TC Tennis. TC Tennis Rules v1.0 1 [1.0] INTRODUCTION. Table of Contents [2.0] GAME EQUIPMENT [0.0] USING THESE RULES

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1 TC Tennis Table of Contents [1.0] INTRODUCTION... 1 [2.0] GAME EQUIPMENT... 1 [3.0] SETTING UP THE GAME... 2 [4.0] CONVENTIONS... 2 [5.0] TAKING TURNS... 2 [6.0] TAKING AN ACTION... 3 [7.0] RESOLVE A RALLY... 3 [8.0] STRATEGY MOVES... 5 [9.0] ENDING YOUR TURN... 5 [10.0] CHALLENGES... 5 [11.0] WINNING THE TRAINING GAME 5 [12.0] RETURN & DEFENSE... 5 [13.0] RANDOM EVENTS... 6 [14.0] END SET CARDS... 6 [15.0] TIEBREAK... 7 [16.0] A COMPLETE MATCH... 7 [17.0] STAMINA... 7 [18.0] INJURIES... 8 [19.0] NEW TACTICS... 8 [20.0] HOUSEKEEPING... 8 [21.0] ALL-SURFACE MATCH... 8 [22.0] SCORING THE SET... IFC [23.0] TOURNAMENTS... IFC [24.0] TENNIS HISTORY... IFC [25.0] DESIGNER S NOTES... IFC [0.0] USING THESE RULES New gaming terms, when they are initially defined, appear in dark red lettering for quick referencing. The instructions for this game are organized into major Rules sections as shown in large green CAPS font, and represented by the number to the left of the decimal point (e.g., rule 4.0 is the fourth rule). These rules generally explain the game s subject matter, its components, the procedures for play, the game s core systems and mechanics, how to set it up, and how to win. With each Rule, there can be Cases that further explain a rule s general concept or Training procedure. Cases might also restrict the application of a rule by denoting exceptions to it. Cases (and Subcases) are an extension of a Rule shown in the way that they are numbered. For example, Rule 4.1 is the first Case of the fourth Rule; and Rule is the second Subcase of the first Case of the fourth Rule. Important information is in red text. References to examples of a Rule or Case are in blue text and this font. TC Tennis Rules v1.0 1 Text in shaded boxes, like this, provides the voice of the game s designer, who is addressing you to explain an idea or concept that is not, itself, a Rule or a Case. [1.0] INTRODUCTION TC Tennis is a sports strategy game for one or two players, allowing them to pit some of the greatest tennis champions in history against each other in a fun, fastpaced game format that demonstrates how the great baseline players controlled the pace on slow red clay, or how serve-andvolley players attacked relentlessly on lightning-fast grass courts. The tennis players are presented on cards and rated for their historical performance at powerful volleys, exquisite touch shots, sweeping ground strokes, and cannonball serves. Stage your own tournaments and lead your favorite players to victory in TC Tennis! [2.0] GAME EQUIPMENT Parts Inventory 24 Player Cards 80 Strategy Cards One 11 x 17 Player Mat 56 single-sided markers Two 11 x 4.25 Tournament Tables 1 Rules booklet 1 Momentum Mat (inside back cover) [2.1] Player Cards The Player Cards represent classic tennis champions, all of whom are rated for various tennis abilities, as follows: Name and Peak Period Overall Rating Playing Surface Power Rating Strokes{ Return Defense Doubles Stamina Injury Strategy Players are rated for their performance in the following tennis Strokes per Surface (show by abbreviation and symbol): 1S = First Serve, generally the more powerful, faster way to start each point 2S = Second Serve, normally a safer and slower Serve, with more spin FH = Forehand, a groundstroke (the ball bounces) hit from the backcourt BH = Backhand, the other groundstroke FV = Forehand Volley, normally hit in the air from close to the net BV = Backhand Volley, the opposite Stroke hit in the air near the net T = Touch, those shots that require more finesse than power For each Stroke, a player will have a rating from AA to F: AA = One of the greatest Strokes in the history of tennis A = A dominating Stroke B = An excellent Stroke that can, at times, take over a match C = A solid Stroke, but not overpowering D = An adequate, professional Stroke E = A flawed Stroke F = An abysmal, weak Stroke Example: Tilden is a C for FV (Forehand Volley) when playing on Hard courts, a B DEF (Defense) when playing on Clay, and so forth. Each player is also rated from A (best) to D (worst) for the following: RET = Return of Serve, which is Defense vs. opponent s Serves (1S and 2S)* DEF = Defense vs. all of your opponent s other Strokes (except Serves)* DBL = When joined with another Player to create a two-person Doubles team*** STA = Stamina; how long the player can expend energy and continue to play at a high level** INJ = Player s tendency to Injury** STR = Strategy rating reflects the player s tennis savvy and experience * RET and DEF are introduced in the Standard Game **INJ and STA are only used in the Tournament Game ***DBL is only used for the TC Tennis Doubles Expansion (for 1-4 players and available separately) [2.2] Strategy Cards Strategy cards are drawn from the deck and held in your hand. They are played to: 1) Enhance the various Strokes of your Player and gain an advantage, 2) Change the Tactics of the I.D. Number Strokes it can be played on (Player Mat) Category/color Specific Type Card Effects: z: a die roll 1: a Love die roll result : Effect on you : Effect on opponent

