Rules for playing a violent future sport using miniature figures and dice. Sample file. ] Complete board game included [

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1 Rules for playing a violent future sport using miniature figures and dice ] Complete board game included [

2 TABLE OF CONTENTS Designer Notes A. The Game [How it s played] B. The Rules [Yes, there ARE rules] C. The Track [The game board] D. The Men [Stats, actions and injuries] E. The Machines [Motorcycles] F. The Teams [Scoring, formations & obstacles] G. The Brawl [Combat] H. Postgame [Optional rules, construction and comments] I. The Big Board [Charts, board & playing pieces] CREDITS Executive in charge of Game Design Mr. Trostle Executive Playtester Mr. Ballou Rülerball 2010 by J.P. Trostle

3 let the games begin ] Designer Notes [ From gladiatorial games in Rome to the Atzec s game of tachli, where losing teams were often sacrificed, death sports have been part of human civilization for thousands of years. While many of today s athletic competitions are dangerous, the idea of deliberately killing off participants is no longer considered... appropriate. Yet in the realm of science fiction, writers love to envision future scenarios where death and mayhem are again seen as entertaining or a way to manipulate the masses. Over the years there have been a number of stories and movies (most of them pretty bad) that have attempted to combine sports and combat to create a new type of game. I have put together a set of rules so gamers using figures and dice can play a version of this violent future sport on a table top. While the inspiration for the game may seem familiar, the game mechanics (especially the system for moving and tracking multiple figures on the board) are original and unique. And, as you will discover, rather fun to play. J.P. Trostle November 2009 Special thanks to Tom Ballou, Matt DeLaMater, Rich Hasenhauer, Dave White & the guys from Jenkintown Hobbies, William Smith, and everyone who helped me playtest this beast. The exceptional feedback was greatly appreciated. Extra special thanks to my wife Maura, who put up with way too much geeky, gamer behavior while I finished this pet project. Other games by J.P. Trostle. Available now at

4 A. The Game [How it s played] THE sport itself In the future, a new high-tech sport will become popular. One-third football, one-third motocross, one-third martial arts, it is so violent players often don't survive the game. People love it. It is played on a circular track with two goals located opposite of each other in the wall surrounding the track. Ten players from each team three motorcyclists, two catchers and five skaters move counterclockwise around the track and work together to field the steel game ball and put it in their team s goal. The object seems simple enough: score more points than the opposing team. Each game in Rülerball is 60 minutes long, divided into three 20-minute periods. At the start of each period the game ball is fired from a cannon positioned in the outer wall of the track, and moves clockwise around the track. Initially, a ball may only be picked up by a catcher, each of whom has a reinforced mitt in which to field it. Once a catcher has the ball, he may attempt to hand it off to one of the five skaters on his team. Only these skaters can actually put the ball in the goal and score. In order to score, a team in possession of the ball must make one full lap to the sector where the catcher originally fielded the ball. Once they reach this point this activates the ball and marks that player s team as the offense. The next time a skater with the ball approaches a goal they may attempt to score. In the meantime the other team, now designated the defense, can attempt to stop the player and may set up a screen of skaters in front of the goal to block any shots. As long as a team is on the offense, any of its five skaters can attempt to score. Once the ball is activated, a team has three laps in which to make a scoring attempt. If they take no shots during this time, the ball is declared dead. A ball is also declared dead if it rolls into the gutter on the game floor (indicated by the white line on the flat portion of the track floor) or is dropped by a player inside the white line. When the referee has declared a dead ball another ball is immediately fired and the game continues. The defending team cannot goal tend. If the defense has set up a screen of skaters in front of the goal and the offense does not attempt a shot on the goal during that particular lap, the defending players must chase after the ball carrier and make another lap before they can set up another screen in front of the goal. The defending team may steal the ball from the offense. If an opposing skater makes a successful steal, they must make a lap from the sector where the ball was stollen to activate the ball for their team and switch the offense/defense designations. The only two times the clock is stopped is 1) after a scoring attempt fails and the ball rolls into the gutter and is declared dead (this is to allow the players, many of whom are probably

