll both Stroke Resoluti<strong>on</strong>s just as<br />

before and apply those results.<br />

Challenges can <strong>on</strong>ly be made immediately<br />

after a Rally is completed (before the next<br />

Turn is c<strong>on</strong>ducted).<br />

You can Challenge a Rally that was just rerolled<br />

by your opp<strong>on</strong>ent’s Challenge.<br />

[11.0] WINNING THE<br />

TRAINING GAME<br />

At the end of a Set, the player with the<br />

Momentum marker <strong>on</strong> his side wins. If it is<br />

in its 0 space, the player with the lower<br />

Overall Rating wins. If those Ratings are<br />

equal, the player still possessing their<br />

Challenge marker wins. If neither (or both)<br />

have their Challenge marker, roll a die to<br />

determine the winner.<br />

You now know all you need to play the<br />

Training Game of TC Tennis.<br />

Good luck and have fun!<br />

THE STANDARD GAME<br />

After a Training Game or two, move <strong>on</strong> to<br />

the more challenging Standard Game where<br />

a players’ Defense and Return ratings affect<br />

scoring and random events can occur, End<br />

Set cards can vary the length of play, and<br />

Matches of more than <strong>on</strong>e Set are played.<br />

Additi<strong>on</strong>al Set Up<br />

Add the End Set cards to the Deck.<br />

Have the beige RET(urn) and<br />

DEF(ense) markers handy.<br />

Place the green Random Events<br />

markers into a clean, opaque c<strong>on</strong>tainer<br />

(e.g., a trophy cup) and mix them.<br />

[12.0] RETURN & DEFENSE<br />

After resolving a Stroke in the Standard<br />

Game, before applying the result to the<br />

Momentum Track, <strong>on</strong>e additi<strong>on</strong>al step takes<br />

place. <str<strong>on</strong>g>The</str<strong>on</strong>g> Final Score is adjusted by the<br />

opp<strong>on</strong>ent rolling a Defense Die for his<br />

player’s RET(urn) and DEF(ense) ratings<br />

(if applicable) depending up<strong>on</strong> what Stroke<br />

the scoring player just used.<br />

RET = Return of Serve, which is applied<br />

vs. the opp<strong>on</strong>ent’s Serves (1S and 2S)<br />

DEF = Defense which is applied vs. all of<br />

the opp<strong>on</strong>ent’s other Strokes<br />

Ratings<br />

A = -1/2z<br />

B = No modifier<br />

C = +1/2z<br />

D = +z<br />

Place RET and DEF markers <strong>on</strong> your<br />

Player card as a reminder of their effects <strong>on</strong><br />

your opp<strong>on</strong>ent’s ratings, thus:<br />

Jimmy C<strong>on</strong>nors is playing Pete Sampras <strong>on</strong><br />

Clay (their respective RET and DEF Ratings<br />

circled, above). During Set Up, C<strong>on</strong>nors takes<br />

a RET A and a DEF C maker while Sampras<br />

requires n<strong>on</strong>e for his B ratings in both of these<br />

categories. For the durati<strong>on</strong> of this Match,<br />

C<strong>on</strong>nors must roll a Defense Die versus all of<br />

Sampras’ Strokes (Serves and n<strong>on</strong>-Serves).<br />

Example: Sampras has just rolled a 1 6 <strong>on</strong><br />

the black dice and a 5 <strong>on</strong> the blue. He happily<br />

© 2011 Terry Coleman & <strong>Victory</strong> <strong>Point</strong> <strong>Games</strong>