2 TC Tennis Rules v1.0 2 match, or 3) Determine the end of a tennis Set. [2.3] The Player Mat The Player Mat holds the cards and information markers currently in play for both players. On one side sits the Favorite and opposite the Underdog in the match (shown below the Player Card holding box) as determined by the Overall Rating of each player (see 2.1). [2.4] Markers Each player uses three markers on their side of the Player Mat to indicate if they have a Challenge remaining for the current Set being played, the current value of that player s Strategy Rating, and to indicate which Strokes have been resolved during the current Set. The green (Standard Game) and purple (Tournament Game) markers are drawn when Random Events occur. The colored markers (Tournament Game) are used to record Events from the Stamina and Injury tables. Some markers affect both you and your opponent when drawn and are marked BOTH at the top. The Momentum marker is used on the Momentum Track to show who is ahead in the current Set and by how much. [3.0] SETTING UP THE GAME 1. Select Player Cards: You and your opponent both select a Player card. The Player card with the highest Overall Rating is placed in the Favorite Player Card Holding Box on the Player mat and the other card is placed in the Underdog Player Card Holding Box. (If the Overall Ratings are tied, roll a die to determine.)the players sit on those sides of the Player mat with their Player card. 2. Strategy: Both players place a Strategy marker on their respective Strategy Tracks on the box number corresponding to their Player card s STR(ategy) rating for the surface on which the Match is being played (by mutual agreement). Fred Perry is playing Henri Cochet on an Indoor Surface. Thus, Perry places his Strategy marker on the 3 box of his Strategy track and Cochet places his on the 4 of his track. If they were playing on Clay or Grass, Perry would also have a STR(ategy) of Challenge: Both players place a Challenge marker on their side of the Player mat. 4. Momentum: Place the Momentum marker on the 0 box of the Momentum Track. 5. To play the Training Game: Set aside all green and purple Random Event markers, all End Set cards (Strategy Cards 1-10), and the five Tactic cards marked Tournament Game along their bottom from the deck. These components are not used in the Training Game. 6. Shuffle and deal out the Strategy Cards: Each player receives a number of Strategy cards equal to his opponent s Overall Rating. (Thus the Favorite will never start with more cards than the Underdog.) Keep the draw and discard piles separate, near both players. 7. Plan: Beginning with the First player (see 5.1), each player may place up to two Stroke (i.e., Offense or Defense) cards as per Case 4.2. You are now ready to begin play (see 5.0). [4.0] CONVENTIONS Certain terms and procedures are used throughout these rules and the game: [4.1] Dice: TC Tennis uses standard sixsided dice to resolve various functions. Sometimes, these dice are added together to produce a sum. Other times, they are rolled in groups of two or three dice of different colors. Finally, you may be asked to combine the dice result as a number from for a STA(mina) or INJ(ury) result (in the Standard/Tournament Rules). Although the dice are called black for the summed pair of dice and blue for the single die, you may use other colors if you like, as long it s two different colors. [4.2] Strategy Cards: Strategy cards are held in your hand and are generally kept secret from your opponent. When played: Offense and Defense cards are placed, face-down, in their corresponding Stroke s Holding Box (cards that say ANY may be placed on any Stroke) on your side of the Player Mat, but only if that Stroke s Holding Box does not have a Resolved marker in it. I.e., you cannot play these cards on Strokes that have already been Resolved this Set. Example: This Offense: Overhead Smash card can only be placed in your 2S, FV or BV Stroke Holding Boxes, and only when that Stroke is still unresolved. A maximum of two cards may be placed in each unresolved Stroke Holding Box. If you should be caught with more than two, your opponent may examine them and choose which to discard to bring it back down to two (so pay attention). If you must reveal a Stroke card in its Holding Box on your side of the Player Mat, that card remains face-up for the duration of the Set or until that Stroke is resolved. Tactic cards are not played on Strokes, but are instead always played face-up in that player s Tactic Holding Box. End Set cards are played off to the side of the Player Mat where you and your opponent can easily see them. [5.0] TAKING TURNS A Match in TC Tennis is played in Sets. Each Set consists of a variable number of Turns. On your Turn, you must roll together the two black and one blue die. Depending on the result, you will play a Strategy card, resolve a Stroke, or take another type of Action, all of which end your Turn. After that, your opponent performs this procedure (i.e., rolling the three dice and attending to the result). Player Turns are repeated thus until the Set ends. A Set ends after all of the Strokes are resolved. The winner of that Set is determined. A Match ends after a predetermined, agreed upon number of Sets have been won by one player (usually 2 or 3 Sets). [5.1] Who Goes First?: The Underdog goes first in the first Set. If you continue the Match beyond one Set, whoever lost the previous Set goes first on the next Set.

