The Drive on Metz: - Victory Point Games
The Drive on Metz: - Victory Point Games
The Drive on Metz: - Victory Point Games
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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>