TC Tennis Rules v1.0 6<br />

chooses to resolve his 1S (at AA, it is Pete’s<br />

best Stroke). He rolls z z z z for a total of<br />

14. Because C<strong>on</strong>nors is an A for RET <strong>on</strong> Clay,<br />

Jimmy rolls his –z1/2 Defense Die to see how<br />

his RET affects Pete’s 1S Score. Jimmy rolls a<br />

4, reducing Pete’s total by two (i.e., -2), leaving<br />

Pete with a Final Score of 12 for that Stroke.<br />

[13.0] RANDOM EVENTS<br />

In the Standard Game, set up the green<br />

Random Event markers in an opaque<br />

c<strong>on</strong>tainer (called the Events Cup) from<br />

which they are drawn at random.<br />

Procedure<br />

When you roll doubles <strong>on</strong> the two black<br />

dice (i.e., they are both the same number)<br />

while taking your Turn (5.2), if you do not<br />

resolve a Rally, then you may forgo your<br />

Acti<strong>on</strong> that turn and draw two Event<br />

markers from the Events Cup instead,<br />

selecting <strong>on</strong>e to keep and returning the<br />

other to the Events Cup (to possibly be<br />

redrawn later).<br />

If you roll a 6 <strong>on</strong> the blue die, you must<br />

resolve a Rally and cannot draw Random<br />

Events even if you had rolled doubles <strong>on</strong> the<br />

black dice. If you roll doubles <strong>on</strong> the black dice<br />

and a blue 5, then you have all of your opti<strong>on</strong>s<br />

available that turn and must choose to either:<br />

A) draw Random Events, B) take an Acti<strong>on</strong>, or<br />

C) resolve a Rally. On any other black doubles<br />

plus blue die roll result, you can either A) draw<br />

Random Events or B) take an Acti<strong>on</strong>.<br />

[13.1] Timing: Some Events (as specified<br />

below with the word “Play”) must be<br />

played immediately and, <strong>on</strong>ce played, those<br />

markers are set aside (discarded) and<br />

remain out of play for the rest of the Set.<br />

Other Events are c<strong>on</strong>tinuous or played at a<br />

later time (as specified below with the word<br />

“Retain”). Those markers are placed, faceup<br />

<strong>on</strong> your Player card. Each player can<br />

have no more than two such Event markers<br />

working for them at a time. If another such<br />

c<strong>on</strong>tinuous/delayed Event is added, <strong>on</strong>e of<br />

those three Event markers must be immediately<br />

discarded without (further) effect.<br />

Once played, Event markers are discarded.<br />

[13.2] Effects: <str<strong>on</strong>g>The</str<strong>on</strong>g> specific Event markers<br />

are explained below:<br />

+1 to Tiebreak die roll (Retain): Play if you<br />

are behind at the end of a Set and<br />

rolling to obtain a Tiebreak (see<br />

15.0) for a +1 die roll modifier.<br />

+2 to your next Stroke this Set (Retain):<br />

Play when resolving your next Stroke<br />

this Set. Add two (+2) to your Final<br />

Score for that Stroke.<br />

[BOTH] +1/2 z to FH & BH this Set (Retain):<br />

<str<strong>on</strong>g>The</str<strong>on</strong>g> c<strong>on</strong>tinuous effect is that both you<br />

and your opp<strong>on</strong>ent gain 1/2 z to your 3<br />

(FH) and 4 (BH) Strokes this Set. Big<br />

shots from the backcourt are rewarded.<br />

[BOTH] +1/2 z to FV & BV this Set<br />

(Retain): <str<strong>on</strong>g>The</str<strong>on</strong>g> c<strong>on</strong>tinuous effect is that<br />

both you and your opp<strong>on</strong>ent gain 1/2 z<br />

to your 5 (FV) and 6 (BV) Strokes this<br />

Set. Shots played close to the net are<br />

really working.<br />

[BOTH] Discard all End Set & Tactics cards<br />

(Play): All End Set and Tactic<br />

cards in play for both you and<br />

your opp<strong>on</strong>ent are immediately<br />

discarded.<br />

Draw 2 cards <strong>on</strong> next C<strong>on</strong>centrate Acti<strong>on</strong><br />

(Retain): <str<strong>on</strong>g>The</str<strong>on</strong>g> next time you take a<br />