3 [5.2] Taking Your Turn: When it is your Turn, begin by rolling the three dice (two black and one blue) together. Note the result of the blue die as follows: If the result of the blue die is a 1, 2, 3 or 4, you must take one Action (see 6.0). If the result of the blue die is a 5, you may either take one Action (6.0) OR resolve a Rally (see 7.0). If the result of the blue die is a 6, you must resolve a Rally (see 7.0). After your Action is performed or each player s Stroke is resolved, it is your opponent s Turn unless the Set has ended. [6.0] TAKING AN ACTION When you take an Action you must do one of the following: Change Tactic: Play a Tactic card (see 4.2). If your Tactic Holding Box is already occupied by another Tactic card, you must discard that other card to play the new one. Alternately, you may use this Action to simply take your current Tactic card from its Holding Box and return it to your hand (thus leaving you without a Tactic card in play). Concentrate: Draw one Strategy card from the top of the Draw Pile. Hand Size: If you ever have more than 7 cards in your hand, you must immediately discard down to 7 cards. Draw: If the deck becomes depleted at any time, reshuffle it to form a new Draw Pile. Get a Read: Examine (i.e., flip face-up) one face-down card in the opponent s Stroke Holding Box of your choice. Outwit: If your opponent Strategized last Turn, only then can you take the top card (only) from the Discard Pile, place it into your hand, and then discard a different card from your hand. Restrictions: You cannot choose to Outwit if you do not have a card in your hand to place in the Discard Pile. Also, certain cards (e.g., End Set and some Tactic) can never be drawn from the Discard Pile as indicated by the negated draw symbol shown here. Prepare: Place a Stroke card from your hand (see 4.2). If there are already two Stroke cards in that box, you must take one of them back into your hand. Strategize: Discard up to two cards from your hand, face-up, into the Discard Pile and draw that many cards from the top of the Draw Pile. TC Tennis Rules v1.0 3 [7.0] RESOLVE A RALLY Strokes are resolved in pairs (one Stroke for each player) called a Rally. Each player determines which of their Strokes to resolve. [7.1] To determine which Strokes to resolve, examine the two black dice rolled and note each of their values and their sum (when it is 7 or less). One unresolved Stroke corresponding to one of those numbers is resolved by the player whose turn it is first, and then the opponent similarly resolves one unresolved Stroke corresponding to those numbers (it does not have to be the same number stroke that the other player just resolved). Thus, a Rally of two Strokes are resolved, in order, every time that a player Resolves Strokes. Example, Reading the Black Dice: Stan Smith rolls a 5 and 2 on the black dice, and a 6 on the blue die. Because the blue die is a 6, Stan must Resolve Strokes. Examining the black dice, he can Resolve the 5 (FV), the 2 (2S) or their sum, 7 (T). Since his FV is one of his best Strokes and it is still unresolved, Smith chooses to Resolve it, placing a Resolved marker in his FV box afterward. After that Stroke is Resolved, Tilden must also Resolve one. He has the same choice to Resolve the 5 (FV), the 2 (2S) or their sum, 7 (T) and chooses to resolve his T Stroke, placing a Resolved marker in his T box afterward. Reading the Black Dice Continued: On his next turn, Stan Smith rolls a 5 and 4 on the black dice and again rolls a 6 on the blue die. This means that Stan must Resolve Strokes once more. Examining the black dice, he cannot Resolve the 5 (FV) as it is already Resolved (too bad!), leaving only one option, his 4 (BH), which is not his best Stroke. He has no other choice since = 9, and 9 doesn t match any of the Stroke box numbers. His opponent, Bill Tilden, still has both his 5 (FV) and 4 (BH) Strokes unresolved, so he can choose either one. EXCEPTION: When Resolving a Stroke, if none of the numbers available to you are unresolved, then you must resolve any unresolved Stroke of your choice. Reading the Black Dice Continued: A few turns later, Stan Smith rolls a 1 and 4 on the black dice and rolls a 5 on the blue die. Stan would like to Resolve Strokes and hurry the Set while he s ahead, but his 5 (FV) and 4 (BH) are both Resolved already, leaving only his unresolved 1 (S) Stroke, which isn t so great. Perhaps he will choose to take an Action this Turn instead; since he rolled a blue 5, he has his choice. for Resolving a Stroke After deciding which Strokes to resolve (above), playing Strategy cards including any voiding (see 7.3.3) and Love Die rolls that must be made (see 7.3.4) each player resolving his Stroke rolls up to four dice. The sum of those dice is that player s Base Score for that Stroke. The Momentum marker is moved a number of spaces in that player s direction equal to the amount of that Stroke s final, adjusted (see 7.3.1, 7.3.2) score. With both players Resolving one Stroke each Rally, the Momentum marker will be constantly moving back and forth. [7.2] Stroke Rating and Scoring Dice: The Rating of your Stroke determines the number of dice you roll to determine your Base Score when Resolving a Stroke: Ratings AA = z z z z A = z z z 1/2z B = z z z C = z z 1/2z D = z z E = z 1/2z F = z NOTE: For a 1/2z, also roll a different colored scoring die and add in only half of that roll, rounded up. E.g., half of 5 is 3. Example: Rod Laver is resolving his 2 (2S) Stroke, which is rated C. He rolls two black dice and one blue 1/2 die. The results are a 6 and 3 on the black dice, and a 5 on the blue 1/2 die, which is halved to 3, so his Base Score would be = 12. [7.3] Strategy Cards: When a Rally is resolved, both players reveal their Strategy Cards in their respective Holding Boxes for the Strokes they ve selected. After both players have declared their Strokes to resolve for that Rally, they reveal all of their Strategy (green Offense and red Defense) cards in their respective Holding Boxes for those Strokes. All of these Strategy cards apply their modifiers to the two Strokes being resolved (see below) and are then discarded after use. [7.3.1] Add / Subtract Dice: Offense cards can show next to a yellow tennis ball symbol ( ; meaning it affects you when rolling for your own Stroke) at the bottom a number of black dice symbols (e.g., z z). Increase the number of dice rolled to determine the Base Score

