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Galaxy Ball

Expansion for Galaxy Defenders

Galaxy Ball Rulebook

Table of Contents

Table of Contents

  • 1 Introduction
  • 2 Game Components
  • 3 Game Overview
  • 4 Info and Setup
  • 5 Pitch Structure
  • 6 Victory and Alien Tech
  • 7 Game Sequence
    • 7.1 Bashers Lineups
    • 7.2 Frame
      • 7.2.1 Ball Teleport
      • 7.2.2 Round
        • 7.2.2.1 Refresh
        • 7.2.2.2 Event
        • 7.2.2.3 Splits
          • 7.2.2.3.1 Deck Formation
          • 7.2.2.3.2 Basher Activations
      • 7.2.3 Rank-Up
  • 8 Teams
    • 8.1 Humans
    • 8.2 Aliens
    • 8.3 Expendables
  • 9 The Bashers
    • 9.1 Movement
      • 9.1.1 Power Zone
      • 9.1.2 Evade
    • 9.2 Combat
    • 9.2.1 Weapons and Special Effects
    • 9.2.2 Energy Shielded Armor
    • 9.3 Action
    • 9.4 Use Powers
      • 9.4.1 Bash
      • 9.4.2 StealBall
    • 9.5 Managing the Ball
      • 9.5.1 Scattering the Ball
  • 10 Game Variants
    • 10.1 Sudden Death Match [Optional Rule, Default=OFF]
    • 10.2 The Running Basher [Optional Rule, Default=OFF]
    • 10.3 No Gain Without Pain [Optional Rule, Default=OFF]
    • 10.4 Flames of Victory [Optional Rule, Default=OFF]

1 Introduction

Galaxy Ball is a sport-like, competitive, 2-players variant for Galaxy Defenders. In this game you will play a sport match, similar to American Football, but with armed players! Two teams of Bashers, one human, one alien, face off to assemble the four fragments of the Alien Tech trophy.

Galaxy Ball is a violent sport in which both playing and fighting skills are equally rewarded. Thus, there are two ways to win: either scoring touchdowns, or crushing the opponents on the field!

2 Game Components

In order to play Galaxy Ball you will need:

  • 12x GB Event cards
  • 12x GB Activation cards
  • 6x Human Basher cards
  • 6x Alien Basher cards
  • 3x Galaxy Ball tokens
  • 1x Scatter Template Area Overlay
  • 7x Expendable Basher cards [optional]
  • 7x Expendable Activation cards [optional]

These components can be purchased through ARES Games [except for the Expendables cards] or can be downloaded for free [except for the Expendables cards] from the URL: http://www.galaxy-defenders.com/galaxy-ball.php

You will also need the following components from the Galaxy Defenders Core Set:

  • G1 & G2 Map Tiles
  • Chromium Marine Figure
  • Thorium Biotech Figure
  • Mercury Infiltrator Figure
  • Iridium Sniper Figure
  • Titanium Hulk Figure
  • GD-209 Drone Figure
  • Xeno-Beta Alien Figure
  • Spine Critter Alien Figure
  • Aracnos Alien Figure
  • Xeno-Alpha Alien Figure
  • Nexus Alien Figure
  • Xeno-Grey Alien Figure
  • Agent Iron Figure [Optional]
  • Agent Silver Figure [Optional]
  • G-Droid Alien Figure [Optional]
  • M-D Agent N Figure [Optional]
  • M-D Agent S Figure [Optional]
  • Xeno-Hunter Alien Figure [Optional]
  • Xeno-Morph Alien Figure [Optional]
  • 5x Attack/Defense BLUE Dice
  • 5x Improved Attack RED Dice
  • Tokens & Markers:
    • 1x Alpha Agent
    • 4x Alien Tech Fragments
    • 3x Flame Tokens [Optional]
    • 5x Paralyzed/Immobilized
    • 20x Shields
    • 40x Wounds

3 Game Overview

In a Galaxy Ball match, humans and aliens teams, made up of 6 Bashers each, compete in 9 game rounds. Led by their coaches, the two teams must assemble 4 fragments of Alien Tech.

Scoring a touchdown gives 3 fragments of Alien Tech, while KOing an opponent Basher is rewarded with a single fragment of Alien Tech.

Modern medical technology prevents serious injuries to the Bashers; in fact, thanks to the Healing Rooms, a KOed Basher can return to the pitch in no time at all. This makes each match exhilarating and competitive to the end!

This is not a complete game, a GALAXY DEFENDERS BOARD GAME is required to play.

4 Info and Setup

The stadium is ready, the crowd roars in expectation… the match is about to start!

Each player [coach] chooses or randomly selects one of the two available teams and takes the relative figures, Bashers, and Activation cards.

The following steps are needed to set up a Galaxy Ball match:

  • Join maps G1 and G2, as shown in the figure below.
  • Place the Alien Tech fragment tokens, the 3 Balls, and the scatter template overlay near the pitch.
  • Create the Event deck, shuffling the 12 available cards.

Please remember: any rule detailed on cards or items has priority over this rulebook and may change or replace what is written here.

