Euphoria (2013)
Euphoria (2013) Rulebook
Table of Contents
Table of Contents
- Game Area
- Characters
- Game Measurements
- Objectives
- Character Attributes
- Character Descriptions
- Choosing Your Team
- Object Descriptions
- Team Leader
- Game System
- Starting the Show
- Special Abilities Phase
- Positioning Phase
- Attack Phase
- Firing Phase
- Missions
- End of the Show
- Victory Points
- Quick Reference Charts
Game Area
A Euphoria game is played on a 48x36 inch table (120x90cm approximately). This is the standard recommended size for a 800 audience point game, being possible to play on a larger game table. The game table should be provided of enough scenery elements so that all necessary cover positions are placed for a good and even game. It's highly recommended to use buildings, barricades and other elements in a way that there is no more than 10" distance between two given scenery elements.
Game Board: How to Place the Scenery and How Much to Use
As many scenery elements as necessary to fill up all the table area will be placed, bearing in mind that each scenery element must have another one no further than 10" from each other, considering the borders of the table as scenery elements.
Characters
The amount of characters to be used in the game is determined by their audience cost. An hour or so game can be played with 800 audience points each team, which would mean from 4 to 5 characters per team depending on equipment and customization choices. It is important to explain that these audience points are just to be used as a guide, being possible to play with a higher audience without necessarily modifying the game table size.
Miniatures
We will use 28-35mm scale miniatures, mounted on provided bases. Other bases can be used, but always must have the same size and a similar height as the provided bases.
Dice
10 sided dice will be used to determine the result of our actions whenever necessary. Rolling a 0 will always be considered as a 10.
Game Measurements
All measurements in the game will be made in inches and any distance at any time in the game can be made, doesn't matter if you're playing your own turn or if it's your opponent's turn. It is not required to move a full inch if this could leave oneself in a undesired position, nevertheless the minimum unit of measure is one inch, so if we move 3.5 inches it will mean we have used 4 action points or if the scenery element we cross is 2.5 inches it will take us 6 action points to cross it.
Objectives
Many of Euphoria's missions are ruled by objectives, so using some kind of small scenery elements, such as oil drums, as objective markers would be very interesting.
Also a pen and paper in order to write down character's remaining life points will come in handy.
Character Attributes
Each character has the following attributes: Action Points, Aim, Life Points, Euphoria, Shots, Attacks and Luck.
1. Action Points (AP)
Action points measure a character's ability to make different actions in one turn. A higher number indicates a higher capacity of taking actions within the allowed margins. If a character should want to make any kind of action (attacking, shooting) it will need to have enough action points to do so.
2. Aim
Aim is the ability that a miniature has to hit the desired target when shooting. The higher its aim the easier it will be to hit the enemy. In order to know if the miniature manages to hit it's enemy we have to take a look at this table.
Aim table
| Aim | Impact roll |
|---|---|
| <1 | IMPOSSIBLE |
| 1 | 1 |
| 2 | 1-2 |
| 3 | 1-3 |
| 4 | 1-4 |
| 5 | 1-5 |
| 6 | 1-6 |
| 7 | 1-7 |
| 8 | 1-8 |
| 9 | 1-9 |
| 10 | ALWAYS |
3. Life Points (LP)
Life points represent the amount of damage a character can take before dying while their physical abilities are reduced. The amount of life points change from one character to another, as a Russian project turned into a killing machine will have much more resistance than an angry schoolgirl.
4. Euphoria (Euph)
The Euphoria points represent the ecstasy of the character in midst the battle. The adrenaline running through their veins sometimes may keep them from noticing being exposed to a real danger. Having a high Euphoria attribute can be as beneficial as harmful, as you might lose a objective point of view of the situation surrounding you. This is taken into account to see in which order the characters are activated.
Each time a character eliminates another it's Euphoria Points increase by 1 and if it eliminates one of it's clones, it will lose 1 Euphoria Point (it's quite hard to see how you kill yourself and really makes you think upon some things...). Also, it's represents how much you can customize the character. The higher Euphoria Points, more changes can be made on its attributes profile, adding up to 2 points per attribute and using the indicated Euphoria points expense. Each Euphoria point turned into an upgrade means and additional 50 cost points for the character, and a 1 point decrease in its own Euphoria.
In each phase and every time that two characters have the same Euphoria, a D10 must be rolled, and who obtains the highest roll will activate first. If several characters of the same player have identical Euphoria points and the other player has no characters with the same Euphoria, then the player controlling the characters will decide the activation order.
5. Shots (Sh)
Depending on the weapon, each character can make a certain number of shots each turn. All shots are made in the same action. If a character can make several shots, it may choose to shoot different enemies with -1 to aim for each different character to the first one being shot.