4 by the number of black dice symbols shown. There is no limit to the number of dice that can be added. Conversely, Defense cards, next to an orange tennis ball symbol ( ; meaning it affects your opponent when rolling for his Stroke) at the bottom, a number of red dice symbols (e.g., z z) might appear. In this case, decrease the number of dice rolled to determine the Base Score by the number of red dice symbols shown. Even after subtractions, a minimum of one die is always rolled to determine the Base Score. [7.3.2] Add / Subtract Score: Offense cards might have a yellow tennis ball symbol ( ) followed by a +X value. That value is added to the Base Score roll after it is made. Conversely, Defense cards might have an orange tennis ball symbol ( ) followed by a -X value. That value is subtracted from the Base Score roll after it is made. After all subtractions, any Base Score total that is less than zero is treated as zero. All modifiers are cumulative. So, if you had an Offense card in your 3 (FH) box that gave you +2, and your opponent had a Defense card in his 3 (FH) that inflicted a -1 against your Stroke, you would apply the net modifier which would be +1. Example: You are conducting your 3 (FH) Stroke and reveal your Offense (green) cards in that box, showing two cards: Overhead Smash and Inspired Play. Your opponent reveals one Defense (red) card: Chop Shot. The modifiers for this Stroke are shaping up to be: +1/2z (one from the Overhead Smash and 1/2 from the Inspired Play), and -1 to their sum (from the Chop Shot). TC Tennis Rules v1.0 4 [7.3.3] Voiding the Opponent s Card: Text might appear on one Strategy card that voids another; such text always lists the card that can be voided by its exact card title. If Strategy cards currently in play to Resolve a Stroke are voided, they are all immediately and simultaneously discarded without effect on that Stroke. The card which voided it, if not used to Resolve that Stroke, remains, face-up, in its Holding Box and is still available for play when its Stroke is Resolved. Timing: Voiding cards can only be done after Strategy cards are revealed / committed to Resolving a Stroke, but before any die or dice are rolled to determine its Score. Surprise!: A card played to void another does not have to be played from a box corresponding to the Stroke being resolved. The owning player can reveal a card that voids another from any Holding Box on his side of the Player Mat. Example Continued: Interestingly, you have in your 4 (BH) box, facedown, the Offense Hard & Flat card. After seeing your opponent s Chop Shot card, you reveal your Hard & Flat card and leave it, face-up, in your 4 (BH) box (where it awaits that Stroke still to be Resolved later that Set.) [7.4] The Love Die: Some Strategy cards add an additional element of 1 risk and reward. Cards with a purple die roll outcome symbol each require a separate Love Die roll to determine if that effect is applied or not. These Love Die rolls require an additional die cast for each such card showing any purple die faces; these rolls are separate from the Base Score roll made to resolve the Stroke. Application: If its Love Die roll result is shown on that card, the indicated effect is applied. If not, there is no effect. Unless a Love Die result specifically states otherwise, the other effects of its card (modifiers, etc.) still apply. Note: When the Love Die result calls for the loss of 1/2z, if a 1/2z was rolled for that Stroke resolution its result is lost (i.e., it adds zero to the Base Score). If no 1/2z was rolled, take the highest z rolled for that Stroke resolution and cut it in half (rounding up as usual). [7.5] Tactic Cards: Finally, before the dice are rolled, examine both players Tactic Card Holding Boxes to see if there are any Tactic cards in play that modify the scoring result of the Stroke being Resolved. After affecting a Stroke, these cards remain in their respective Tactic Card Holding Boxes and continue to affect play while there. Example Continued: Your player s rating for this Stroke is B, which starts you at z z z. With the modifiers from the preceding Example, you will be rolling z z z z 1/2z (four-anda-half dice), which is very good. But wait! Your Overhead Smash requires a Love Die roll and, with the Fates against you, you roll a 1. This means your highest z is lost and will not be added to that Stroke s Score. Next, you look at each other s Tactic cards. Yours is No Pace and your opponent s is Wicked Topspin. Your card does not affect your opponent at the moment ( ) since you are resolving your Stroke right now, but you must still roll the Love Die to see if you suffer a penalty for using this Tactic! The result is a 4, which is no effect (this Stroke). Upon inspecting your opponent s Tactic card, because you re resolving your FH (Forehand), there is no effect to your Stroke, and the Love Die checks on that card only affects your opponent during his Strokes (not yours). So, the end result is that you ll be rolling 4 1/2 dice and losing the highest die roll. You throw a 5, 1, 5, 2 and the half-die is a 3. After losing your highest z (which is a 5), you add half of 3 (which rounds up to 2) for a total of 10. Note that you would not then subtract 1 from your opponent s Chop Shot card because your Hard & Flat card completely voided that card and sent it to the Discard Pile. [7.6] Momentum and Scoring: Once the Final Score for a Stroke is resolved (see the example, above), note the current space occupied by the Momentum marker (in case there is a Challenge, see 10.0) and then the player whose Stroke that was adjusts the