To optimize space and improve the game experience, we suggest using the layout in these pages:

5 Pitch Structure

The Galaxy Ball pitch is formed by two map tiles: G1 and G2. G1 is the humans half, while G2 is the aliens half.

Pitch breakdown:

  1. Standard Hexes: are used to regulate movement and combat. Each Hex may only contain one Basher at any given time.
  2. Standard Areas: each Area is a group of 7 Hexes and is used to calculate distances.
  3. Power Hexes: are used as teleport points for the Ball.
  4. Goal Hexes: if a Basher can bring the ball into the opponent's Goal Hexes, his team obtains 3 Alien Tech fragments. On each Refresh phase, goals inflict one Wound [cannot be avoided] to any Basher standing on them.
  5. Healing Room: this is a special Area devoted to the healing of wounded Bashers.
  6. Edge Hexes: a half Hex at the edge of the board that cannot be crossed.
  7. Blocked Hex Side: a thick colored/black line may not be crossed and blocks Line of Sight [see Core Set Rulebook]. Hexes which are separated by a Blocked Hex Side are not considered to be adjacent.
  8. Doors: may not be crossed and block Line of Sight. Doors are equivalent to a Blocked Hex Side [see above].
  9. Windows: may not be crossed and block Line of Sight. Windows are equivalent to a Blocked Hex Side [see above].
  10. G-Ball: the ball. Well, you can have up to three of them on the pitch at the same time!

6 Victory and Alien Tech

In Galaxy Ball, you win when you assemble 4 fragments of Alien Tech; you can also win if time is over. If, at the end of the third Frame, no team has 4 fragments of Alien Tech, then the team who owns the most fragments wins. Please note: if both teams own the same number of fragments at the end of the third Frame, then the match is a draw.

Alien Tech fragments can be won in two ways:

  • By scoring a touchdown, i.e., carrying the ball into one of the opponent's Goal Hexes. This yields 3 fragments.
  • Knocking out [KO] an opponent Basher, i.e., reducing his Health Points to 0. This yields 1 fragment.

But there is a twist: there are only 4 fragments in play. When the match begins, the 4 fragments are available beside the pitch. Each time a team acquires a fragment, it is taken from here, but once the fragments are in play, you must take them from your opponent!

Example: the humans team scores the first touchdown and gains 3 Alien Tech fragments. But, then the aliens team score a touchdown as well. They take the last fragment from beside the pitch, and then take the other 2 fragments from the humans coach.

The match ends immediately when a team possesses all 4 Alien Tech fragments.

7 Game Sequence

A Galaxy Ball match begins by positioning 6 Bashers per team [Bashers Lineup]: 5 on the pitch and 1 in the Healing Room. It lasts a maximum of 3 Frames [periods], each subdivided in 3 Rounds [for a maximum total of 9 rounds per game].

Each Frame includes three steps: the ball teleport [a ball is teleported in the pitch], three game rounds, and the Bashers Rank-Up.

Each game Round is as follows:

  • Refresh game effects [Refresh phase].
  • Event card resolution [Event phase].
  • Activate all Bashers on the field, using the relative Activation cards [three Splits].

During the match, coaches yell commands to their Bashers amidst the chaotic din of the pitch. To reproduce this atmosphere, the Bashers' game phases during the round are divided in three distinct segments called Splits.

In each Split, both coaches choose to activate 2 Bashers, taking the relative Activation cards. The chosen cards are shuffled to create an Activation deck, made up of 4 cards [2 for each team].

Once the Activation deck is ready, the first card is drawn. The relevant Basher is activated and then the card is discarded to the discard pile. Play proceeds in the same manner for the remaining 3 Activation cards.

When the third Split is over and all Bashers on the field have been activated, each coach takes back his Activation cards from the discard pile and prepares for the following Round.

When the third Round is over, there is the Basher Rank-Up for each team [Section 7.2.3, page 12] and a new Frame begins.

The match ends immediately, if one team gathers the 4th Alien Tech fragment or at the end of the third Frame [time expires].

The playing sequence can be summarized as follows:

  • Bashers Lineups
  • Frame [3 Frames for Match]
    • Ball Teleport [Max 3 balls in play]
    • Round [3 Rounds per Frame]
      • Refresh
      • Event
      • Split [3 Splits per Round]
        • Activation Deck Formation [2 Activation cards per Coach]
        • Basher Activations [Draw Activation cards]
    • Rank-Up

The following sections detail each step of the sequence in depth.

7.1 Bashers Lineups

Before the match begins, the two coaches toss a coin [using the Alpha Agent token from the Core Game] and the winner chooses either to place the first Basher or leave this honor to the opponent. The first coach to place a Basher on the pitch becomes the First Coach, and he must place the scatter template overlay so it is oriented toward the opponent's half [as described in the Section 9.5.1, page 24]. Then, in turn, each player places one of his Bashers until each team has 5 Bashers on the pitch and 1 in the Healing Room.

During lineup, Bashers can be placed everywhere in their team's side, following these rules:

  • No Basher can be placed on the Power Hexes or in Hexes adjacent to them.
  • In the Healing Room there must be exactly one, and only one, Basher.

