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The Drive on Metz: - Victory Point Games

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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>

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