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Dash Arena

Dash Arena Rulebook

Table of Contents

Table of Contents

  • Board Elements
  • Assumptions
    • Basic Assumptions
    • Advanced Assumptions
  • Basic Rules
    • Setup
    • Spawning the Disk
    • Player Turns
    • Positioning [Team Action]
    • Dash
    • Bounce
    • Pushing
    • Disk Carrier (Disk Possession)
    • Handoff
    • Shooting [Team Action]
    • Throwing the Disk
    • Intercepting the Disk
    • Prone Figures
  • Advanced Rules
    • Figure Placement Order
    • Advanced Rules for Pushing
    • Special Abilities
  • Optional Rules
    • Boosters
    • Game Length
    • Draft
  • Booster Abilities
  • Frequently Missed Rules

Board Elements

Scoring Gate, Player's starting position, Main Disk Spawner, Team Disk Spawner, Booster Spawner, and the Direction Arrows (Bidirectional and Unidirectional) are shown on the board. Tokens and cards in the box:

  • Disk (x2)
  • Booster (x9)
  • Turn Ability Activation Token (x2)
  • Arena Card (x2)
  • Team Card (x4)
  • Roster Card (x12)

Assumptions

Basic Assumptions

  1. If a specific rule contradicts a general rule, specific rule has precedence. As an example, you can take a look at Pushing and Handoff.
  2. If the figure's or team's special ability contradicts any rule, special ability takes precedence.
  3. Bolded terms refer to game rules that are clearly defined in this rulebook. Keep in mind, similar words may have vastly different meanings in the context of these rules. For example, "push your opponent once" is very different to "move your opponent once".

Advanced Assumptions

  1. If a rule or an ability has "may" in its wording, it is optional.
  2. If a rule or an ability has "instead of" or "instead" in its wording, it replaces one effect with the other. Everything else stays the same.
  3. The word "you" in a rule or an ability may refer to a figure instead of you as the player. a. If a rule or an ability covers a situation during any team action, it, almost exclusively, refers to a figure. b. If a rule or an ability covers a situation outside any team action, it, almost exclusively, refers to you as the player.
  4. You, as the player, make all the decisions for your figures.
  5. During a player's turn, if not stated otherwise, only the player whose turn it is makes decisions. This was done to keep the flow of the game moving and to reduce the cognitive load on the players.

Basic Rules

  1. Team and Roster cards are not used (figures have no special abilities).
  2. During Spawning the Disk step, the order in which players place their figures is not important.

Setup

  1. Place the chosen arena board at the center of the play area. If you did not assemble the figures, now is the time to do so.
  2. Take the figures in the color matching the Scoring Gate closest to you. You will take control of that team. In the advanced game, you choose which team to play. (Page 15)
  3. Determine which team starts as the attacker. You can do this by agreement or high roll on the dice becomes the attacker. The agreement may include some other type of randomization.
  4. Spawn the Disk. You will spawn the disk every time one or more points are scored.

Spawning the Disk

  1. Place the disk on the Main Disk Spawner. Later during the game, the attacker may place it on their Team Disk Spawner. For more info check under the "Scoring" header. (Page 14)
  2. Both players place their figures on their starting positions. In the basic game, figure arrangement on starting positions is not important. Figure arrangement and player setup order are important in the advanced game. (Page 15)
  3. The attacker starts their turn.

Player Turns

  1. Roll 3 dice, this is your Probability Pool. This is how you'll start every turn. The idea is to see what you rolled before committing to an action.
  2. Choose a team action, you may either shoot or position. The team action will determine what your whole team will do.
  3. In order to shoot, one of your figures must be in possession of the disk (be a disk carrier). The figure is in possession of the disk if it is in the same space as the disk. A figure that is in possession of the disk is called the disk carrier.
  4. If you can't (or don't want to) shoot, you must position. Positioning allows you to move your figures around the board (by dashing) or to move your opponent's figures (by pushing). By default, you are considered to be using the positioning action, you must announce other team actions.

Positioning [Team Action]

  1. Positioning is a team action that requires you to move your figures around the board. During positioning, you must move all of your figures that can move.
  2. Take one of the rolled dice and assign it to one of your figures. Each die may only be assigned once per turn.
  3. The number on the assigned die specifies how many impulses figure gains and must spend during its dash. The figure will use impulses to move, push and do other actions on the board. The figure must use all of the available impulses. For ease of play, count impulses as you spend them.
  4. Choose a direction, the figure will dash in that direction. While dashing, the figure can't change its direction voluntarily. The figure will change its direction by bouncing. You can track the figure's direction by turning its front face in the direction it is moving.
  5. The figure will stop dashing after it spends (or loses) all of its impulses. The figure can't stop moving voluntarily, it must spend all of its impulses.
  6. The figure can dash once per turn.
  7. Repeat for every figure, as long as you have unassigned dice and figures that are able to dash.