In this diagram you can see the restrictions for Basher placement [printed page 9: the Healing Room of each team is marked "Only 1 Basher", and the Power Hexes and their adjacent Hexes are marked as forbidden for lineup].

7.2 Frame

A Galaxy Ball match is subdivided in three Frames. Each Frame follows this playing sequence:

  • Ball Teleport: a new ball enters play. There can be a maximum of 3 balls on the pitch at the same time.
  • 3 Rounds of play: each Round includes an Event phase and the activation of all the Bashers on the pitch.
  • Rank-Up: one Basher from each team gets new stats or skills.

7.2.1 Ball Teleport

At the beginning of each Frame and each time a new ball must be teleported, there is a coin toss [using the Alpha Agent token from the Core Game]. The winner rolls a RED die to determine which Power Hex receives the ball.

During the die roll, the following rules apply:

  • Use the Power Hex icons on the pitch side belonging to the coach who won the coin toss.
  • If the roll shows an Alien result, reroll the die.
  • If the rolled Power Hex already contains a ball, perform a scatter for the existing ball and then place and scatter the new teleported ball.
  • If the rolled Power Hex contains a Basher, he must attempt to catch the ball with a Ball-Handling test [Section 9.5.2, page 25]; if the test is failed, the ball scatters one Hex.

There can be a maximum of three balls on the pitch at any given time. Any effect that would bring a fourth ball on the pitch is ignored.

7.2.2 Round

Each Round includes a Refresh phase, an Event phase, and three Splits that activate the Bashers on the pitch.

7.2.2.1 Refresh

In this phase, there are three main steps:

  • Powers refresh: most powers [see Section 9.4, page 19] may be used only once per round and cannot be used again until they are refreshed during this phase. All powers are refreshed simultaneously.
  • Healing Room: all Bashers in their Healing Room return to full Health [they discard any and all the wounds suffered].
  • Goal Hexes damages: each Basher who stands on a Goal Hex [team or enemy] suffers one damage.
7.2.2.2 Event

During this phase, the First Coach draws and resolves a card from the Event deck, then discards it to the discard pile. Several Event cards affect the game and stay in play until the next Event phase. In some rare instances, the Event deck could become exhausted. In this case, simply shuffle the discard pile and form a new Event deck.

Event Cards [diagram callouts]:

  1. Event ID - identify the Event card
  2. Event Name - card name
  3. Effects - event effects
7.2.2.3 Splits

The three Splits that form the round represent the main part of a game. In each Split, both coaches select two Bashers to activate by selecting the relative Activation cards from his hand [each Basher has an Activation card]. The four Bashers [two from each team] will act depending on the draw order of the activation cards.

A Split includes the following steps:

  • Deck Formation: the Activation deck is created by shuffling the 4 Activation cards [2 per team], selected by the coaches.
  • Basher Activation: an Activation card is drawn and the relative Basher is activated.

When the third Split ends and all the Bashers on the pitch have been activated, each coach takes back his Activation cards from the Activation discard pile, to use them in the following round.

7.2.2.3.1 Deck Formation

In this step, both coaches secretly select two Activation cards from their hand. Then, the 4 cards chosen are shuffled, face down to form the Activation deck.

7.2.2.3.2 Basher Activations

In this step, the First Coach draws the top card of the Activation deck and the relative Basher is activated by his controlling coach.

If the Basher is on the pitch, he acts as detailed in Section 9 [page 15] or he can be immediately teleported in the Healing Room [no roll required], thus ending his activation. If the Basher was a ball carrier, the ball must be scattered from the Basher's Hex.

Activation Cards [diagram callouts]:

  1. Basher ID - identifies the Basher card
  2. Team Name - identifies the team membership
  3. Basher Name - identifies the Basher figure

If the Basher is already in the Healing Room when his card is drawn, and he is not in Bleeding, his coach may skip his activation to teleport him onto the pitch by rolling a RED die to determine the destination Power Hex. Follow these guidelines:

  • Use the Power Hex icons on the pitch side belonging to his team's side: G1 for the humans and G2 for the aliens.
  • If the roll shows an Alien result, reroll the die.
  • If the rolled Power Hex already contains a Basher, reroll the die.
  • If the rolled Power Hex contains a ball, he must attempt to catch the ball with a Ball-Handling test [Section 9.5.2, page 25]. If the test is failed, the ball scatters one Hex.
  • If, before rolling the die, the coach already has 5 Bashers on the pitch, he must first teleport one of them in the Healing Room [no roll required]. Normally, there can never be more than 5 Bashers from the same team on the pitch at the same time. Special rules may supersede this.

The activation sequence is repeated until the Activation deck is empty.

When the third Split ends, each coach takes back his 6 Activation cards from the discard pile and the game continues with the following round.

7.2.3 Rank-Up

To the great joy of the crowd, Galaxy Ball players become better and better during the match, advancing from Basher to Galaxy Basher! This brings new skills or abilities to the upgraded player.

To represent this evolution in the game, the last step of each Frame includes the Rank-Up of a single Basher from each team.