5 TC Tennis Rules v1.0 5 Momentum marker along the Momentum Track a number of spaces in his favor equal to that Final Score. Since Strokes are resolved in Rallies (pairs off the same dice roll), the opponent s Stroke is then resolved and he adjusts the Momentum marker along the Momentum Track in his favor that many spaces in his favor. Thus, you ll see momentum go back-andforth with every Rally of Strokes resolved. The Momentum Track is at 2 in Stan Smith s favor from an earlier Stroke resolution. Smith just resolved his BH with a Final Score of 8, so, he moves the Momentum marker along the track 8 spaces in his favor. It is now in the 10 space to Smith s advantage. Now, Rod Laver resolves his 2S Stroke and gets a Final Score 12, so he moves the Momentum marker 12 spaces in the other direction towards his side. It is now in the 2 space on Laver s side. Thus, Rod has gone from being slightly behind (at the beginning of this pair of Strokes) to now being slightly ahead after their resolution. If one player leads on the Momentum Track by 20 or more, replace the Momentum marker with the Big Mo Momentum marker and continue counting again at the 0 space (this marker being worth +20). Whenever this Big Mo + 20 marker is in play, that player who is ahead receives an extra 1/2 z on all his scoring resolutions. [7.7] Resolved Strokes: After adding your score to the Momentum Track: 1. Discard all of the Offense and Defense cards that were played in Resolving that Stroke (exception, see 7.3.3) and, 2. Place a Resolved marker on that Stroke s Holding Box on your side of the Player Mat to show that you cannot resolve that Stroke again this Set. [8.0] STRATEGY MOVES After the First Player has completed his turn by either taking an Action or resolving Strokes, before he declares his turn ended and passes play to his opponent, he may take a Bonus Action (which is an Action, only, not another opportunity to Resolve Strokes) by spending one of his Strategy Moves. He does this by reducing his Strategy marker by one space. If it is on the 0 space, that player can take no further Bonus Actions that Set. How many Strategy Moves you begin with depends on the player you choose and the surface being played on. Strategy Moves allow you to take an Action during critical turns of the Set when a well-timed play could make the difference. [9.0] ENDING YOUR TURN After the First Player has completed his turn, including any Bonus Actions (see 8.0), then the Second Player does the same, including any Bonus Actions. Turns continue in this fashion in the Training Game until all seven Strokes in the Set are Resolved. [10.0] CHALLENGES Each Set, both players may make a single Challenge to the resolution of a Rally, thus forcing both Strokes to be re-rolled. The ability to Challenge is shown by possession of your Challenge marker. To make a Challenge, you must possess your Challenge marker. First, the player whose turn it is (i.e., who is causing the two Strokes to be resolved) has the option to Challenge; if that option is not exercised, then the opposing player has the option to Challenge that Rally. To Challenge: 1. State to your opponent that you are Challenging that Rally. 2. Remove your Challenge marker from your side of the Player Mat. 3. Reset the Momentum marker to the space it occupied at the beginning of the Rally (7.6). 4. Re-roll both Stroke Resolutions just as before and apply those results. Challenges can only be made immediately after a Rally is completed (before the next Turn is conducted). You can Challenge a Rally that was just rerolled by your opponent s Challenge. [11.0] WINNING THE TRAINING GAME At the end of a Set, the player with the Momentum marker on his side wins. If it is in its 0 space, the player with the lower Overall Rating wins. If those Ratings are equal, the player still possessing their Challenge marker wins. If neither (or both) have their Challenge marker, roll a die to determine the winner. You now know all you need to play the Training Game of TC Tennis. Good luck and have fun! THE STANDARD GAME After a Training Game or two, move on to the more challenging Standard Game where a players Defense and Return ratings affect scoring and random events can occur, End Set cards can vary the length of play, and Matches of more than one Set are played. Additional Set Up Add the End Set cards to the Deck. Have the beige RET(urn) and DEF(ense) markers handy. Place the green Random Events markers into a clean, opaque container (e.g., a trophy cup) and mix them. [12.0] RETURN & DEFENSE After resolving a Stroke in the Standard Game, before applying the result to the Momentum Track, one additional step takes place. The Final Score is adjusted by the opponent rolling a Defense Die for his player s RET(urn) and DEF(ense) ratings (if applicable) depending upon what Stroke the scoring player just used. RET = Return of Serve, which is applied vs. the opponent s Serves (1S and 2S) DEF = Defense which is applied vs. all of the opponent s other Strokes Ratings A = -1/2z B = No modifier C = +1/2z D = +z Place RET and DEF markers on your Player card as a reminder of their effects on your opponent s ratings, thus: Jimmy Connors is playing Pete Sampras on Clay (their respective RET and DEF Ratings circled, above). During Set Up, Connors takes a RET A and a DEF C maker while Sampras requires none for his B ratings in both of these categories. For the duration of this Match, Connors must roll a Defense Die versus all of Sampras Strokes (Serves and non-serves). Example: Sampras has just rolled a 1 6 on the black dice and a 5 on the blue. He happily