Dash

  1. While dashing, figures move by entering an adjacent space.
  2. To enter a new space a figure spends 1 impulse.
  3. During movement, figures move through the edges between spaces.
  4. Figures can't enter a space occupied by another figure. Only figures occupy spaces. Keep in mind that disk is not a figure.
  5. If a figure is moving through an edge with a direction arrow, that figure is bouncing.
  6. The figure spends impulses only by entering a different space. During a bounce, it may happen that a move through an edge will change the figure's direction but keep it in the same space.
  7. If a figure should move to a space occupied by another figure, it pushes that figure. You can push both allied and opposing figures.
  8. If a figure does not spend an impulse after moving through 2 different edges of the same space, that figure loses all impulses. This may happen if a figure is trapped between two elements that are bouncing it.
  9. If a figure is the disk carrier (in the same space with the disk), it may move with the disk during its dash. While it's dashing, the figure may drop the disk before exiting its space.

Example: Borris is assigned a 2 pip die, he can move in any of the six directions but he must move exactly 2 spaces in a straight line.

Bounce

  1. The figure is bouncing when it moves through the edge with the direction arrow or when it tries to move to a space with a prone figure.
  2. Direction arrows have 2 sides, the entry side (the figure is moving through this side) and the exit side (opposite to entry). Direction arrows can be unidirectional or bidirectional.
  3. When the figure moves through the entry side of the direction arrow, move it to the exit side of that direction arrow. If the figure does not change its space by doing this, it will not spend an impulse. If the figure moves more than 1 space this way, that figure still spends only 1 impulse.
  4. The figure continues moving in the direction of the direction arrow's exit side. When placing a figure onto a space containing the exit side you can, for ease of play, turn it to match the direction in which it will continue moving.
  5. While moving through the direction arrow, the figure is passing through every space that direction arrow passes through. This is important because figures and the disk pass through Scoring Gate space in order to score points. Keep in mind, "passing through" a space is not the same as "entering" a space. A figure enters a space by spending an impulse, figure passes through a space if a directional arrow passes through some part of that space.

Example: Borris is assigned a 3 pip die. He dashes through the edge with the direction arrow and bounces. He spends an impulse after entering a new space.

Pushing

  1. While dashing, when your figure would enter (or pass-through) a space occupied by another figure, your figure is pushing that figure (instead). A figure may push opposing or allied figures.
  2. When you push, you must spend 1 impulse. After pushing a figure, you keep moving and you must spend impulse to move. Note: In order to push a figure and enter its space, you must spend 2 impulses (for exceptions, check advanced rules).
  3. Move the pushed figure 1 space in the direction of your movement. The pushed figure will bounce, if able.
  4. If a pushed figure should enter a space containing another figure, one of the figures will fall prone. To determine which figure falls prone look at the pushed figure's team and if it's trying to enter a space occupied by allied or opposing figure. a. If a pushed figure is entering a space occupied by its opponent, the pushed figure falls prone. b. If a pushed figure is entering a space occupied by its ally, your figure falls prone.
  5. If you're pushing the disk carrier, you choose if the disk moves with them.
  6. Advanced game modifies rules for pushing, for more info check under "Advanced Rules" header. (Page 15)

Example: Borris is assigned a 4 pip die. He dashes into another figure and pushes it. Every time he pushes it, he spends 1 impulse to push it and another to enter its previous space. The pushed figure can bounce.

Disk Carrier (Disk Possession)

  1. A figure is in possession of the disk if it's in the same space as the disk. The figure loses possession of the disk if it leaves the disk's space. The figure gains possession of the disk when it enters, or is passing through, a disk's space.
  2. The figure that is in the possession of the disk is called the disk carrier.
  3. While the disk carrier is dashing, it may move only one disk with itself or drop it before exiting its current space. If a figure moves the disk with itself, it doesn't lose possession of the disk. Keep in mind that the figure chooses what happens with the disk while dashing only.

Handoff

  1. When the disk carrier pushes its ally, instead of pushing it at least 1 space, it may do a handoff. In other words, the figure that is doing the handoff spends enough impulses to push its ally for 1 space.
  2. To perform Handoff, place the disk into the space of the pushed figure.

Shooting [Team Action]

  1. Shooting is a team action. If you have chosen to shoot this is all that your figures can do for the turn.
  2. You may shoot only if one of your figures is the disk carrier at the start of your turn.
  3. Total the 3 rolled dice from your Probability Pool, this is the number of impulses the disk gains and must be spent during the throw.
  4. The disk carrier throws the disk.