6. Attacks (Att)
However, it's not always possible to shoot, there are times when an accurate blow is a lot more effective than wasting a clip on a few radioactive cans... This ability indicates how many attacks a character will make should physical combat take place.
The character who pounces upon an enemy has an additional attack in the first combat round which doesn't need to use action points.
If the character suffering the attack is on a high position it will receive an additional attack in the first combat round which doesn't need to use action points.
7. Luck
You are being shot at and you have been injured! Or at least that's what you think... not all is lost yet, you may have a stroke of luck and that bullet that reached you may not have hit you, could just have run through your clothes, hit your whiskey flask or even hit your weapon. The possibility of avoiding an injury to turn into damage points is called Luck.
If your character had 100 Life Points or less at the beginning of the game, it will have luck on rolling a 7-8-9-0. And if it had over 100 Life Points, it will have luck on rolling an 8-9-0. If your character has luck, it will receive no damage at all for that injury.
Character Descriptions
All characters have a special ability that they may use once per game, unless otherwise mentioned. The character profiles below (Action Points, Aim, Life Points, Euphoria, Shots, Attacks, Audience) are those given in the Quick Reference Charts at the end of this rulebook.
Nikolai
- Action Points 9, Aim 5, Life Points 150, Euphoria 3, Shots 5 (effective range 10"), Attacks 3, Audience 200.
Special Ability: Missile Launcher Firing. Nikolai is pure uncontrolled fury. He always has his missile launcher ready in his left hand to use at the right moment. The missile launcher impact has the ability to destroy a single scenery element that does not contain a mission objective (or is no larger than 10" on any of its sides) and remove it the table. If launched against a building with characters inside it, these will suffer no damage at all and will stay in the same position they were, hitting the deck. It will be considered as if they knew he was going to launch and managed to jump from the building just before the impact.
Kabuki Cyborg
- Action Points 9, Aim 6, Life Points 150, Euphoria 4, Shots 3 (effective range 10"), Attacks 3, Audience 300.
Special Ability. Since he left hospital he has been relentlessly training a stealth technique that would allow him to approach his rivals undetected. Once per game, Kabuki can make an extra movement without using action points. This movement is made immediately during the special ability phase and as for shooting effects does not count as a movement.
Madeleine
- Action Points 12, Aim 6, Life Points 100, Euphoria 5, Shots 3 (effective range 10"), Attacks 1, Audience 150.
Special Ability. Her beauty is so captivating that she can fascinate anyone she desires. Once per show, she can choose any character at 10" or less inside her line of vision, and this character will be incapable of making any action during this turn, although it will be able to make luck rolls as usual, but will not be able to roll dice to counter opponents attacks.
Sgt. O'Donell
- Action Points 5, Aim 5, Life Points 120, Euphoria 4, Shots 5 (effective range 20"), Attacks 1, Audience 150.
Special Ability. She has always had her father as an example and knows how things are done. Once per show she can choose a miniature at 10" or less and motivate and encourage it. This means that this miniature may repeat an action (movement, attack or shooting) this turn even if this miniature moves out of Sgt. O'Donell's 10" range. Which action is going to be repeated must be declared at the moment of using this special ability.
Special Rule. Sgt O'Donell can always fire all five shots, regardless of how many action points she uses.
Marshall Richelle
- Action Points 12, Aim 6, Life Points 100, Euphoria 6, Shots 2 (effective range 10"), Attacks 2, Audience 175.
Special Ability. As of the second turn, and once per show, she can call Benkei, who will enter the gaming table by any of its borders and may perform a movement and even attack. If Marshall Richelle should die, the pit-bull will also be removed from the game. If Benkei is eliminated, it will give an extra Euphoria point to the character who eliminated it.
Sooyoung
- Action Points 12, Aim 6, Life Points 100, Euphoria 9, Shots 1-1 (effective range 10"), Attacks 1, Audience 100.
Special Ability. Her statuesque body has always allowed her to get others to do whatever she desires. Once per show, Sooyoung can make a character within 10" or less of her line of vision to shoot or attack (if it's in combat) one of it's team mates in that very instant without having to lose any action points. How many shots, with which weapons it will fire, or any other shooting modifications such as aiming, is decided by the player who controls Sooyoung. The attacked player may defend as usual, although not obligatory.
Blanca Deluxe
- Action Points 12, Aim 7, Life Points 100, Euphoria 7, Shots 1-2 (effective range 10"), Attacks 1, Audience 125.
Special Ability. A spy at her level knows how to hide out even under the worst situations. Once per game she can use her special ability to hide and, for purposes of shooting, the aim of the character that expects to shoot her will decrease in 2 points.
Centinel V12
- Action Points 12, Aim 6, Life Points 100, Euphoria 0, Shots 3 (effective range 30"), Attacks 3, Audience 150.