6 TC Tennis Rules v1.0 6 chooses to resolve his 1S (at AA, it is Pete s best Stroke). He rolls z z z z for a total of 14. Because Connors is an A for RET on Clay, Jimmy rolls his z1/2 Defense Die to see how his RET affects Pete s 1S Score. Jimmy rolls a 4, reducing Pete s total by two (i.e., -2), leaving Pete with a Final Score of 12 for that Stroke. [13.0] RANDOM EVENTS In the Standard Game, set up the green Random Event markers in an opaque container (called the Events Cup) from which they are drawn at random. When you roll doubles on the two black dice (i.e., they are both the same number) while taking your Turn (5.2), if you do not resolve a Rally, then you may forgo your Action that turn and draw two Event markers from the Events Cup instead, selecting one to keep and returning the other to the Events Cup (to possibly be redrawn later). If you roll a 6 on the blue die, you must resolve a Rally and cannot draw Random Events even if you had rolled doubles on the black dice. If you roll doubles on the black dice and a blue 5, then you have all of your options available that turn and must choose to either: A) draw Random Events, B) take an Action, or C) resolve a Rally. On any other black doubles plus blue die roll result, you can either A) draw Random Events or B) take an Action. [13.1] Timing: Some Events (as specified below with the word Play ) must be played immediately and, once played, those markers are set aside (discarded) and remain out of play for the rest of the Set. Other Events are continuous or played at a later time (as specified below with the word Retain ). Those markers are placed, faceup on your Player card. Each player can have no more than two such Event markers working for them at a time. If another such continuous/delayed Event is added, one of those three Event markers must be immediately discarded without (further) effect. Once played, Event markers are discarded. [13.2] Effects: The specific Event markers are explained below: +1 to Tiebreak die roll (Retain): Play if you are behind at the end of a Set and rolling to obtain a Tiebreak (see 15.0) for a +1 die roll modifier. +2 to your next Stroke this Set (Retain): Play when resolving your next Stroke this Set. Add two (+2) to your Final Score for that Stroke. [BOTH] +1/2 z to FH & BH this Set (Retain): The continuous effect is that both you and your opponent gain 1/2 z to your 3 (FH) and 4 (BH) Strokes this Set. Big shots from the backcourt are rewarded. [BOTH] +1/2 z to FV & BV this Set (Retain): The continuous effect is that both you and your opponent gain 1/2 z to your 5 (FV) and 6 (BV) Strokes this Set. Shots played close to the net are really working. [BOTH] Discard all End Set & Tactics cards (Play): All End Set and Tactic cards in play for both you and your opponent are immediately discarded. Draw 2 cards on next Concentrate Action (Retain): The next time you take a Concentrate Action, play this marker to receive two cards instead of the usual one. Examine all discards and place one in your hand (Retain): Play at the beginning of your turn (before the dice are rolled) to search the Discard Pile. You may take any one card without the negated draw symbol from there and add it to your hand. Force Opponent to play End Set card (Retain): Play at the beginning of your turn (before the dice are rolled) to force your opponent to play an End Set card from his hand if he has one. If he has none, this marker is discarded without effect; if he has more than one he may play his choice. Gain 1 Strategy Point (Retain): Play at any time to gain one on your Strategy track (e.g., to go from 3 to 4). Your Strategy Rating can never exceed 5. Ignore 1 Love Die Result (Retain): Play this marker when a Love Die roll is resolved to change its result to No Effect. Must Rally, your choice, same Stroke both players (Play): Immediately Resolve a Rally using your choice of available Strokes. Your opponent must resolve that same Stroke if available (if not, then his choice among his available Strokes). Opponent 1 random discard; you take Action (Retain): Play at the beginning of your turn (before the dice are rolled) to discard a random card from your opponent s hand, then take an Action. You may take an Outwit Action to pick up this discarded card if it does not have the negated draw symbol. [14.0] END SET CARDS In the Standard Game, a Set can end before all seven Strokes are resolved by playing End Set cards. Playing an End Set card is a new type of Action (see 6.0) and is added to that list in the Standard Game: Change Tempo: Place an End Set card from your hand, face-up, adjacent to the Player Mat where both players can easily see it. If there is already an End Set card there, discard it and replace it with the newly-played one. Unlike other cards, only one End Set card is ever in play (not one per player) and it has no specific Holding Box; End Set cards are never played in a Stroke or Tactic box. [14.1] End Set Effect: When no End Set card is in play, all seven Rallies must be resolved to end a Set. While an End Set card is in play, it states after how many Rallies are resolved that the Set ends that is, after 4, 5, 6, or even back to 7 Strokes are resolved. The reason the End Set After 7 Strokes card is included is to replace another End Set card already in play when you want the Set to go for the full length (to allow your superior Strokes and strategic decisionmaking to make a difference). Example: An End Set After 4 card is in play and three Rallies have already been resolved. This End Set card would end the Set after the next Rally (i.e., the fourth). However, Tilden isn t ready for the Set to end (some of his best Strokes are still unresolved), so he takes an Action this turn and plays an End Set After 6 card to keep the Set going. [14.2] End Set Timing: A played End Set card does not take effect until after the next Rally is resolved! Example: You play an End Set After 4 card, but there have already been five Rallies. Don t Panic! The set cannot end until after the next Rally is resolved at the earliest. Tennis has no clock determining when play ends (unlike most sports). Each Set has its own cadence and drama, and the End Set cards recreate this. Choosing which Stroke to resolve, and when, is a very important strategic decision, creating a more fun and interesting Match.