C<strong>on</strong>centrate Acti<strong>on</strong>, play this marker to<br />

receive two cards instead of the usual<br />

<strong>on</strong>e.<br />

Examine all discards and place <strong>on</strong>e in your<br />

hand (Retain): Play at the beginning of<br />

your turn (before the dice are rolled) to<br />

search the Discard Pile. You may take<br />

any <strong>on</strong>e card without the negated draw<br />

symbol from there and add it to your<br />

hand.<br />

Force Opp<strong>on</strong>ent to play End Set card<br />

(Retain): Play at the beginning of your<br />

turn (before the dice are rolled) to force<br />

your opp<strong>on</strong>ent to play an End Set card<br />

from his hand if he has <strong>on</strong>e. If he has<br />

n<strong>on</strong>e, this marker is discarded without<br />

effect; if he has more than <strong>on</strong>e he may<br />

play his choice.<br />

Gain 1 Strategy <strong>Point</strong> (Retain): Play at any<br />

time to gain <strong>on</strong>e <strong>on</strong> your Strategy<br />

track (e.g., to go from 3 to 4).<br />

Your Strategy Rating can never<br />

exceed 5.<br />

Ignore 1 Love Die Result (Retain): Play this<br />

marker when a Love Die roll is resolved<br />

to change its result to “No Effect.”<br />

Must Rally, your choice, same Stroke both<br />

players (Play): Immediately Resolve a<br />

Rally using your choice of available<br />

Strokes. Your opp<strong>on</strong>ent must resolve that<br />

same Stroke if available (if not, then his<br />

choice am<strong>on</strong>g his available Strokes).<br />

Opp<strong>on</strong>ent 1 random discard; you take Acti<strong>on</strong><br />

(Retain): Play at the beginning of your<br />

turn (before the dice are rolled) to discard<br />

a random card from your opp<strong>on</strong>ent’s<br />

hand, then take an Acti<strong>on</strong>. You may take<br />

an Outwit Acti<strong>on</strong> to pick up this<br />

discarded card if it does not have<br />

the negated draw symbol.<br />

[14.0] END SET CARDS<br />

In the Standard Game, a<br />

Set can end before all<br />

seven Strokes are resolved<br />

by playing End Set cards.<br />

Playing an End Set card is<br />

a new type of Acti<strong>on</strong> (see<br />

6.0) and is added to that<br />

list in the Standard Game:<br />

Change Tempo: Place an End Set card<br />

from your hand, face-up, adjacent to the<br />

Player Mat where both players can easily<br />

see it. If there is already an End Set card<br />

there, discard it and replace it with the<br />

newly-played <strong>on</strong>e.<br />

Unlike other cards, <strong>on</strong>ly <strong>on</strong>e End Set card<br />

is ever in play (not <strong>on</strong>e per player) and it<br />

has no specific Holding Box; End Set cards<br />

are never played in a Stroke or Tactic box.<br />

[14.1] End Set Effect: When no End Set<br />

card is in play, all seven Rallies must be<br />

resolved to end a Set.<br />

While an End Set card is in play, it states<br />

after how many Rallies are resolved that the<br />

Set ends – that is, after 4, 5, 6, or even back<br />

to 7 Strokes are resolved.<br />

<str<strong>on</strong>g>The</str<strong>on</strong>g> reas<strong>on</strong> the End Set After 7 Strokes<br />

card is included is to replace another End<br />

Set card already in play when you want the<br />

Set to go for the full length (to allow your<br />

superior Strokes and strategic decisi<strong>on</strong>making<br />

to make a difference).<br />

Example: An End Set After 4 card is in play<br />

and three Rallies have already been resolved.<br />

This End Set card would end the Set after the<br />

next Rally (i.e., the fourth). However, Tilden<br />

isn’t ready for the Set to end (some of his best<br />

Strokes are still unresolved), so he takes an<br />

Acti<strong>on</strong> this turn and plays an End Set After 6<br />

card to keep the Set going.<br />

[14.2] End Set Timing: A played End Set<br />

card does not take effect until after the next<br />

Rally is resolved!<br />

Example: You play an End Set After 4 card,<br />

but there have already been five Rallies. D<strong>on</strong>’t<br />

Panic! <str<strong>on</strong>g>The</str<strong>on</strong>g> set cannot end until after the next<br />