Special Rule. Controlled by the organization, its "massacre" mode can be activated at any moment. In each special ability phase a dice will be rolled, if the die roll should be 1 in it's shooting phase the robot will shoot the nearest character acting as valid objective, friend or foe, and will carry on doing so until the end of the game or until it is destroyed. Movement of Centinel V12 will still be controlled by the player, who must always reserve 3 action points to make the shooting actions unless the player manages to take into combat with another character.
Special Ability. Centinel V12 has a shield that may be activated one per show, thanks to which half of the total damage points it would receive if injured are ignored. As it uses hydraulic systems it has no transport penalization. Neither can it use first aid kits, defibrillators or adrenaline injections on itself.
J. Scauter
- Action Points 12, Aim 6, Life Points 120, Euphoria 0, Shots 2 (effective range 20"), Attacks 2, Audience 150.
Special Ability. He has it all. Once per show, J. Scauter can give one single object from the objects list to a friendly character placed at a maximum of 6" from him during the special ability phase. It is considered that he always has that object on him. J. Scauter can additionally equip any other object from the list paying its corresponding audience points cost. Through this ability he cannot make appear any object for self use.
Arendal
- Action Points 12, Aim 6, Life Points 120, Euphoria 0, Shots 2 (effective range 20"), Attacks 2, Audience 200.
Special Ability. He carries 3 hand-grenades in his belt that he can quickly throw if things start to go wrong for him. Once per show, Arendal can throw 3 grenades at the same or different points during the special ability phase. Damage and movements due to the grenades will be determined in this same phase.
Doc Chastas
- Action Points 9, Aim - (not listed), Life Points 100, Euphoria 8, Shots Flame-thrower, Attacks 1, Audience 175.
Special Rule. The flame-thrower is a devastating weapon which explosion causes damage on all the area it touches. That area is determined by the flame-thrower template which has a 6" length. Place the template next to Doc Chastas' base and choose a direction; all characters touched by the template will suffer an injury that can not be avoided with luck.
Special Ability. Doc Chastas is the king of irony and deception, his tricks are well known in the investigation field. Once per show, Doc Chastas can make his movement in last place without affecting the order in which shooting or attacking will be made. In the case that both teams should have Doc Chastas among their ranks, they must roll a die. Who obtains a higher roll must move first.
Mycky
- Action Points 9, Aim - (not listed), Life Points 200, Euphoria 1, Shots - (not listed), Attacks 3, Audience 200.
Special Rule. Unstoppable. If Mycky confronts two characters at the same time, his Attack attribute will double, but if there is any friendly character in combat all 0 rolls will hit the friendly character. If there should be more than one friendly character in the fight the injuries will be shared out assigning the same amount of injuries to each character. If this shouldn't be possible, the player controlling Mycky chooses which character receives more damage.
Special Ability. Mycky has always been a master bargainer managing to get a great profit for himself. Once per show, Mycky can avoid getting shot by one specific character. During the special ability phase, choose a rival character; this character will not be able to shoot Mycky during this turn.
Note: the Quick Reference Charts print this character as "MICKY"; the character page heading is "Mycky".
Sir Kobayhisi
- Action Points 10, Aim - (not listed), Life Points 100, Euphoria 1, Shots - (not listed), Attacks 1, Audience 100.
Special Rule. Sir Kobayishi has severe mental disorders due to his diverse problems, thus his character is unpredictable and can constantly be changing. Each turn he must roll a die during the special ability phase. On rolling a 1 (1-2 if he has let his cat loose) Sir Kobayishi will lose control of himself and will become a ruthless assassin. His Action Points and Attack attributes will increase by 2.
Special Ability. There is always a cat with a knife stabbed in the head next to him. Kobayishi can leave this cat loose once per show to move 10" in any direction chosen. All characters that have the cat at a distance of 10" or less must necessarily shoot it with all the action points they have left (they must not use object such as grenades). The cat will not be harmed and when the turn ends, the cat will disappear from the game.
Susan
- Action Points 12, Aim - (not listed), Life Points 100, Euphoria 10, Shots - (not listed), Attacks 1, Audience 75.
Special Rule. You must associate Susan to another character, if this character manages to eliminate an enemy character, the victory points for killing that character will double. If you have Susan on your team, each time a character eliminates another it will earn 2 Euphoria points instead of just 1. But if Susan falls, all characters of the team lose 1 Euphoria point each.
Special Ability. No special abilities.
Benkei
Benkei is the pit-bull that can be bought as an object or summoned by Marshall Richelle. Benkei profile: Action Points 10, Aim 0, Life Points 50, Euphoria Owner, Shots 0, Attacks 1, Audience 50. Benkei has the Euphoria of its owner while the owner is alive; if its owner dies, its Euphoria drops to 0 (see Choosing Your Team).
Choosing Your Team
To play a Euphoria game both players must choose characters, as well as attribute modifications and additional equipment until they reach the maximum audience points agreed between them.
