Gob'z'Heroes
Gob'z'Heroes Rulebook
Table of Contents
Table of Contents
Material
- 7 Gob'z'heroes miniatures and their Profile Cards
- 4 double-sided game Tiles
- 2 disk gauges
- 8 Gob'jective Cards
- 40 Combo Cards
- 10 Stuff Cards
- 4 Zombie markers
- 25 Tickle markers
- 3 six-sided foam dice
- Markers for additional scenarios (to be published at www.gobzheroes.com)
I - Setup
A - Main Goal
You must be the first player to score the number of Victory Points decided at the beginning of the game.
It's as simple as that!!
Victory Points
Victory Points (VP) are kept track of with a disk gauge.
The number of VP needed to win the game depends on the game length that you want:
- Quick game (less than 30 min): 6 VP
- Standard game (about 45 min): 9 VP
- Long game (about 60 to 90 min): 12 VP
Victory Points are awarded for some brilliant actions, performed by a player during their turn.
How to Score Victory Points
| Action | VP |
|---|---|
| Dumping: discard 3 Combo Cards | 1 VP |
| KO (Knock Out) by LOL or Low Blows | 1 VP |
| KO a Gob'z | 2 VP |
| KO by LOL or Low Blows on a Troll | 2 VP |
| Fulfill your Gob'jective | 2 VP |
| KO a Troll | 3 VP |
B - Build the Game Board
Arrange the game tiles any way that you want to. There are no rules for setting up the game board, as long as all players agree on the layout. Your imagination is the only limit!
You will use 4 tiles for a 2-player game, or 6 tiles for a 3 or 4-player game.
After the game board has been chosen, place the following in squares agreed upon by all players:
- One Sewer / Hatch token per tile.
- 2 Supply Crates, on the entire game board, regardless of the number of players.
- Teleporters, on the entire game board:
- 3 Teleporters for a 2-player game.
- 5 Teleporters for a 3-player game.
- 4 Teleporters for a 4-player game.
C - Set Up the Table
The Bench
Unselected Gob'z will be placed aside to form the Bench. Gob'z that are KO'd during the game will also be placed here.
Gob'jectives - Hidden Goals
At the beginning of a game (before building your Crew), each player draws a Gob'jective Card. This card must remain secret to rival players, and will be placed face down next to each player's Profile Cards.
As soon as a Gob'jective task is fulfilled, that player immediately scores 2 VP and shows their card to the other players as proof! Players only have one Gob'jective to fulfill per game.
Note: In order to increase strategy, every Gob'jective is unique. It is possible for a Gob'jective to be unachievable (for example: a Gob'jective to KO a Troll, when no rival Crew contains a Troll). In that case, discard that Gob'jective Card and draw a new one.
Stuff Cards and Combo Cards
Gather ALL the Stuff Cards together to form the Stuff Deck. Gather all of the Combo Cards together to form the Combo Deck.
Dice and Markers
Make sure that the Tickle markers, Zombie markers and the 3 dice are within reach of all players.
You've likely noticed that the dice are made of foam... Yes, they are indeed "Goblin'ly-untrustworthy". You will find out soon that they may bring you luck... or maybe not!
D - Build Your Crew
The Gob'z Crews
A Gob'z Crew is made up of 3 to 6 Gob'z (and may contain a maximum of 1 Troll). During a player's turn, any Gob'z they wish to activate will need to be fed. Based on its Rations value, a Gob' will use 1 or more of your Crew's Rationing Points.
Troll are simply like any other Gob'. Well, almost... Any character with a Rations value greater than or equal to 5, is a Troll. All rules regarding Gob'z in this book also apply to Trolls, unless specifically stated otherwise.
Gob'z are scattered and noisy creatures... They always require a certain amount of Charisma (and food!) to keep them focused, and to maintain good cohesion within the Crew.
When first recruiting your Crew, pay attention to the Recruitment Limit. The combined Rations values of all your Gob'z must not exceed this limit:
- For a 2-player game, the Crew Recruitment Limit is 12.
- For a 3 or 4-player game, the Crew Recruitment Limit is 10.
Who Chooses First?
... Let's play Shi-Fu-Mi (Rock-Paper-Scissors).
The winner first selects a corner of the board to deploy their Crew (see section E below).
Starting with the winner (and continuing clockwise), each player Recruits a Gob' from the remaining available Gob'z and places it in their deployment zone (also retrieving its corresponding Profile Card).