Rally is resolved at the earliest.<br />

Tennis has no clock determining when play<br />

ends (unlike most sports). Each Set has its<br />

own cadence and drama, and the End Set<br />

cards recreate this. Choosing which Stroke<br />

to resolve, and when, is a very important<br />

strategic decisi<strong>on</strong>, creating a more fun and<br />

interesting Match.<br />

© 2011 Terry Coleman & <strong>Victory</strong> <strong>Point</strong> <strong>Games</strong>


TC Tennis Rules v1.0 7<br />

[15.0] TIEBREAK<br />

Unlike the Training Game, a close score (at<br />

or near 0) <strong>on</strong> the Momentum Track when a<br />

Set ends might require a Tiebreak (playing<br />

a “mini-Set” of a few additi<strong>on</strong>al Rallies) to<br />

resolve that Set and determine its winner.<br />

Procedure<br />

When a Set ends, check the Momentum<br />

Track. If <strong>on</strong>e player is ahead by 6 or more<br />

points, the Set is over and that player wins<br />

the Set. If the Momentum Track is at 0, a<br />

Tiebreak must take place.<br />

If <strong>on</strong>e player is ahead by 1 to 5 points, the<br />

player who is behind rolls a die. If the die<br />

roll result is greater than (>) the score<br />

shown by the Momentum marker, a<br />

Tiebreak must take place; if the result is<br />

less than or equal to (≤) that score, the<br />

player who is ahead wins the Set.<br />

Example: At the end of a Set, the Momentum<br />

marker favors Tilden by 4 points. Since Budge<br />

is behind, he rolls a single die and the result is a<br />

3, which isn’t greater than Tilden’s 4 points, so<br />

Tilden wins the Set. If Budge had rolled a 5 or<br />

6, the Set would be decided by a Tiebreak.<br />

In tennis, the player with the most points<br />

doesn’t always win the Set. This is similar<br />

to a team piling up a bunch of yardage in a<br />

football game, but not quite putting the<br />

opposing team away.<br />

[15.1] Setting Up a Tiebreak:<br />

1. Clear for Acti<strong>on</strong>: All Strategy cards not<br />

in a player’s hand are discarded<br />

(i.e., End Game, Tactic and<br />

unresolved cards in Stroke<br />

Holding Boxes). In additi<strong>on</strong>, remove all<br />

Resolved markers from Stroke Holding<br />

Boxes.<br />

2. Strategy: Both players gain <strong>on</strong>e <strong>on</strong> their<br />

respective Strategy tracks (e.g., to<br />

go from 1 to 2). Your Strategy<br />

Rating can never exceed 5.<br />

3. Challenge Reset: Both players replace<br />

their Challenge marker <strong>on</strong> their<br />

side of the Player Mat if it is not<br />

currently there. You cannot have<br />

2 of these, so if you didn’t use it<br />

previously, you d<strong>on</strong>’t gain <strong>on</strong>e now.<br />

4. Momentum: Place the<br />

Momentum marker <strong>on</strong> the “0”<br />

box of the Momentum Track.<br />

5. C<strong>on</strong>centrate: Beginning with the First<br />

player (see 5.1), both players draw <strong>on</strong>e<br />

card.<br />

6. Plan: Beginning with the First player<br />

(see 5.1), each player may place up to<br />

two Stroke (i.e., Offense or Defense)<br />

cards as per Case 4.2.<br />

You are now ready to recommence play<br />

with the Tiebreak (see 5.0).<br />

[15.2] Ending / Winning a Tiebreak:<br />

<str<strong>on</strong>g>The</str<strong>on</strong>g> Tiebreak ends and the score <strong>on</strong> the<br />