Each player is free to pick any character without repeating although both players may pick the same character. Thus we may find ourselves in the case that both teams have the same character among their ranks... but, how is this possible? It has very simple explanation. Technology is highly developed and Euphoria is a show. The organization has decided to create clones of every contestant as the television morbidity of seeing one kill itself is priceless, and surely when a character faces it's own clone audience rises sky high.
Once the characters are chosen these can be improved by increasing some of their attributes. This will entail a decrease in their Euphoria as they will be considered to have more training and have an increase in their audience.
You can increase these attributes: aim, shots, attacks (up to a maximum of 2 points), increasing the audience cost in 50 points and decreasing its Euphoria points in 1 for each increase point.
1 attribute point = -1 Euphoria plus +50 audience.
You can also increase a character's audience equipping them with a series of objects that will make the show way more spectacular. Each character can choose from any object off the following list, with the only condition that a character can not choose the same object twice and that during the game it can not carry 2 units of the same object.
| Object | Audience |
|---|---|
| First Aid Kit | 25 |
| Defibrillator | 25 |
| Adrenaline | 25 |
| Grenade | 25 |
| Stun Grenade | 25 |
| Explosive Charges | 50 |
| Benkei | 50 |
All characters can equip a Benkei paying it's audience cost. Benkei will be deployed next to the character who owns it, base to base, at the same time that the character is deployed. Because of her special ability, Marshall Richelle can have 2 Benkei, but one of them must be deployed next to her, base to base as the rest of characters. As long as the owner of Benkei is still alive he will have the same Euphoria as his owner, but if his owner dies, his Euphoria will drop to 0.
Object Descriptions
Euphoria characters can equip themselves with a variety of objects that they may use during the game. Each character has their objects hidden so their rivals cannot see them. These are revealed upon using them or when the character dies, in which case markers should be placed next to the body. The objects are divided into the following categories.
Aid Objects
Characters may acquire different objects that may help them recover lost life points, or even reanimate other fallen characters. These objects must be used during the movement phase.
- First Aid Kit. If a character is injured a first aid kit may be used to recover lost life points. At the beginning of the movement phase this kit may be used to automatically recover 25 life points using one action point. Only one use.
- Defibrillator. A character has fallen in combat, however, not all is lost yet. If another character manages to reach the fallen character and a defibrillator is used, the fallen character will rise again with 25 life points and will use 1 action point. Only one use.
- Adrenaline. If a character should be in trouble, trying to enhance their physical abilities for a short period of time might be of great help using an adrenaline injection. This gives the character extra 5 action points this turn. The usage of the adrenaline injection must be declared at the beginning of the movement phase and will cost 1 action point. Only one use.
Attack Objects
The organization provides the contestants with a wide variety of powerful weapons that can be decisive during the show. These objects must be used during the shooting phase and if are to be used must always do so before normal shooting.
- Grenade. Each character may be equipped with a grenade, that can be used at the beginning of the shooting phase using 2 action points and at a maximum distance of 10". Within that range, not touching the thrower and needing a clear line of vision to the centre of the template a 5" diameter template is placed. All characters inside the template suffer an injury that can not be ignored with luck. Characters injured by the grenade must place themselves next to any point of the template base to base (simulating movement trying to avoid the grenade) at a minimum distance of 1" from their original position. As the characters see the grenade falling they can flee before the grenade explodes, suffering only half the damage inflicted by the grenade (rounding up). If on the contrary they choose not to move from their position, the damage made by the grenade will be the result of 1 injury roll (1D100). Only one use.
- Stun Grenade. Each character may be equipped with a grenade that can be used at the beginning of the shooting phase using 2 action points and at a maximum distance of 10". A stun grenade releases a powerful flash of light that reduces the abilities of those near the explosion. It impacts in the same way as a standard grenade and its effect consists in that if the template touches any character, friend or foe, it will be blinded by it and its action points will be halved for the rest of the turn. Only one use.
- Explosive Charges. A character can buy an explosive charge that can be placed on a building or scenery element with no characters inside and blow it up at the beginning of the shooting phase using 2 action points. The player has to indicate which character is carrying the explosive charge and on which building he has placed it before the initial deployment of the characters. Place the 5" diameter template in contact with any point of the building, and consider the impact on any character under the template as if it was grenade damage. Only one use.
- Benkei. Each character can equip a Benkei as if it was their loyal pet. Benkei will deploy base to base with its owner, although on later turns it may move away from it. As long as its owner is alive he will use its Euphoria attribute.
Team Leader
Before starting a game, each player must choose their team leader. Although the purpose of the show is the death of all contenders, it is quite more interesting if you join a team of characters to make it easier to eliminate other rival characters... once those are gone you will find a gap to end with whom were once your friends.