Proceed in this fashion until each Crew has finished Recruitment.
Calculate properly! Any remaining Ration Point(s) from your reserve that you don't use for Recruitment will be lost!
In a 3 or 4-player game: simply roll a 6-sided die to determine who will be first to select a Gob'. Highest result wins.
Each Gob' Is Unique!!
If a rival player currently has a specific Gob' included in their Crew, you can't Recruit the same Gob'.
Equipped Gob'z
Some Gob'z begin the game with Stuff! When building your Crew, retrieve required Stuff Cards from the Stuff Deck.
Gob'z Basic Characteristics
Each Gob' has four Characteristics, found on its Profile Card:
- Rations shows a Gob's appetite. It will require more Charisma to lead Gob'z with bigger appetites.
- Charisma is a Gob's ability to lead the Crew (and feed fellow Gob'z!). The higher this value is, the easier it will be to lead the others. This Characteristic is used to figure out how many Gob'z you will be able to control during your turn.
- Movement represents a Gob's speed. Usually for Gob'z, smaller means faster and bigger means slower!
- Physical Ability indicates the Strength (attack) and Resistance (defence) of a Gob'. In other words... its ability to dish out and receive blows! The higher the value, the tougher the Gob'!
Qualities
In addition to the 4 Characteristics found on their Profile Card, some Gob'z will possess Qualities from the list below. Several Gob'z may have the same Qualities.
- Accurate: this Gob' succeeds on a Roll to Hit result of (3) or higher.
- Clumsy: this Gob' succeeds on a Roll to Hit result of (5) or higher.
- Swift: this Gob' is allowed to continue its Movement after a change of level (going up or down).
- Heavy: this Gob' can't use Ladders to move between levels (it can only use Teleporters). Heavy cancels Fly.
- Tall: when on the ground, this Gob' is still considered adjacent to a Gob' at the edge of a platform, and may make Ranged Combat attacks targeting a Gob' on a platform (as if they were both on it). Gob'z on the same level do not block this Gob's Line of Sight.
- Lucky: this Gob' scores 1 VP for every (6) it rolls.
- Unlucky: this Gob' loses 1 VP for every (1) it rolls.
- Rough: when attacking, KO conditions apply on a Roll to Hit result of (5) or (6).
- Weak Spot: when being attacked, KO conditions apply on Roll to Hit result of (5) or (6).
- Fly: this Gob' can move between levels as it wishes, without restrictions.
Special Skills
Every Gob' has one (and only one!) unique Special Skill, described on their Profile Card.
Usually, a powerful Special Skill will be accompanied by low Characteristics. On the other hand, a Gob' with a weaker Special Skill is generally compensated by having better Characteristics.
E - Deployment Zone
- For a 2-player game (4-tile game board, 10 x 14 squares), Crews are deployed to opposite corners.
- For a 3-player game (6-tile game board, 15 x 14 squares), Crews are deployed as follows:
- One Crew is deployed along (the edge of) the length of the game board, with its first Gob' in the middle square. That Crew's other Gob'z are deployed in squares next to the first Gob'.
- The other two Crews will be deployed in the two corners that are located the furthest from the first Crew (see diagram).
- For a 4-player game (6-tile game board, 15 x 14 squares), Crews are deployed at each corner.
Once Gob'jectives are selected, Crews are chosen and all Gob'z have been deployed, the player whose Gob' has the highest Charisma begins the game. In the case of a tie, the player with the two Gob'z that have the highest Charisma will begin, and so on...
"In a 2-player game, any corner can be used. However, the two players' Crews must be deployed at opposite corners that are as far apart from each other as possible."
II - Turn Structure
Turn Phase
The first player begins and performs their entire turn. When finished, the player to the left begins their turn. Play continues clockwise until all players have acted.
(Optional) If only one Gob' remains able, a Backup Gob' arrives!
- Rationing: Identify the able Gob' with the highest Charisma of your Crew.
- Activate your Gob'z: without exceeding the Rationing Points.
- Crew Rehab: Gob'z recover at the end of your turn.
1 - Rationing
On every turn, a player will be able to activate some (or possibly all) of the Gob'z in their Crew. In order to activate your Gob'z, you must feed them in the first place.
Rationing creates a link between the highest Charisma in your Crew and Rations required to manage your Crew.
At the beginning of your turn, identify the highest Charisma value among able Gob'z in your Crew. This "Rationing" value indicates how many Rationing Points you may assign to feed friendly Gob'z during your turn.