Both coaches take the Activation cards of their basic Bashers [i.e. those who have not attained the rank of Galaxy Basher] and place them face down on the table. Then, each coach randomly selects an opponent's card. The chosen Basher plays the rest of the match as a Galaxy Basher. To show this, the controlling coach flips the relative card to the side with the GB icon [as detailed in Section 9, page 14]. Then the procedure is repeated with the other team.

Note: The Rank-Up step of the third Frame may be skipped. It is only necessary if the "Sudden Death Match" or "Flames of Victory" rules [detailed in Section 10, page 27] are in use.

8 Teams

The Galaxy Ball stadium is the arena of the 21st century gladiators: the Bashers! Two teams, eternal rivals, are ready to face each other on the field:

To make the game more competitive, the GB Federation, from time to time, allows teams to field special creatures called Expendables! Some of these champions are utterly tied to a single team, while others play as true mercenaries and lend their abilities according to the whim of the audience!

8.1 Humans

The humans team is based on ball skills and the versatility of the team members. The humans play style is for coaches who love challenges and spectacular acrobatics!

8.2 Aliens

The aliens team is strong and resistant to damage. Their play style is perfect for bloodthirsty coaches who don't like to compromise!

8.3 Expendables

Expendables are exceptional players who begin the match as Galaxy Bashers. Given their superior abilities, the audience never tolerates more than 1 Expendable per team.

Expendables must be fielded at the beginning of the match. Their Basher and Activation cards replace those of a basic Basher from their team.

There are three kinds of Expendables Bashers:

  • Human Expendables: these Bashers can only be fielded by the humans team.
  • Alien Expendables: these Bashers can only be fielded by the aliens team.
  • Mercenary Expendables: these Bashers can be fielded by either team. In case of contention between coaches, the audience decides! Toss the Alpha Agent token and the winner chooses first.

Both players must agree before the game on using Expendables.

The limit of one Expendables Basher per team may be ignored by mutual agreement of both coaches.

Note: Expendables Basher and Activation cards were created as a special Kickstarter reward; thus, these are the only cards that cannot be downloaded for free from the Galaxy Defenders website. New Expendables Bashers may be created in the future… STAY TUNED!

9 The Bashers

Each Basher is represented by a card printed on both sides. One side shows the basic Basher and the other side shows the Galaxy Basher Rank [to be used after the Rank-Up promotion]. This is the expert version of the Basher, with the GB icon and advanced skills and abilities.

Basher card callouts:

  1. Basher's name
  2. Rank
  3. Team
  4. Powers
  5. Ball-Handling Test Value
  6. Evade Test Value
  7. Primary Weapon
  8. Secondary Weapon
  9. Basher's Shield
  10. Basher's Movement
  11. Basher's Health Points

Note: Each Basher is unique, so multiple copies of the same Basher are forbidden. This is also true for Expendables.

When activated by the relative Activation card, the Basher can perform the following:

  • Movement
  • Combat
  • Action & Ball-Related Actions

These may be performed in any order. Movement and Combat may only be performed once per activation. It is not possible to interrupt, and later resume, Movement to perform Combat or to interrupt, and later resume, Combat to perform Movement. The Action may be performed only once per activation, but can be mixed with the other activities, for instance to improve an attack or to perform some ball-related actions. Each activity is detailed in the next sections.

The Basher activation ends when either all the activities have been performed or when the Basher cannot [or will not] perform any other activity.

9.1 Movement

During his activation, each Basher may move up to his movement value through any non-Blocked Hex or Hex Side on the pitch, spending one movement point for each Hex.

During movement, each Basher must follow these rules:

  • Move no more than one Hex for each movement point.
  • May not cross a Blocked Hex Side, Door Hex Side, or an Edge Hex.
  • May not cross a Hex occupied by a Basher figure, either ally or enemy.
  • May move over a Hex occupied by a ball. In this case, he must try to catch the ball [see Section 9.5.2, page 25]. Failure catching the ball does not interrupt movement.
  • If moved adjacent to an ally ball carrier, he may try to take the ball from the ally without interrupting movement. This means he may continue to move regardless of whether he took the ball or not [see Section 9.5.2, page 25].
  • An Edge Hex cannot be used for any reason.

A Basher is not permitted to interrupt movement to perform an attack and then resume movement. The Basher's condition [see Section 9.6, page 26], events, and powers can modify or prevent Basher movement.

9.1.1 Power Zone

A standing Basher exerts a Power Zone in the six adjacent Hexes, as shown in the diagram below. A Basher who is Bleeding does not exert a Power Zone.

A Basher inside an opponent's Power Zone needs consecutive successful rolls for any Ball-Handling action [see Section 9.5.2, page 25], instead of one. If either roll fails, the ball scatters, starting from the Hex occupied by the Basher who failed the test.

For example, a ball carrier wants to pass the ball to a team mate while standing in an opponent's Power Zone, so he must succeed at two consecutive "pass" tests, otherwise the ball will scatter from his Hex. By the same token, a Basher trying to pick up the ball while standing in an opponent's Power Zone must succeed at two consecutive "pick up" tests, otherwise the ball will scatter.