The team leader is the reference for all, as well as being in whom everyone trusts, and if he or she dies, all characters of that team will lose a Euphoria point and automatically another character will be appointed team leader.
Game System
The game has a maximum length of 10 turns and the game will end when the last turn has finished, all opponent's miniatures have been eliminated or when all mission requirements have been fulfilled.
The game system is based on miniature activation each turn depending on their "Euphoria" attribute on each of the turn phases, independently of the team they're on.
At any given time players can take any measurements they feel convenient. If a rounding should be required on any part of the game, it will always be a round up.
Starting the Show
Choosing a Side and Deploying
In first place, each team will roll 1d10 and whoever rolls the highest number will choose on which side of the table the game they will begin or let the rival player choose. Whoever chooses the side of the table will place their miniatures first.
Where to Place the Miniatures
The player who chose on which side of the table to start will place the exit platform (the exit platform is a 4x4 inch area that a player places at a maximum of 6" from their edge of the table). Next the player places all his or her miniatures up to a maximum distance of 6" from this platform.
The platform must be placed on level ground and cannot be placed next to a scenery element.
Once all characters are placed, the other player will place their exit platform and place miniatures in the same way.
Development of a Turn
Each player's turn is divided into several phases that represent the different actions that each character can take. The order in which the characters are activated will depend on their Euphoria attribute, starting with the character with the highest Euphoria and ending with who has the least. In the case that both players have characters with the same Euphoria a dice will be rolled for each of those characters and will be activated depending on the result of the roll, starting with the character who rolled the highest number.
The phases of a turn are the Special Ability Phase, Positioning Phase, Attack Phase and Firing Phase (in that order, as listed in the rulebook's contents).
Special Abilities Phase
At the beginning of each phase and in Euphoria order, each character has to decide whether it is going to use their special ability or if, on the contrary, they will wait for a better moment. The effect of the special ability can be reflected on other characters during other phases of the game. If a character that is tangled in combat with an enemy uses its special ability it will prevent it from striking this turn, this means, it will not roll attack dice although it has remaining action points.
Positioning Phase
A character can freely move around the table but has to follow a set of established rules that condition that movement depending on the difficulties it has to overcome. On an open terrain with no obstacles a character can move 1 inch using 1 action point.
1 inch = 1 action point.
Next we have the different modifiers we can encounter when moving and taking other actions during this phase.
| Name | Description | Act. Pts. |
|---|---|---|
| Movement | 1 inch movement | 1 |
| Carrying | 1 inch movement carrying a heavy element (drum, other character, sack...) | 2 |
| Crossing | 1 inch movement over difficult terrain | 2 |
| Hitting the deck | Character throws oneself to the ground so it's harder to receive an injury | 1 |
| Take or leave | The character takes or leaves an object or person | 1 |
| Use | The character uses an object it's carrying | 1 |
| Ransack | Gathers objects from a fallen character | 2 |
| Jump to the floor | Character jumps from a high position to a lower one |
- Movement. Move if there is no obstacle, or if a ladder is used to go up or down, 1 inch in any direction. Notice that characters can not be crossed.
- Carrying. A character is considered to be carrying when loading additional weight different from that from the objects acquired by spending audience points. These things are normally mission objectives or fallen characters. When injured while carrying an object, the character immediately drops the object to the ground. Each 1 inch movement carrying something will cost 2 action points. If the movement is across difficult terrain, each "Cross Carrying" will still cost 2 action points instead of the 4 that it should. However, if a character is moving crossing a building's ruins, a window or an obstacle, the crossing modifier will not add to the carrying one, thus, crossing while carrying will have a cost of 2 action points for each inch moved.
- Crossing. Moving across a terrain with obstacles, crossing a barricade, jumping from a window, climbing, or lowering from a wall. To move 1 inch crossing means that 2 action points will be necessary. If the object we have to cross is 2 inches high or more it will be considered that the character is crossing the height of the obstacle, the miniature is placed on top of the object and as many action points as double the height in inches will be spent. But if it is less than two inches, it will be considered that the character is crossing the width of the object, as if it were ruins.
- Hitting the deck. A character throws itself to the ground to make it more difficult to get shot at. But this also means that it's more difficult to shoot back; a character hits the deck to avoid getting shot at, not to improve its aim. This action costs 1 action point on hitting the deck and 1 action point on getting up, (e.g. to carry on moving). A character may still open fire, but will have a -1 modifier to its aim as long as it stays on the ground. If it wishes to get up during further turns, this will cost 1 action point.
- Take or leave. Taking or leaving an object to carry it. 1 action point is needed to take or leave an object.
