The Drive on Metz: - Victory Point Games
The Drive on Metz: - Victory Point Games
The Drive on Metz: - Victory Point Games
Create successful ePaper yourself
Turn your PDF publications into a flip-book with our unique Google optimized e-Paper software.
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>