If the scattering ball ends up in a Hex with a Basher, he must attempt to pick up the ball. If he fails, the ball will scatter again.

In order to move through or leave a Hex inside one or more opponent's Power Zones, a Basher must perform an Evade test [see Section 9.1.2, page 16]. The Basher only has to evade once to leave the Hex, no matter how many enemy Power Zones he is in. A Basher must always make an Evade test when he leaves an enemy Power Zone, even if he is not moving into an enemy Power Zone.

9.1.2 Evade

The Evade test is based on the Basher's Evade value, shown on the Basher's sheet with the running-figure symbol.

Whenever a Basher moves through, or attempts to leave, a Hex in one or more opponent's Power Zones, he must make an Evade test. The coach takes the Basher's Evade value from the Basher's sheet and rolls that number of dice. He must roll at least one result indicated on the right side of the box. If he succeeds, he may move away using his Movement. Otherwise, he stays in the same Hex, skipping the rest of his Movement.

If, during his Movement, a Basher returns to an opponent's Power Zone, he must roll another Evade test or stay there, ending his Movement.

Note: a failed Evade test ends Movement, but not the Basher's activation; therefore, the Basher will still be able to use his Combat or Action.

Evade example, page 16 of the printed rulebook: Mercury has a plan to score the final touchdown. But she is in the Xeno-Alpha's Power Zone, so she must first make an Evade test. Mercury succeeds by rolling a Bolt result, and she can move away from the Xeno-Alpha.

Mercury moves into another Hex, and enters into the Aracnos' Power Zone. She wants to move another Hex to score the touchdown, but she fails the Evade test, so she must forfeit her remaining Movement. She decides to attack the Aracnos because her Combat activity is still available.

9.2 Combat

In Galaxy Ball, a Basher attacks an opposing Basher through combat. During activation, a Basher may attack an enemy Basher within range of the chosen weapon but only if there are no adjacent enemy Bashers; in such case he must attack the adjacent enemy.

Almost all Bashers have one melee and one ranged weapon. Usually, a weapon is characterized by a range, a damage value, and a special power [see Section 9.2.1, page 19].

Combat is subdivided into two different rolls:

  • Hit: Represents the attempt to hit the target! BLUE or RED dice are used in the roll, as shown on the weapon used. The attacker selects his target and weapon, and then rolls the number of dice indicated by the weapon. A Hit result indicates a successful hit. The more Hits, the better! If any die shows a Bolt result, also apply the weapon's or power's Bolt effect.
  • Defend: Represents the attempt to avoid a successful hit. The skin, armor, and skills of the defender enter play to try to avoid or parry the damage! The defender rolls 1 BLUE die for each successful Hit result rolled by the attacker in the hit roll. The defender cancels one Hit for each successful Shield result rolled.

During the hit roll, ignore any Jam, Ammo, Shield and GD results; they have no effect on attack.

Some Bashers have defensive powers that activate either automatically or if a Bolt is rolled on the defense roll. In all cases, first apply the Basher defense powers and then, for each remaining Hit result, deal one wound to the defender's Health Points.

If the defender has Energy Shielded Armor, he must first cancel hits by removing one point of Energy Shield for each Hit, before rolling the defense dice. Any remaining Hit results are defended as normal by rolling the BLUE dice.

The Bolt effect is only applied once, no matter how many Bolts are rolled, unless explicitly noted.

An attack may never target an empty Hex or Area. For instance, you are not allowed to target an empty hex/area to hit an enemy out of L.O.S. with area damage.

The game does not account for friendly fire, so it is never possible for a Basher to target [except with healing powers] and/or harm a friendly Basher, even with area damage.

Note: Some weapons and powers directly influence combat, by modifying the number of attacker and/or defender dice rolled or by allowing a dice re-roll. In these cases, a die cannot be re-rolled more than once, even if multiple powers and items might be used to affect the roll.

Combat dice results (the printed table lists, for each result, the BLUE die count and RED die count):

NameDescriptionBLUE dieRED die
HITIndicates a successful hit. No effect on defense.x5x7
SHIELDIndicates a successful defense. No effect on attack.x4-
BOLTActivate the Bolt effect of the used weapon or power [by attacker] or armor [by defender].x2x3
GDUsed for ball teleport and ball scatter. No effect on attack or defense.-x2
AMMOUsed for ball teleport and ball scatter. No effect on attack or defense.x1x1
JAMUsed for ball teleport and ball scatter. No effect on attack or defense.

9.2.1 Weapons and Special Effects

Every Basher has one or more weapons [printed on the Basher card]. There are two types of weapons:

  • Melee weapons, used in close combat.
  • Ranged weapons, used mainly in ranged combat.

Weapon card callouts:

  1. Weapon type: melee or ranged.
  2. Attack values: dice color and number to use in the HIT roll.
  3. Range: maximum allowed range.
  4. Bolt effect: power activated by any Bolt result during the HIT roll.