Throwing the Disk

  1. Only the disk carrier may throw the disk.
  2. If the disk carrier has any impulses, the disk gains those impulses.
  3. Choose a direction, the figure throws the disk and it will move in that direction.
  4. The disk moves using the same rules as dashing figures, except for pushing (the disk is not a figure so it can't push). Since the disk is not a figure it can enter a space occupied by a figure. Keep in mind that the disk bounces using the same rules as figures.
  5. When the disk enters a space occupied by a figure, that figure must intercept it. By intercepting, that figure may change the disk's direction.
  6. The disk will keep moving until all impulses are spent or it enters/passes through the Scoring Gate space.

Example: After rolling the dice, the player decides to shoot. They total the dice, and figure out that the disk will fly for 13 Impulses. The disk carrier throws the disk. At the 3rd spent impulse, a teammate intercepts and redirects the disk. The same happens at the 7th. As soon as the disk passes through the Scoring Gate space, the goal is scored and the player gains 3 points.

Intercepting the Disk

  1. When the disk enters a space occupied by a figure, that figure is intercepting.
  2. The intercepting figure chooses a direction, the disk will continue to move in that direction. A figure can't keep the disk in its space during an intercept if there are any unspent impulses.

Prone Figures

  1. Prone figures can't be moved.
  2. Prone figures can't intercept.
  3. Prone figures have no special abilities (Advanced game).
  4. Instead of dashing with a prone figure, stand it upright. When a figure stands up it does not gain any impulses.
  5. Instead of pushing a prone figure, other figures will bounce in the opposite direction from it. When a figure bounces from a prone figure, it's passing through prone figure's space (same as bouncing through the direction arrow), the figure turns by 180 degrees (3 edges) and continues moving.
  6. When a figure falls prone, it loses all remaining impulses.

Scoring

  1. If your opponent's disk carrier falls prone, gain 1 point.
  2. If the disk (or a figure with the disk) enters or passes through your opponent's Scoring Gate space, you score a goal and gain 3 points.
  3. After you gain any number of points, the current turn ends. The figure or the disk stop moving.
  4. If you have enough points to win (5 in a standard game), the game ends. Congratulations! You have won the game!
  5. The player that received the goal or whose disk carrier has fallen prone becomes the attacker.
  6. Spawn the disk, with the exception that the attacker can place the disk on the Main Disk Spawner or their Team Disk Spawner. Only the first time during the game the attacker must set the disk on the Main Disk Spawner, for the rest of the game, the attacker has choice of where to spawn the disk.

Advanced Rules

  1. Uses Team and Roster cards (figures have special abilities).
  2. Instead of taking the team in the color of the closest Scoring Gate, players choose which teams to play.
  3. The order and placement of figures are important.
  4. Uses advanced rules for pushing.

Figure Placement Order

  1. When placing figures, you choose which figure to place on which starting space.
  2. The defender places their figures first, followed by the attacker placing theirs.

Advanced Rules for Pushing

  1. While pushing, your figure will keep pushing and spending impulses until it moves the pushed figure by at least 1 space. Some figures may push more than once per spent impulse while others must be pushed more times to move them by 1 space. Your figure stops pushing as soon as it moves the pushed figure, it can't continue spending impulses to move it more. During pushing, the only way to move a pushed figure for more than 1 space is if the pushing figure has an ability that allows it to push more than once per spent impulse.
  2. If your figure spends all of its impulses before moving the pushed figure by at least 1 space, your figure falls prone.
  3. "Pushing a figure for 1 space" is a shorthand for "pushing a figure enough times to move it 1 space".

Special Abilities

  1. Special abilities change the rules of the game for figures that have them.
  2. Usually, a team has 3 types of figures with special abilities: Runner, Thrower, and Blocker. Some teams may have a different combination of figure types and/or use 2 additional types, Enforcers and Prowlers. a. Runners move with fewer restrictions on the board. b. Throwers can manipulate the throwing and/or intercepting of the disk in some way. c. Blockers can impede other figures' movements. d. Enforcers are usually loners that can disrupt the opposing team. e. Prowlers have game-changing passive effects.
  3. Special abilities are on the Team and Roster cards. The Team roster is a set of cards containing the Team card and Roster cards that belong to the same team.
  4. Abilities that are used outside figure's dash or throw, or have usage conditions that are persistent across multiple figure dashes (or throws) are Turn Abilities. You use the Turn Ability Activation token to mark their usage.

Optional Rules

Boosters

Note: Before adding boosters to the game, you should first play the advanced game a few times. Boosters will complicate the game by giving you much more options.