7 TC Tennis Rules v1.0 7 [15.0] TIEBREAK Unlike the Training Game, a close score (at or near 0) on the Momentum Track when a Set ends might require a Tiebreak (playing a mini-set of a few additional Rallies) to resolve that Set and determine its winner. When a Set ends, check the Momentum Track. If one player is ahead by 6 or more points, the Set is over and that player wins the Set. If the Momentum Track is at 0, a Tiebreak must take place. If one player is ahead by 1 to 5 points, the player who is behind rolls a die. If the die roll result is greater than (>) the score shown by the Momentum marker, a Tiebreak must take place; if the result is less than or equal to ( ) that score, the player who is ahead wins the Set. Example: At the end of a Set, the Momentum marker favors Tilden by 4 points. Since Budge is behind, he rolls a single die and the result is a 3, which isn t greater than Tilden s 4 points, so Tilden wins the Set. If Budge had rolled a 5 or 6, the Set would be decided by a Tiebreak. In tennis, the player with the most points doesn t always win the Set. This is similar to a team piling up a bunch of yardage in a football game, but not quite putting the opposing team away. [15.1] Setting Up a Tiebreak: 1. Clear for Action: All Strategy cards not in a player s hand are discarded (i.e., End Game, Tactic and unresolved cards in Stroke Holding Boxes). In addition, remove all Resolved markers from Stroke Holding Boxes. 2. Strategy: Both players gain one on their respective Strategy tracks (e.g., to go from 1 to 2). Your Strategy Rating can never exceed Challenge Reset: Both players replace their Challenge marker on their side of the Player Mat if it is not currently there. You cannot have 2 of these, so if you didn t use it previously, you don t gain one now. 4. Momentum: Place the Momentum marker on the 0 box of the Momentum Track. 5. Concentrate: Beginning with the First player (see 5.1), both players draw one card. 6. Plan: Beginning with the First player (see 5.1), each player may place up to two Stroke (i.e., Offense or Defense) cards as per Case 4.2. You are now ready to recommence play with the Tiebreak (see 5.0). [15.2] Ending / Winning a Tiebreak: The Tiebreak ends and the score on the Momentum Track is checked after three Rallies. If an End Set card is in play, the Tiebreak ends after only two Rallies. If one player is ahead by 6 or more points, the Tiebreak is over and that player wins the Set. If the Momentum Track is at 0, the Tiebreak must continue.* If one player is ahead by 1 to 5 points, the player who is behind rolls a die. If the die roll result is greater than (>) the score shown by the Momentum marker, the Tiebreak continues*; if the result is less than or equal to ( ) that score, the player who is ahead wins the Set. Continuing Tiebreaks *Important: Each time the Tiebreak is continued, reset the Momentum marker to zero. If all seven Strokes are resolved during a Tiebreak and neither player has won the Set, then reset for a new Tiebreaker. This only happened twice in more than 100 test games... [16.0] A COMPLETE MATCH In the Standard Game, winning a Set is not enough. To win the game, you must win a Match consisting of winning either best 2- out-of-3 Sets (for most men s events and nearly all women s events) or best 3-out-of- 5 Sets (generally reserved for major men s tournaments only). We strongly recommend that you play best 2-out-of-3 Sets for your first few Matches. Starting a New Set during a Match After a Set is completed (including any Tiebreak) and its winner determined, if the Match continues, set up the next Set as follows: 1. Clear for Action: All Strategy cards not in a player s hand are discarded (i.e., End Game, Tactic and unresolved cards in Stroke Holding Boxes) including. any DISCARD after Set, if played cards that were played that Set (even if returned to that player s hand). In addition, remove all Resolved markers from Stroke Holding Boxes. 2. Strategy: Both players reset their Strategy markers to the box number corresponding to their Player card s STR(ategy) rating for the surface they re playing on. 3. Challenge Reset: Both players replace their Challenge marker on their side of the Player Mat if it is not currently there. You cannot have 2 of these, so if you didn t use it previously, you don t gain one now. 4. Momentum: Place the Momentum marker on the 0 box of the Momentum Track. 5. Events: Return all of the discarded Random Events markers to the Events Cup and mix them up. 6. Refocus: The player who lost the previous Set is the First Player (5.1) for the next Set and draws three cards. Then the player who won the previous set draws two cards. 7. Plan: Beginning with the First player (see above), each player may place up to two Stroke (i.e., Offense or Defense) cards as per Case 4.2. You are now ready to begin play of the next Set (see 5.0). THE TOURNAMENT GAME After you are familiar with the Standard Game, try the Tournament Game where players Stamina comes into play over long Matches and injuries can occur. Additional Set Up Add the Tournament Game only Tactic cards to the Deck. Add the purple Random Events markers to the Events Cup. Have the gray Stamina Effects markers handy. [17.0] STAMINA In the Tournament Game, players are required to make a Stamina Check immediately prior to the start of (i.e., just before the First Player takes his first Turn) every Set after the second Set and when called for by a Random Event selection. To make a Stamina Check, consult the Stamina table and roll one black (the 10s) and one blue (the 1s) which are read together to generate a value from 11 to 66 to determine the column to use. The row to cross-index it with is your Player s STA(mina) Rating.