The Basher's weapons are sport weapons, thus they ignore any Jam or Ammo rolls during the attack. Many weapons grant one or more powers during the combat, either as Bolt effects or additional powers. The most common effects are:

  • +X hit dice: increase the number of dice in the hit roll.
  • +X Hits: adds X Hit results to the hit roll.
  • -X Def Dice: reduce the number of dice used by the defender in the defend roll.
  • Area Damage: the attack affects all targets in the area; each target must defend separately against the rolled hits.
  • Bash: the defending Basher is moved back one hex by the attacking Basher [see Section 9.4.1, page 20].
  • StealBall: this power causes the attacked Basher to immediately drop the ball, which scatters from his Hex [see Section 9.4.2, page 22].

9.2.2 Energy Shielded Armor

Advanced armors may have an energy shield for additional protection against combat damage. This icon identifies such armor.

During the Refresh phase, each energy shielded armor regenerates its Shield token. Place the relative Shield token over the armor's Energy Shield icon in each Refresh phase.

Note: as described in the combat section, shield tokens are removed to absorb one successful Hit each, before rolling the defense dice.

9.3 Action

With this activity the Basher may use their powers or perform ball-related actions. A Basher may perform only one Action during his activation. While Movement and Combat can never be intermingled, an Action can be used either as a separate activity to activate a standard Basher's Power [see Section 9.4, page 19] or during Movement to perform ball-related actions. Performing ball-related actions never ends Movement.

9.4 Use Powers

Every Basher has specific powers. Some are innate abilities that can be used for free, while others need an Action to be activated.

Powers are divided into 3 color-coded categories:

  • PASSIVE [Purple]: does not require an Action. This power is always active, even when the Basher is not activated.
  • STANDARD [Red]: requires an Action to be activated. For this reason, it cannot be used more than once per activation.
  • BOLT RELATED [Yellow]: does not require an Action, because it is activated by a Bolt result as an effect of an attack or a specific roll.

Note: When a Basher is promoted to the Galaxy Basher rank, he usually acquires new powers and/or characteristics.

9.4.1 Bash

The Bash power forces the defending Basher to move back one Hex [as shown in the next example] from the attacking Basher. The coach of the attacking Basher decides which Hex the defender is moved to. The defending Basher must be pushed back into an empty Hex if possible. If all such Hexes are occupied by other Bashers, then the Basher is pushed into an occupied Hex, and the Basher originally occupying the Hex is pushed back, in turn. This secondary Bash effect is treated exactly like a normal Bash [as if the second Basher had been bashed by the first]. The coach of the attacking team decides all directions for the secondary Bash.

Edge Hexes and Blocking Hex Sides may prevent the attacked Basher from being moved back due to a Bash effect.

Note: A Hex containing only the ball is considered empty, and when a Basher is pushed over the ball due to a Bash effect, he can [and must] try to catch the ball!

Bash Example 1 (printed rulebook, page 20): In both cases, the Xeno-Alpha's coach must choose one of the Hexes to push back Chromium.

Bash Example 2 (page 21): Chromium cannot be moved over a Blocked Hex Side. In this case Chromium must be pushed back on the empty Hex.

Bash Example 3 (page 21): The Xeno-Alpha's coach must perform a multiple Bash attack because all the "legal" Hexes are occupied by other Bashers. In this case, he must push Chromium back, over one of the two Bashers. Thorium is selected and then pushed back with the same rules, treating him as a standard Bash effect.

Bash Example 4 (page 22): When the Bash effect is applied to a ranged attack, the coach of the attacking Basher [Titanium in this case] decides which Hex the defender [Xeno-Beta] is moved to.

9.4.2 StealBall

The StealBall power "steals" the ball from an enemy ball carrier. It causes the defending Basher to immediately drop the ball, which scatters as detailed in the next example.

StealBall Example (pages 22-23): Thorium attacks the Xeno-Alpha with his ranged weapon. He obtains one Hit/Bolt, one Shield, and one Alien. The Xeno-Alpha's Energy Shielded Armor absorbs the Hit, but the StealBall Bolt effect takes place anyway and the ball scatters from Xeno-Alpha's Hex. The ball scatters on Thorium's Hex. Very lucky! But, due to the Xeno-Alpha's Power Zone effect, he must succeed twice in catching the ball. He fails and the ball scatters again from his Hex.

9.5 Managing the Ball

Now, this is where Galaxy Ball really shines! Each Basher has unique abilities in regard to ball management, such as the ability to run for a touchdown or keeping the ball away from his goals.

Each coach must understand what "ball management" means: the rebounds, the ball-related actions each Basher can use during his activation, and, last but not least, how to take victory home by scoring touchdown after touchdown!

9.5.1 Scattering the Ball

The ball's levitation device in Galaxy Ball is devised to simulate the rebound of old-fashioned oblong balls from games played by humans. Thus, each time a ball is thrown or handled the wrong way, it rebounds. To simulate an alien game, the rebounds usually move the ball toward the center of the pitch [the red Power Hexes]!

In game terms, many conditions impose a random movement on the ball, called "scatter." This usually happens after a failed throw, pass, or attempt to pick up the ball.

To scatter the ball, place the scatter template overlay so it is oriented toward the red Power Hexes representing the midline and follow the directions shown in the following diagrams.