- Use. The character uses an object that it is carrying (adrenaline, first aid kits, defibrillator, etc.). 1 action point is needed to use an object.
| Height | Damage | Action points |
|---|---|---|
| Less than 1" | No sort of damage | 1 |
| Between 1" and 3" | No sort of damage | 2 |
| Between 3" and 6" | 1D100/2 damage | 2 |
| More than 6" | 1d100 damage | 2 |
Attack Phase
If during the positioning phase a character's base comes into contact with another enemy character, it will be considered that they are going to fight during the attack phase. The character receiving the attacker can not flee and can only prepare itself for the fight. If a character should want to take part in a combat in which 2 or more characters are involved its movement must reach the base of an enemy character.
If the character reached was hitting the deck, it must get up at once to face the attack, so at the end of the attack it will no longer be in hitting the deck position. Attacks are simultaneous and as many dice are rolled as attack points a character has, with all corresponding modifiers for attacking or defending a high position, for example.
| Name | Description | Action points |
|---|---|---|
| Attack | Makes 1 hand to hand attack. | 1 |
As many attacks as indicated on the character's attack profile can be made. If the character makes attacks it will be considered that it has moved for effects of calculating aim for being shot at.
How Combats Are Resolved
Combats are resolved rolling dice: each player rolls as many dice as attacks the character has, plus an additional die for each attacking character that has reached another in its movement phase. If a player has several characters that can attack, all dice must be rolled at the same time. Once rolled the results will be compared as explained:
The dice that roll the same number cancel each other. Once removed, the highest of each team is compared. The highest will have inflicted a wound on the rival team and both dice will be removed. All dice will be compared in this manner until a team runs out of dice, in which case if the rival team still has dice to be compared, these automatically become injuries.
Injuries suffered in combat are allowed a luck roll.
Example 1. Nikolai 3 attacks vs Sooyoung 1 attack. Nikolai rolls 3, 4, 5 and Sooyoung rolls an 8. Sooyoung's highest roll (8) is higher than Nikolai's (5), causing him 1 injury that can be tried to be ignored as normal. The life points loss is calculated as a 1d100 roll, this being 2d10, one marking the tens and the other the units. But Nikolai has rolled 2 dice more than Sooyoung, which means that he inflicts her 2 wounds and the resulting life loss if she doesn't manage to avoid the injuries with her luck.
Example 2. Nikolai 3 attacks vs Sooyoung 1 attack, Kabuki 3 attacks. Nikolai rolls 4, 7, 8, and Sooyoung rolls an 8 and Kabuki rolls 2, 9 and 4. Sooyoung has rolled an 8 which matches Nikolai's 8, cancelling each other and Kabuki has rolled a 4 which also equals Nikolai's 4 and also cancelled each other, but Kabuki's 9 and 7 are higher than Nikolai's. Also between Sooyoung and Kabuki they have 4 attacks and Nikolai 3, so this means that Nikolai will get 1 more injury, making a total of 2 injuries and the resulting life points loss.
If the situation arises that the winner of the rolls has several targets whom to assign rolls to, the winner may choose freely who to attack and can assign the injuries to different enemy characters. If a character kills another, the player may decide which character of who were involved in the combat caused the death and therefore will receive an extra 1 Euphoria point.
No miniature can leave combat as long as there are other miniatures involved in it, this meaning that if a combat starts 2 vs 1 but during the fight another miniature gets involved to even it out making it a 2 vs 2, even though the first character that was alone dies, the fight will carry on until one side has no miniatures left.
Damage
Attacks or shots suffered by a miniature are transformed into injuries that may be ignored depending on the miniature's luck.
Once a character has injured another (or at least believes so) it's time to check the injured character's luck, rolling 1d100 for each suffered injury. If your character started the game with 100 life points or less, its luck roll is of 8, 9, 0, but if it started with more than 100 points it will be of 9, 0. If your character is lucky it will not suffer any damage because of that injury.
Note: the Luck attribute section under Character Attributes gives 7-8-9-0 (100 LP or less at the start of the game) and 8-9-0 (over 100 LP). The Damage section under Attack Phase gives 8-9-0 and 9-0 for the same thresholds. The two printed passages conflict; both are transcribed as printed and the engine should follow the one the publisher confirms.
Injuries
For each injury not ignored a 1d100 must be rolled in order to determine how many life points that miniature has lost. This can be made by rolling 2d10 always indicating which dice marks tens and which units, a "00" always being a hundred life points.
As a character loses life points, its action points also decrease, as reflected on the following table. If a character, because of injuries this turn, has less than 50 life points left, its action points during the following phases will be halved, and if it should have less than 25 life points left its action points will be decreased to 2. If on the contrary it recovers life points thanks to an object, these life points also will be taken into account when calculating the remaining action points for the following phases of the turn (having to subtract the points spent earlier phases). Remember that all roundings are round ups, so if it had 5 action points, it will now have 3 (5/2=2.5 → 3).
| Remaining life points | Action points |
|---|---|
| 50 or more | All available |
| Between 25 and 49 | Half of total available action points (rounding up) |
| Less than 25 | 1 point available |
Once injuries to each character involved in the combat are calculated, the team that has inflicted the most damage to the rival team (adding the life points subtracted from the opponent) may roll a die and move the combat in any desired direction as many inches as indicated on the die roll. This represents that the losing team is being pushed where the team inflicting most damage wants them to go. Through this manoeuvre you can make an enemy fall from a height and suffer the damage for it. If the rival should die from the fall, the character that pushed can decide to stay on the high position without having to also jump.