Momentum Track is checked after three<br />

Rallies. If an End Set card is in play, the<br />

Tiebreak ends after <strong>on</strong>ly two Rallies.<br />

If <strong>on</strong>e player is ahead by 6 or more points,<br />

the Tiebreak is over and that player wins<br />

the Set. If the Momentum Track is at 0, the<br />

Tiebreak must c<strong>on</strong>tinue.*<br />

If <strong>on</strong>e player is ahead by 1 to 5 points, the<br />

player who is behind rolls a die. If the die<br />

roll result is greater than (>) the score<br />

shown by the Momentum marker, the<br />

Tiebreak c<strong>on</strong>tinues*; if the result is less<br />

than or equal to (≤) that score, the player<br />

who is ahead wins the Set.<br />

C<strong>on</strong>tinuing Tiebreaks<br />

*Important: Each time the Tiebreak is<br />

c<strong>on</strong>tinued, reset the Momentum marker to<br />

zero.<br />

If all seven Strokes are resolved during a<br />

Tiebreak and neither player has w<strong>on</strong> the<br />

Set, then reset for a new Tiebreaker.<br />

This <strong>on</strong>ly happened twice in more than 100<br />

test games...<br />

[16.0] A COMPLETE MATCH<br />

In the Standard Game, winning a Set is not<br />

enough. To win the game, you must win a<br />

Match c<strong>on</strong>sisting of winning either best 2-<br />

out-of-3 Sets (for most men’s events and<br />

nearly all women’s events) or best 3-out-of-<br />

5 Sets (generally reserved for major men’s<br />

tournaments <strong>on</strong>ly).<br />

We str<strong>on</strong>gly recommend that you play best<br />

2-out-of-3 Sets for your first few Matches.<br />

Starting a New Set during a Match<br />

After a Set is completed (including any<br />

Tiebreak) and its winner determined, if the<br />

Match c<strong>on</strong>tinues, set up the next Set as<br />

follows:<br />

1. Clear for Acti<strong>on</strong>: All Strategy cards not<br />

in a player’s hand are<br />

discarded (i.e., End Game,<br />

Tactic and unresolved cards<br />

in Stroke Holding Boxes)<br />

including. any “DISCARD<br />

after Set, if played” cards<br />

that were played that Set<br />

(even if returned to that player’s<br />

hand). In additi<strong>on</strong>, remove all<br />

Resolved markers from Stroke<br />

Holding Boxes.<br />

2. Strategy: Both players reset their<br />

Strategy markers to the box<br />

number corresp<strong>on</strong>ding to their<br />

Player card’s STR(ategy) rating<br />

for the surface they’re playing <strong>on</strong>.<br />

3. Challenge Reset: Both players replace<br />

their Challenge marker <strong>on</strong> their<br />

side of the Player Mat if it is not<br />

currently there. You cannot have<br />

2 of these, so if you didn’t use it<br />

previously, you d<strong>on</strong>’t gain <strong>on</strong>e now.<br />

4. Momentum: Place the<br />

Momentum marker <strong>on</strong> the “0”<br />

box of the Momentum Track.<br />

5. Events: Return all of the discarded<br />

Random Events markers to the Events<br />

Cup and mix them up.<br />

6. Refocus: <str<strong>on</strong>g>The</str<strong>on</strong>g> player who lost the<br />

previous Set is the First Player (5.1) for<br />

the next Set and draws three cards.<br />

<str<strong>on</strong>g>The</str<strong>on</strong>g>n the player who w<strong>on</strong> the previous<br />