Scatter template setup (printed page 24):

  • If the ball is in the humans half and scatters, the scatter template overlay must be oriented toward the aliens half, so the bolt icon is at 12 o'clock.
  • If the ball is in one of the red Power Hexes [the Hex row in the middle of the pitch] and scatters, the scatter template overlay stays in its current position [last direction used].
  • If the ball is in the aliens half and scatters, the scatter template overlay must be oriented toward the humans half, so the bolt icon is at 6 o'clock.

Once oriented, roll a RED die, and place the ball accordingly. If an Alien is rolled, reroll the die. The die must be rerolled, if the scatter would place the ball on an Edge Hex or through a Blocked Hex Side. The ball can never exit the pitch or cross the walls of the Healing Rooms.

Note: If a ball must be placed over a Hex that already contains a ball, the coach must perform a scatter for the existing ball first and then place and scatter the new ball.

9.5.2 Ball-Related Actions

This section details all the ball-related actions available to Bashers. All ball actions, except for ball catch, require an Action. Therefore, each Basher can only use one ball-related action per activation.

Most ball-related actions require a Ball-Handling test to be completed; each Basher card shows the relative ball management ability.

The Ball-Handling test is based on the Basher's ball handling value, shown on the Basher's sheet with the ball symbol. To accomplish a Ball-Handling test, the coach finds the appropriate value on the Basher's card [with the ball icon] and rolls the relevant number of dice, attempting to roll at least one result indicated on the right side of the box.

Note: It is possible for a Basher to be required to make a Ball-Handling test even out of his activation. For instance, when receiving a pass or when he is trying to catch the ball during a scatter.

  • Catch/Pick up the ball: If a Basher moves into a Hex in which the ball is lying or the ball enters his Hex due to a pass or scatter, he must attempt to catch it. If he wishes and is able, he may continue moving. Anytime a Basher [that is able to catch the ball] is in the same Hex as a ball, he must try to catch it with a Ball-Handling test. With a success [taking into account any enemy Power Zones], he becomes the ball carrier. Otherwise, [if he fails the test] the ball scatters. This means, even when a Basher is pushed over the ball due to a Bash effect or when the ball simply scatters to him, he must try to catch the ball.
    • Catching the ball is a free activity. This means it does not require an Action. It can be done several times per activation and may happen to catch the ball outside the Basher's activation.
    • The ball can never be in the same Hex as a Basher, unless the Basher is the ball carrier.
    • Note: When a Basher who is not able to perform ball-related actions [such as the Spine Critter or GD-209] moves into a Hex with the ball, or when the ball enters their Hex, it causes an automatic scatter.
  • Pass the ball: A Basher carrying the ball may, during his activation, pass the ball to another Basher on his team at a range of 1 Area or less [the Area symbol]. He may pass by spending his Action and succeeding at a Ball-Handling test. If he fails the roll, the ball scatters from his Hex. If the roll is successful, the ball is placed in the receiving Basher's Hex. This Basher also rolls a Ball-Handling test ["catch the ball"]. If the test fails, the ball scatters from his Hex. If the test is successful, he becomes the ball carrier.
    • Note: Some Bashers, thanks to their abilities, may pass the ball up to 2 Areas away.
  • Hand-Off: A hand-off occurs when the ball is handed by the ball carrier to a Basher in an adjacent Hex. This may happen in two different ways. A Basher who is the ball carrier, during his activation, moves adjacent to another team Basher and spends his Action to hand off the ball OR a Basher who is NOT the ball carrier, during his activation, moves adjacent to a team Basher who is the ball carrier and spends his Action to take the ball from the ball carrier, becoming the new ball carrier. The hand-off requires an Action, so it cannot be performed more than once per activation. In both cases, the Basher who receives the ball must successfully perform a Ball-Handling test, otherwise the ball scatters from his Hex.

Performing ball-related Actions never ends Movement. This means, for instance, a Basher may attempt to catch the ball as long as he has movement points to run after it or, during Movement, he can move close to a team Basher, pass him the ball, and keep moving.

9.5.3 Scoring a Touchdown

To score a touchdown, a ball carrier must be in one of the two opponent's Goal Hexes. As soon as he is there, his team gets 3 Alien Tech fragments. The touchdown ball is removed from the pitch, and another ball is teleported on the pitch [see "Ball Teleport", Section 7.2.1, page 9].

9.6 Basher's Conditions

In a match, the physical and mental conditions of a Basher change often, mostly as a result of combat.

9.6.1 Health Points

Each Basher begins the match in a Full Health state. During the match, enemy Basher attacks may inflict wounds, decreasing the Health Points of a Basher, who becomes wounded.

To keep track of current health, when a Basher is wounded, place an appropriate number of wounds [using the numbered Wound tokens] on the Basher card.

If a Basher suffers an attack that brings his total Health Points [HP] to 0 or below, his condition changes to Bleeding and the enemy team gains 1 Alien Tech fragment, as detailed in the next section. If the Bleeding Basher was a ball carrier, immediately scatter the ball from his Hex.

The number of HP can never exceed the number printed on the Basher's card.

9.6.2 Bleeding

A Bleeding Basher is represented on the pitch by laying the relevant figure on its side.