If a character falls during combat, it can not be reanimated or healed unless the combat in which it was involved has finished. When one character eliminates another its Euphoria attribute increases by 1. However, if the character eliminated is a copy of itself, it will lose 2 Euphoria points.
Firing Phase
A character can only shoot enemy characters, and to be able to do so it must see them, partially or totally. A character is considered to be able to see another if a straight line can be traced from the character's head to any part of the other's body, considering that it has a 360º viewing angle.
To find out in which order the characters will start firing we must compare the Euphoria attribute of each character that has the possibility to do so. The character with the highest Euphoria will begin to shoot. If a tie should happen a dice should be rolled to determine who starts. The situation may arise that two miniatures belonging to the same player fire consecutively.
If a character is equipped with a grenade and wishes to use it, this is the first thing to do, before firing anything else. You have to bear in mind that to be able to use the grenade you have to at least have 2 action points, and if willing to fire a weapon afterwards it will be considered as if the character has fired several different weapons. Before rolling the dice we have to communicate to our opponent how many shots are targeting each objective; we can not start firing dice after dice to see the result of each shot.
| Name | Description | Action points |
|---|---|---|
| Shot | Makes 1 shot attack | 1 |
Shot. A ranged attack with a fire weapon. Each shot costs 1 action point and as many as indicated on the character's profile can be fired, provided enough action points are available.
Each character has a certain number of shots it can fire depending on the weapon it's equipped with. When firing a weapon we must bear in mind aim, modifiers depending on the distance between both miniatures, covers and movements made. To find out if a shot has hit an enemy character we must refer to this table:
Aim modifiers
| Name | Modifier | Description |
|---|---|---|
| Point-blank | +1 | Less than half of effective range |
| Afar | -2 | More than double of effective range |
| Several weapons | -1 | Fires with 2 weapons at the same time** |
| Under cover | -1/-2 | See covers* |
| Hitting the deck* | -1 | At the end of movement throws oneself to the ground |
| Moving | -1 | If the character going to shoot has spent action points for movement. |
| Divide fire | -1 | Shooting upon several characters. |
| Mobile target | -1 |
* In the case that a character finishes its movement hitting the deck and finds itself inside a crater or a similar scenery element on the floor (not barricades), its cover modifier will change to -2 instead of the usual -1.
** If a character has several weapons it will be shown on their profile like this. Blanca Deluxe's profile is shown as an example in the printed book: Action Points 12, Aim 6, Life Points 100, Euphoria 7, Shots 1-2 (10), Attacks 1, Audience 125. This means that she can shoot the gun (1 shot), the Uzi (2 shots) or both (3 shots), with the corresponding penalization for shooting several weapons.
Covers
It's very normal that when a character ends its movement, it takes position behind an object or building so that it can not be seen by rival characters, or to make it more difficult to be shot at. It will be considered that a character is under cover if there is an element or part of a scenery element that doesn't allow the whole hundred per cent of the miniature to be seen; having only a foot covered is enough to be considered under cover.
If a character is placed base to base with the scenery element, character or object giving cover or if the shot is made through a building (independently if it's base to base with the building), this character will have a -2 to its aim.
If it is not making contact base to base with the element offering cover it will have a -1 modifier to its aim.
Effective Range
Some weapons can fire from a far distance, but this also means that precision is almost null. Each weapon has an effective range, this is, the reach that a weapon has in which it can be aimed fairly easily. Effective range is shown in the shots box with a number in brackets.
If a character fires with two different weapons, we have to look up which is the lowest effective ranged one to apply corresponding modifiers for "point-blank" and "afar". Depending on the deviation of the distance regarding the effective range there are modifiers that make it easier or harder to hit an enemy.
Shooting at a Fight
During a game very commonly we will find that there are several fights taking place and characters shooting at each other. A character may decide to fire upon a fight where a team mate is involved. In this case for each injury we must roll 1d10, making clear before this, which results affect which character. For example, if there are 2 characters fighting, 1, 2, 3, 4 and 5 will affect one character and 6, 7, 8, 9, and 0 will affect the other. If a number should be unassigned, to keep the chances even, these numbers should be re-rolled. For example: if 3 characters are tangled in a fight, 1, 2, and 3 would be for one character, 4, 5, and 6 for the next one, and 7, 8, and 9 for the last character, re-rolling any 0. Each character will apply aiming modifiers as usual.