5 The cannon fires a new game ball. knocked down in front of the goal, to regroup and avoid getting hit by cannon), and 2) when a team successfully scores a point. Officials take advantage of these pauses to clear the track of debris and remove badly injured players. After a goal, players take their standard starting positions, the cannon fires another game ball and play continues until the end of the period. THE miniature game Rülerball is a miniatures game designed for 2 to 6 players. Ideally, if there are four players, each gets to control half a team or half the board, both of which are quite manageable. In discussing the miniature rules, the terms movement & speed are interchangeable. Although the term skater isn t used to describe them, catchers are also on roller skates and virtually all rules governing skaters applies to catchers as well. And, except in The Sport Itself section above, the term player will refer to the person playing the game, and figure will refer to a playing piece in the game. THE GAME TURN In Rülerball, the game is broken down into game turns which represent 1 minute of real time. Each game turn has the following steps: 1) Clock Start period or advance the clock 1 minute. Move all figures in the Penalty Box/Shaken/Rest portion of the board 1 minute ahead. If a figure reaches the 0:00 box, they are eligible to return to the game during this turn. 2) Ball Game ball is fired from the cannon, or, if already in play but not yet fielded, moves around track. If a ball moves through a square with a catcher in it, he may attempt to field it. If a ball moves through a square containing skaters or bikers and no catcher in it, each figure must make a skill roll to avoid the ball. 3) Initiative Initiative is rolled with a 12-sided die, indicating which sector gets the initiative marker first for this game turn. 4) Move Move all figures in the sector with the marker. Order of movement is from the inside ring to the outside ring of a sector, and then left to right (clockwise) within the squares in a ring. Mark all figures that have moved with a cone. Initiative moves clockwise to the next sector. Continue moving the initiative marker about the track until all 12 sectors have been covered and all figures have had a chance to move. 5) Combat Beginning in the same sector as you did for movement, moves the initiative marker around the board again, this time for purposes of combat. After each figure has had a chance to engage once in combat, remove the cone marker in front of it. Continue moving the initiative marker about the track until all 12 sectors have been covered, all cones removed and all figures have had a chance to fight. 6) Score Resolve any scoring attempts. If a team scores, an attempt fails and results in a dead ball, or a period ends, clear the board and set up the figures in their starting positions. End of turn. The importance of cones and markers: During a game of Rülerball, there will be up to 20 separate figures on the board, all moving at different times and at different speeds. It is VERY easy to lose track of who has moved, who has thrown a punch, which sectors have already had initiative, etcetera, so it is most important to have a set of markers to indicate who has moved and who has yet to go. (I use a set of small red cones cake decorations I found in a party supply store but any marker could be used. Just be sure they are easy to pick up and move, as you will be using them a lot.) Marking figures after they have moved is absolutely key to keeping the game itself moving.

6 B. There ARE rules in Rulerball [Restrictions, penalties & referees] Despite popular perception, there are rules in the sport of Rülerball. (After all, it s in the name.) Any figure getting caught breaking one these rules may be subject to a penalty. (An * indicates a rule or penalty is automatic. All other penalties require a roll by the referees to see if they are noticed.) 1. The ball must remain in sight at all times. * There are no fakes or quarterback sneaks in Rülerball. Everyone will know who has the ball at all times. 2. The ball must remain in motion at all times. * Ball carriers cannot stop as long as they have the ball. As long as the ball is in play it must be carried into a new sector each game turn. The sole exception is during a scoring attempt in one of the two goal sectors, where the ball may stay in that sector for up to 2 games turns. If a ball carrier is blocked in, unable to advance when it is his time to move because all legal squares in front of him are controlled by the opposing team, he must Assault a square parallel or forward of his location. If successful in the assault, (winning a Marginal or better result on the Assault table), the ball is still considered in motion even if the fails to leave the current sector. Penalty: ball is declared dead. 3. The ball may not be used as a weapon. A ball carrier may not strike another figure directly with the steel ball. Penalty: 3 minutes, plus ball is declared dead. 4. Everyone must always move counterclockwise around the track. * Figures are not permitted to turn around and go the other direction under any circumstances. In addition to not moving clockwise, on the board this means players may not move a figure to a square where the left side of the square is behind, or to the right, of the square they moved from. Penalty: first offense, 3 minutes; second offense, 1 period 5. A team may not have more than two figures stopped on the track at any one time. Whether you have a biker and skater off in Sector A waiting to ambush an opponent, or two bruisers duking it out on the rail, a team can have a maximum of 2 figures standing still during any single game turn. Everyone else must be moving, even at minimum speed. If three or more figures are stopped anywhere, there is a chance they will be penalized. There are two exceptions to this rule: 1) if a ball is activated, the defending team may set up a temporary defense around the goal of up to 5 skaters and 2 catchers, and 2) injured, unconscious or dead figures laying on the track do not count against the limit. Penalty: 3 minutes for each figure caught above the 2 limit. 6. Skaters and catchers may not attack bikers. This is the big rule (and strangely enough, the one that is violated the most). Figures on skates may beat up on each other all they like, but are not permitted to interfere with the safe operation of cycles on the track. Skaters who punch, push, kick, tackle, swoop or closeline a biker risk a 3-minute penalty. Note: if a skater grabs a ride from an opposing team s cycle, it is considered interference and can be penalized. Penalty: 3 minutes 7. Bikers may not attack anyone. Conversely, bikers can not engage in fights themselves. They may not use their vehicle to sideswipe, ram or run over any skater, catcher OR biker. Period. Penalty: 3 minutes 8. No biker can handle a ball, be in front of a goal or take any part in a scoring attempt. A biker can not enter the two squares directly in front of the goal. Bikers are not permitted to pick up, carry or score with the gameball. Ever. Under no circumstances may bikers use their cycle to clear a path through defenders in front of the goal, or interfere with a skater making a scoring attempt in the goal sector. Penalties: 3 minutes for entering the 2 squares in front of the goal, or, handling a ball. With scoring interference, the goal is automatically disqualified (if biker was on the offense) and the biker receives a 3 minute penalty, plus 3 minutes for each opposing playing involved in the incident. 9. Penalties on scoring attempts. Any penalty assessed on the offense during a game turn in which they score will negate the goal. 10. No attacking a fallen or prone figure If a figure has fallen on the track, they may not be deliberately attacked or run over. This is especially true of an injured or unconscious figure. A figure attempting to stand after falling is also off limits. If an injured or shaken figure is attempting to leave the field (whether under his own power, with the help of a teammate, or on a stretcher), they may indicate by holding up their hand if possible they are out of contention and may not be attacked. Penalty: 3 minutes. Note: A penalty is not applied to a biker if they are knocked off their motorcycle, or after a crash where a biker or bike ends up landing on a downed figure.

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