While bleeding, a Basher cannot perform any activity or ball-related actions. His Power Zone has no effects on the enemy Bashers, and as soon as he is activated by his Activation card, a Bleeding Basher is automatically teleported in his team's Healing Room.

Bleeding status is kept until the Basher's wounds are healed, due to a healing power of a team Basher or by Healing Rooms during the Refresh phase, when all the wounds are completely healed.

Note: If a ball enters a Hex with a Bleeding Basher, it immediately scatters.

9.6.3 Healing Room

Each team has a Healing Room in its half of the pitch. The Healing Room houses wounded Bashers, allowing nano-robots to completely heal them [Refresh phase]. Technically, each Healing Room can house all 6 team Bashers at the same time, but this would leave the match in the hands of the opposing team!

Once a Bleeding Basher is in the Healing Room, he must stay there until he reaches Full Health. Wounded [but not Bleeding] Bashers may be teleported here or from here to the pitch during their activation [as long as the 5 Bashers limit on the pitch is observed].

Sometimes, teleporting wounded Bashers to the Healing Room so the opposing team cannot gain Alien Tech fragments is a good strategic move.

9.6.4 Immobilized

An Immobilized Basher forfeits Movement until the next Refresh phase. This means the Basher cannot move even due to an effect of one of his powers. However, he may be pushed due to a Bash effect and he is able to catch the ball.

9.6.5 Paralyzed

A Paralyzed Basher must skip his entire activation until the next Refresh phase. Paralyzed also counts as Immobilized.

A Paralyzed Basher may be pushed due to a Bash effect and he is NOT able to perform any activity, including picking up the ball.

9.6.6 Removed from the Match

When a power says "remove from the match", it means the figure and relative Basher card must be returned to the game box and are permanently out of the match. The relative Activation card, however, stays in the game, so the Activation deck is correctly created. When you draw an Activation card belonging to a Basher who is out of the game, simply ignore the card and immediately draw the next one.

10 Game Variants

This section includes several options and variants for more seasoned coaches. The Federation will apply these variants when the audience demands more spectacle and violence!

10.1 Sudden Death Match [Optional Rule, Default=OFF]

This rule is introduced to appease the most demanding audience and those coaches unwilling to compromise! When Sudden Death Match is enabled, at the end of the third Frame, if both teams possess the same number of Alien Tech fragments, the match continues for another Frame. This Frame uses normal game rules, except as follows:

  • No Rest for the Wicked: Each KOed Basher gives 2 Alien Tech fragments to the opposing team instead of 1 and is immediately removed from the game [his Activation card will be ignored from now on, if drawn during a Split].
  • Sudden Death: A touchdown gives 4 Alien Tech fragments, immediately ending the match.
  • Over and Over Again: Further Frames are played, until one team wins.

10.2 The Running Basher [Optional Rule, Default=OFF]

When a Basher becomes the ball carrier, he gains 1 movement point, but must skip his Combat activity. This means that a Basher who is carrying the ball may move one additional Hex but cannot perform attacks.

10.3 No Gain Without Pain [Optional Rule, Default=OFF]

This variant alters the healing properties of the Healing Rooms. If active, each coach, during the Refresh phase, must roll a BLUE die for each wounded or Bleeding Basher in his Healing Room. With a Shield, the Basher returns to Full Health, but with any other result, the Basher will stay in his current condition.

10.4 Flames of Victory [Optional Rule, Default=OFF]

When the audience calls for THE match, the Federation answers with an unparalleled event, called "Flames of Victory!"

This match is played with the normal rules, except as follows:

  • Before the match begins, the three Flame tokens are placed beside the pitch, near the Alien Tech fragments.
  • The match is not over when a team assembles all 4 Alien Tech fragments! Instead, when a team takes control of the last fragment[s], it exchanges the 4 fragments for a Flame token. The 4 fragments are available again and the match continues.
  • When a team obtains 2 Flame tokens, it wins the match and the game is over.

As it is not limited by the 4 fragments victory condition, a Flames of Victory match may last quite a while, as both teams play Frame after Frame to obtain two Flame tokens. At each Frame, the number of Bashers promoted to Galaxy Bashers on the pitch will increase and this is what the audience likes most!

LET THE MATCH BEGIN!

  • 9.5.2 Ball-Related Actions
  • 9.5.3 Scoring a Touchdown
  • 9.6 Basher's Conditions
    • 9.6.1 Health Points
    • 9.6.2 Bleeding
    • 9.6.3 Healing Room
    • 9.6.4 Immobilized
    • 9.6.5 Paralyzed
    • 9.6.6 Removed from the Match
  • x1
    x1
    ALIENIndicates a fail result for that die during any combat or test roll; it may be rerolled with reroll powers. It must be rerolled during a ball teleport or scatter roll.x1x1
  • Throw the ball: A ball carrier may, during his activation, throw the ball into an empty Hex, at a range of 1 Area or less [the Area symbol], by spending his Action and succeeding in a Ball-Handling test. If he fails, the ball scatters from his Hex. If he succeeds, the ball is placed in the target Hex.