  1. Boosters are special tokens that you can collect on the board and use them when their usage condition occurs. Some boosters must be used when their usage condition occurs, others give you the option when to use them.
  2. At the start of the game, shuffle 9 boosters face down and place them near the board within easy reach of the players.
  3. During disk spawn, before players place their figures, players place boosters on the board. Boosters are placed in the following way: a. The defender rolls 3 dice. b. Starting with the defender, draw 1 random booster, choose 1 die and place booster on the board. After the defender places their booster, the attacker does the same. This means that the attacker will have to choose 1 die from the 2 remaining. c. Player places the booster on any Booster Spawner that matches the number on their selected die that does not contain a booster. d. Boosters are placed face up.
  4. If a player is unable to place the booster on any space with the chosen number, the booster is returned to the game box and will not be used during this game.
  5. If a player should draw a booster and there are none left, the game is over. The player with the most points wins, if players have the same number of points, this is a rare occasion in which game ends in a draw.
  6. You must pick up the booster if at the end of any figure's dash (after the figure spends all of its impulses) any of your figures are in the same space as the booster. Picked up boosters are usable by any of your figures. You may push a figure onto a booster.
  7. You may use a booster when its usage condition occurs. Every booster has its usage condition and effect. You may use multiple boosters that meet their usage conditions at the same time. If multiple boosters meet their usage condition at the same time, the player whose turn it is chooses the order in which booster effects happen. If there are multiple targets for a booster effect, the player who is using that booster chooses who to target.
  8. After using a booster, resolve all of its effects, and, unless otherwise noted, return it to the game box. While resolving booster effects, different effects are separated by periods. Other abilities (or rules) may meet their usage condition during effect resolution, resolve them after the effect that initiated them.
  9. Using a booster doesn't use any impulses unless otherwise specified in the booster description.

Game Length

Note: Recommended for basic game only.

  1. For a short game, play up to 3 points.
  2. For a standard game, play up to 5 points.
  3. For a long game, play up to 7 points.

Draft

  1. Take Roster cards from 2 different teams per player. If you are short on teams, you may use Impostor teams.
  2. Shuffle all the chosen Roster cards.
  3. Each player draws 5 cards.
  4. Each player secretly picks 1 card and, after everyone has done the same, gives the rest of their cards to the next player in clockwise order.
  5. After players pick 1 card more than the number of players, with a maximum of 5 cards, drafting stops.
  6. Select 3 of your drafted cards, this is the team you'll be playing.
  7. Select an arena and an opponent. You can select them randomly or through agreement.
  8. Enjoy playing your custom built team.

Booster Abilities

Each booster's name is taken from the icon printed on its token; the effect text is as printed on the Booster Abilities sheet.

  • +Disk: During disk spawn, you may use this booster to add an additional disk to your Team Disk Spawner. If the arena has no Team Disk Spawner, place the additional disk in an unoccupied space adjacent to one of your figures.
  • Sabotage: During disk spawn, you may use this booster to choose an opponent's figure, that figure falls prone.
  • Attract: During an opponent's throw, when the disk enters a space adjacent to you, you must use this booster to move the disk to your space and intercept it, if able.
  • Mine: After you pick up this booster, use it. You fall prone.
  • Curve: During your throw or intercept, you may use this booster to change the disk's direction by 1 edge.
  • Push: While adjacent to a figure, you may use this booster to push that figure 1 space away from you.
  • Reroll: After rolling dice, you may use this booster to reroll all of the dice in your Probability Pool.
  • Sidestep: During a dash, before exiting or after entering a space, you may use this booster to move to an adjacent unoccupied space.
  • Steal: While adjacent to the disk carrier, you may use this booster to move the disk to your space.

Frequently Missed Rules

  • During setup, the defender places their figures first.
  • When using boosters, the defender is the first to place a booster.
  • When using boosters, shuffle 9 boosters at the start of the game.
  • Starting from the second disk spawn in the game, the attacker may place the disk on a Team Disk Spawner.
  • While using the Positioning Team Action, you must use all of the dice from your Probability Pool or dash with every figure once, whichever happens first.
  • While dashing, a figure must spend all of its impulses.
  • While dashing, a figure moves in a straight line, unless it's bouncing.
  • If a figure moves more than one space during a single bounce (take a look at the Scoring Gate), it only spends 1 impulse.
  • When a figure is pushed (for 1 space), it must move as if it has 1 impulse to spend.
  • When you push a figure onto another figure, check their teams. If they are on the same team, the figure initiating the push falls prone (usually the currently dashing figure). If they are from different teams, the pushed figure falls prone.
  • Your figures will pick up boosters after any figure finishes dashing, even opponent's figures.
  • While using a Shooting Team Action, you total all the dice in your Probability Pool in order to see how many impulses the disk gains.
  • While throwing the disk, if the disk carrier has any impulses, the disk gains those impulses.
  • The disk must move until it spends all of its impulses or points are scored.
  • Scoring a goal gives you 3 points.
  • Downing the opponents disk carrier gives you 1 point.
  • As soon as one player reaches the required number of points (5 in the standard game), they win the game.
  • If you're using boosters, as soon as a player can't draw a booster, the game ends. The player with the most points wins.
  • Scoring