8 TC Tennis Rules v1.0 8 Example: Tilden must make a Stamina check. On every court, his STA(mina) Rating is B. He rolls a 4 and 5 (i.e., 45 ), which means that Big Bill is Tiring. After the result is found by this crossindexing, it is shifted as indicated by the Shift Modifiers below the table. Some circumstances shift the results by columns (i.e., or ) while others lower which row is used ( ). All modifiers must be applied! Example Continued: Since it is currently a Set being played after one resolved by a Tiebreak, the result is shifted one column to the right ( ). This means that Tilden is now Fatigued. Effects When an effect occurs (e.g., Tiring ), it is explained below the table. A result of or 2 lowers both of that player s DEF(ense) and RET(urn) Ratings (i.e., from A down to B, but never below D ). Split Ratings: Some players have a Split STA(mina) Rating (e.g., C/B ). This shows how some stars are prone to tough matches and even upsets early in a given tournament, such as when they play on an unfamiliar surface. When playing a Tournament (see 23.0 on the inside front cover), a Split-Rated player uses the lesser STA(mina) Rating until that player reaches the semifinal, at which point the higher STA(mina) Rating is used. This allows for a star to play himself or herself into shape during the course of the Tournament. Tennis can be a grueling sport, and unlike a team sport, you can t substitute off the bench. So, the longer the match goes, and the more hard-fought it is, the more important physical and mental conditioning becomes. Note that some court surfaces are more grueling than others. Random Event Second Wind (Retain): Play this marker when you obtain an adverse result from a Stamina Check to negate that result. [18.0] INJURIES In the Tournament Game, players are required to make an Injury Check immediately prior to the start of (i.e., just before the First Player takes his first Turn) every Set after the third Set and when called for by a Random Event selection. To make an Injury Check, consult the Injury table and roll one black (the 10s) and one blue (the 1s) which are read together to generate a value from 11 to 66 to determine the column to use. The row to cross-index it with is your Player s INJ(ury) Rating. Example: Boris Becker is playing indoors and must make an Injury check. His INJ(ury) Rating is B. He rolls a 5 and 1 (i.e., 51 ), which means an attack of Cramps. After the result is found by this crossindexing, it is shifted as indicated by the Shift Modifiers below the table. Some circumstances shift the results by columns (i.e., or ) while others lower which row is used ( ). All modifiers must be applied! Example Continued: Having already suffered two bad results from previous Stamina checks this Match, the result is shifted two columns to the right ( ), increasing the injury to Slight. Effects When an injury occurs (e.g., Minor ), it is explained below the table. A result of or 2 lowers both of that player s DEF(ense) and RET(urn) Ratings that many levels (i.e., would go from, say, A down to B ) but never below D. Injury Aftereffects If an injured player wins the Match, an Injury Aftereffects Check must be made for that player at the start of every Match played thereafter. Unlike Stamina (which is checked every Set after the second), Injury Checks only occur when chosen by a player as a Random Event or in a best-of-five-set Match (after the third and fourth Sets). [19.0] NEW TACTICS In the Tournament Game, certain Tactic cards can mitigate the effects of adverse Stamina and Injury Check results. If played into your Tactic Holding Box, the Second Wind card mitigates the ill effects of the last Stamina result you suffered. It is then discarded. Similarly, if played into your Tactic Holding Box, the Call for Trainer card can potentially improve (heal) an injury by one or two (e.g., from Serious to Medium would be one level of improvement; from Serious to Slight would be two). [20.0] HOUSEKEEPING In the Tournament Game, starting a new Set requires a couple more Housekeeping Checks be performed just before the First Player takes his first Turn of that new Set: After Set Up and Before First Turn After the second Set (i.e., for the 3 rd through 5 th Sets), both players make a Stamina Check (see 15.0). After the third Set (i.e., for the 4 th and 5 th Sets), both players make an Injury Check (see 16.0). Before the first Set of a new Match, Injured players must make an Injury Aftereffects Check (see 16.0). Note that Tactic cards which would help you through Stamina and Injury Checks will not be in play at this time and therefore cannot help you with these Housekeeping Checks. [21.0] ALL-SURFACE MATCH Players may agree to try a 5-Set All- Surface Match. To do so, prior to Setting Up the first Set, the Underdog chooses the surface to be played on. Afterwards, the loser of the just-completed Set, before Set Up, chooses the surface for the next Set. This process repeats until the Match is over. However, no surface can be chosen a second time until all four have been chosen at least once. Which means the fourth Set will always be the last surface not yet chosen and the winner of the fourth Set can choose any surface for the final Set.

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