set draws two cards.<br />

7. Plan: Beginning with the First player<br />

(see above), each player may place up to<br />

two Stroke (i.e., Offense or Defense)<br />

cards as per Case 4.2.<br />

You are now ready to begin play of the next<br />

Set (see 5.0).<br />

THE TOURNAMENT GAME<br />

After you are familiar with the Standard<br />

Game, try the Tournament Game where<br />

players’ Stamina comes into play over l<strong>on</strong>g<br />

Matches and injuries can occur.<br />

Additi<strong>on</strong>al Set Up<br />

Add the “Tournament Game <strong>on</strong>ly”<br />

Tactic cards to the Deck.<br />

Add the purple Random Events<br />

markers to the Events Cup.<br />

Have the gray Stamina Effects markers<br />

handy.<br />

[17.0] STAMINA<br />

In the Tournament Game, players are<br />

required to make a Stamina Check<br />

immediately prior to the start of (i.e., just<br />

before the First Player takes his<br />

first Turn) every Set after the<br />

sec<strong>on</strong>d Set and when called for by<br />

a Random Event selecti<strong>on</strong>.<br />

Procedure<br />

To make a Stamina Check, c<strong>on</strong>sult the<br />

Stamina table and roll <strong>on</strong>e black (the 10s)<br />

and <strong>on</strong>e blue (the 1s) which are read<br />

together to generate a value from 11 to 66<br />

to determine the column to use. <str<strong>on</strong>g>The</str<strong>on</strong>g> row to<br />

cross-index it with is your Player’s<br />

STA(mina) Rating.<br />

© 2011 Terry Coleman & <strong>Victory</strong> <strong>Point</strong> <strong>Games</strong>


TC Tennis Rules v1.0 8<br />

Example: Tilden must make a Stamina check.<br />

On every court, his STA(mina) Rating is “B.” He<br />

rolls a 4 and 5 (i.e., “45”), which means that<br />

Big Bill is Tiring.<br />

After the result is found by this crossindexing,<br />

it is shifted as indicated by the<br />

Shift Modifiers below the table. Some<br />

circumstances shift the results by columns<br />

(i.e., or ) while others lower which<br />

row is used (). All modifiers must be<br />

applied!<br />

Example C<strong>on</strong>tinued: Since it is currently a Set<br />

being played after <strong>on</strong>e resolved by a Tiebreak,<br />

the result is shifted <strong>on</strong>e column to the right ().<br />

This means that Tilden is now Fatigued.<br />

Effects<br />

When an effect occurs (e.g., “Tiring”), it is<br />

explained below the table. A result of or<br />

2 lowers both of that player’s DEF(ense)<br />

and RET(urn) Ratings (i.e., from “A” down<br />

to “B,” but never below “D”).<br />

Split Ratings: Some players have a Split<br />

STA(mina) Rating (e.g., “C/B”). This<br />

shows how some stars are pr<strong>on</strong>e to tough<br />

matches and even upsets early in a given<br />

tournament, such as when they play <strong>on</strong> an<br />

unfamiliar surface.<br />

When playing a Tournament (see 23.0 <strong>on</strong><br />

the inside fr<strong>on</strong>t cover), a Split-Rated player<br />

uses the lesser STA(mina) Rating until that<br />

player reaches the semifinal, at which point<br />

the higher STA(mina) Rating is used.<br />

This allows for a star to play himself or<br />

herself “into shape” during the course of<br />

the Tournament. Tennis can be a grueling<br />

sport, and unlike a team sport, you can’t<br />

substitute off the bench. So, the l<strong>on</strong>ger the<br />

match goes, and the more hard-fought it is,<br />

the more important physical and mental<br />

c<strong>on</strong>diti<strong>on</strong>ing becomes. Note that some court<br />

surfaces are more grueling than others.<br />

Random Event<br />

Sec<strong>on</strong>d Wind (Retain): Play this marker<br />

when you obtain an adverse result<br />

from a Stamina Check to negate<br />

that result.<br />

[18.0] INJURIES<br />

In the Tournament Game, players are<br />

required to make an Injury Check<br />

immediately prior to the start of (i.e., just<br />

before the First Player takes his first Turn)<br />

every Set after the third Set and<br />

when called for by a Random Event<br />

selecti<strong>on</strong>.<br />

Procedure<br />

To make an Injury Check, c<strong>on</strong>sult the<br />

Injury table and roll <strong>on</strong>e black (the 10s)<br />

and <strong>on</strong>e blue (the 1s) which are read<br />

together to generate a value from 11 to 66<br />

to determine the column to use. <str<strong>on</strong>g>The</str<strong>on</strong>g> row to<br />