Firing Area Weapons
Certain weapons such as the flame-thrower do not follow the usual firing rules as previously shown. The flame-thrower uses a template to check which characters are inside the fire area and thus are hit. A flame-thrower automatically hits all the area marked out by the template. All the characters touched by the flame-thrower template will suffer an injury unavoidable by luck rolls.
Missions
Several missions can be played when facing a new adventure.
Rescue
The mission goal is to rescue Susan, placed in the middle of the game table, and to take her to the exit platform.
Susan will be placed in the middle of the table, and must be rescued by one of the players, so that she forms part of his or her team. In order to rescue Susan, a miniature of your team must be in contact, base to base, with the objective and use 2 action points to free her. From this moment onwards, both characters will be united together in such a way that Susan will help her saviours attacking the rival team. If her saviour is eliminated from the game, the rescuee will stand still in her place, horrified about all that's going on around her, waiting for someone to take her to a safe place. As long as Susan doesn't form part of any team she cannot be attacked or shot at, as she is intended to form part of your ranks. On the other hand, when being taken by a member of the rival team she can be taken down with no problem whatsoever.
While she is being taken to the exit platform she may not separate her base from her rescuer's, although she might move more inches, provided her movement allows her to do so, to seek cover, always without separating from her rescuer's base. The team that manages to take her to their exit platform (the whole base must be inside the exit platform), or the team that manages to eliminate all rival miniatures wins the game.
Objectives
The goal of this mission is to take fuel to the exit platform in order to pass through to the next stage of the contest.
3 targets will be placed on the game table at a 10" distance from each other, the first one being placed in the middle of the table and the other at its sides. The winning team will be the first one that manages to carry 2 targets to their exit platform or the first team to eliminate all miniatures of the opposite team.
Massacre
No rules here. No control. This is the final stage of the show. The winning team is the first one to eliminate all miniatures of the opposite team.
End of the Show
The game will end when one of the following situations should occur:
- The game reaches the end of the 10th round
- One team eliminates all the miniatures of the other team
- A mission is completed
Victory Points
Once the show has finished we will have to check which team has won. In order to count the victory points we have to bear in mind the following aspects.
Audience Points
These are the points a team has achieved eliminating a rival character. The audience points vary depending on the way they died. The higher the violence involved, more audience points will be achieved, thus if a character died in a hand to hand combat the audience points achieved will be 100 added to the starting audience value, including the objects it might have carried.
However, if the character is eliminated by shooting, grenades or any other ranged attack, the audience points achieved will just be the starting audience value, including the objects it might have carried.
If the show ends on ending a mission, the team that managed to end the mission will earn all the audience points equivalent to eliminating all the rival team, including brutality bonus, if it should be the case, and half the audience of who was making the show. The losing team will earn the audience points of eliminating players from the rival team, including the brutality modifiers.
If the show ends on turn 10, both teams will earn half the audience points won during the show, including brutality bonus.
Quick Reference Charts
Character Profiles
Format: Action Points, Aim, Life Points, Euphoria, Shots (effective range in brackets), Attacks, Audience. A dash means the printed chart gives no value.
| Character | Action Pts. | Aim | Life Pts. | Euph | Shots | Attacks | Audience |
|---|---|---|---|---|---|---|---|
| Nikolai | 9 | 5 | 150 | 3 | 5 (10) | 3 | 200 |
| Kabuki | 9 | 6 | 150 | 4 | 3 (10) | 3 | 300 |
| Madeleine | 12 | 6 | 100 | 5 | 3 (10) | 1 | 150 |
Equippable Objects
| Object | Audience |
|---|---|
| First Aid Kit | 25 |
| Defibrillator (printed "Desfibrilator") | 25 |
| Adrenaline | 25 |
| Grenade | 25 |
| Stun Grenade | 25 |
| Explosive Charges | 50 |
| Benkei | 50 |
Aiming Chart, Aim Modifiers and Positioning
The Aiming Chart, Aim Modifiers and Positioning charts in this section repeat the tables given in Character Attributes, the Positioning Phase and the Firing Phase above.
Remaining Action Points
| Remaining life points | Action points |
|---|---|
| 50 or more | All available |
| Between 25 and 49 | Half of total available action points (rounding up) |
| Less than 25 | 2 points available |
Note: the Attack Phase section above gives "1 point available" for under 25 life points; this chart gives "2 points available". The two passages conflict. Both are transcribed as printed.
Jumping to the Floor
| Height | Damage | Action points |
|---|---|---|
| Less than 1" | No damage | 1 |
| Between 1" and 3" (included) | No damage | 2 |
| Between 3" and 6" | 1d100/2 damage | 2 |
| More than 6" | 1d100 damage | 2 |