cross-index it with is your Player’s<br />

INJ(ury) Rating.<br />

Example: Boris Becker is playing indoors and<br />

must make an Injury check. His INJ(ury) Rating<br />

is “B.” He rolls a 5 and 1 (i.e., “51”), which<br />

means an attack of Cramps.<br />

After the result is found by this crossindexing,<br />

it is shifted as indicated by the<br />

Shift Modifiers below the table. Some<br />

circumstances shift the results by columns<br />

(i.e., or ) while others lower which<br />

row is used (). All modifiers must be<br />

applied!<br />

Example C<strong>on</strong>tinued: Having already suffered<br />

two bad results from previous Stamina checks<br />

this Match, the result is shifted two columns to<br />

the right (), increasing the injury to Slight.<br />

Effects<br />

When an injury occurs (e.g., “Minor”), it is<br />

explained below the table. A result of or<br />

2 lowers both of that player’s DEF(ense)<br />

and RET(urn) Ratings that many levels<br />

(i.e., would go from, say, “A” down to<br />

“B”) but never below “D.”<br />

Injury Aftereffects<br />

If an injured player wins the Match, an<br />

Injury Aftereffects Check must be made<br />

for that player at the start of every Match<br />

played thereafter.<br />

Unlike Stamina (which is checked every<br />

Set after the sec<strong>on</strong>d), Injury Checks <strong>on</strong>ly<br />

occur when chosen by a player as a<br />

Random Event or in a best-of-five-set<br />

Match (after the third and fourth Sets).<br />

[19.0] NEW TACTICS<br />

In the Tournament Game, certain Tactic<br />

cards can mitigate the effects of adverse<br />

Stamina and Injury Check results.<br />

If played into your Tactic<br />

Holding Box, the Sec<strong>on</strong>d<br />

Wind card mitigates the ill<br />

effects of the last Stamina<br />

result you suffered. It is then<br />

discarded.<br />

Similarly, if played into your<br />

Tactic Holding Box, the Call<br />

for Trainer card can<br />

potentially improve (heal) an<br />

injury by <strong>on</strong>e or two (e.g.,<br />

from Serious to Medium would<br />

be <strong>on</strong>e level of improvement;<br />

from Serious to Slight would be two).<br />

[20.0] HOUSEKEEPING<br />

In the Tournament Game, starting a new<br />

Set requires a couple more Housekeeping<br />

Checks be performed just before the First<br />

Player takes his first Turn of that new Set:<br />

After Set Up and Before First Turn<br />

After the sec<strong>on</strong>d Set (i.e., for the 3 rd<br />

through 5 th Sets), both players make a<br />

Stamina Check (see 15.0).<br />

After the third Set (i.e., for the 4 th and 5 th<br />

Sets), both players make an Injury<br />

Check (see 16.0).<br />

Before the first Set of a new Match,<br />

Injured players must make an Injury<br />

Aftereffects Check (see 16.0).<br />

Note that Tactic cards which would help<br />

you through Stamina and Injury Checks<br />

will not be in play at this time and therefore<br />

cannot help you with these Housekeeping<br />

Checks.<br />

[21.0] ALL-SURFACE MATCH<br />

Players may agree to try a 5-Set All-<br />

Surface Match. To do so, prior to Setting<br />

Up the first Set, the Underdog chooses the<br />

surface to be played <strong>on</strong>.<br />

Afterwards, the loser of the just-completed<br />

Set, before Set Up, chooses the surface for<br />

the next Set. This process repeats until the<br />

Match is over. However, no surface can be<br />

chosen a sec<strong>on</strong>d time until all four have<br />

been chosen at least <strong>on</strong>ce.<br />

Which means the fourth Set will always be<br />

the last surface not yet chosen and the<br />

winner of the fourth Set can choose any<br />

surface for the final Set.<br />

© 2011 Terry Coleman & <strong>Victory</strong> <strong>Point</strong> <strong>Games</strong>

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