2 - Activating Gob'z
Think of the Rationing Points like a Rationing pool... Every time you feed and activate a Gob', subtract the amount of Rations used to figure out how many Rationing Points you have remaining.
When you activate any fed Gob', you can move it first and then make an attack (if possible). If the Gob' begins its activation with an attack, it will not be allowed to move afterwards. After feeding and activating a Gob', turn its Profile Card sideways to remind yourself that it has already been activated this turn (and help keep track of how many available Rationing Points you have remaining). Gob'z that are left hungry refuse to participate!
NOTE: Any unused Rationing Points are lost. You can't save Rationing Points for a future turn.
Examples
Player X's Crew contains 4 Gob'z:
- Gob' 1 - Rations: 1 / Charisma: 3
- Gob' 2 - Rations: 3 / Charisma: 2
- Gob' 3 - Rations: 2 / Charisma: 8
- Gob' 4 - Rations: 2 / Charisma: 6
Example 1: Gob' 3 is able, so the player has (8) Rationing Points to available to use. He feeds and activates Gob' 2 (who requires 3 Rations). Afterwards, the player has 5 remaining Rationing Points available.
Example 2: Gob' 3 has a Charisma value of (8) for a total of (8) available Rationing Points. As long as Gob' 3 is able, the player can feed all of their Gob'z! Since (8) is also the combined Rations total of all four Gob'z in the Crew.
- If Gob' 3 is Stunned (or KO'd) at the beginning of the turn, it can't be used. The player will instead only have 6 Rationing Points available, since Gob' 4 has the next highest Charisma with a value of (6).
- If Gob' 3 and Gob' 4 are Stunned or KO'd at the beginning of the turn, neither of them can be used. The player will only have 3 Rationing Points available, since Gob' 1 has the next highest Charisma with a value of (3).
"Remember, a Gob' can only be played once each turn! (unless Special Skills or Combo Cards allow otherwise)"
Moving a Gob'
Moving on the Same Level
Each Gob's Movement value indicates the number of (same level) squares it may travel during a single turn. Movement is performed square by square, in any direction (orthogonally or diagonally). A Gob' does not have to use its full Movement value.
Obstacle: you can't move through a Gob', whether it's friendly or rival!
Moving Between Levels
The game board has two distinct levels: lower (ground) and upper (platform). Both levels are clearly identifiable.
To change between levels, Gob'z must use the Ladders pictured on the board. To move up or down between levels, you must end the Gob's movement immediately after using a Ladder.
CAREFUL: If you still have remaining Movement left after using a Ladder, it is lost. At the beginning of it's next turn, that Gob' will be allowed to move as usual.
Gob'z that are not on the same level are never considered adjacent (except for Tall ones).
Moving onto a special square: see page 10.
Attacking a Rival Gob'
Important: A Gob' can only make one attack during its turn. Either Close Combat, OR Ranged Combat.
If a Gob' has multiple weapons, you'll have to choose which one it will use that turn.
Basic Rules
Roll to Hit
To determine if an attack hits or not, you must successfully complete a dice roll called a "Roll to Hit". The default result required by a Gob' to pass a Roll to Hit is a (4) or higher. This means that to hit a rival Gob', the player must obtain a result of (4), (5), or (6) on a D6 roll.
Modifiers
Qualities like Accurate or Clumsy as well as some Combo Cards and/or Stuff Cards (see page 8), can increase or decrease the default value needed for a successful Roll to Hit. These potential modifiers also apply to Low Blows (see page 9).
Generalities
You can only attack one target at a time (unless specifically stated otherwise).
If you have multiple Roll to Hit attempts to make simultaneously (like a repeating firearm for example), you must roll all dice at the same time. Each die roll (that succeeds on a Roll to Hit) counts as its own attack! Furthermore, the attacking player decides the order in which they want to apply and resolve the results!
Close Combat
The attacker must target a Gob' that occupies an adjacent square (including diagonally, except for special cases).
- Succeed on a Roll to Hit to successfully attack a rival Gob'.
- Determine the Degree of Injury (see page 8).
Special Rules for Trolls
Trolls always roll 2 dice when making a Close Combat attack. Trolls can also attack 2 different targets (one die against each target), but this choice must be announced before rolling the dice.
Ranged Combat Attack (aka Shooting)
A Ranged Combat attack (using a weapon Stuff Card or Special Skill) proceeds in the same way as a Close Combat attack. Ranged Combat attacks however, do not have to target a Gob' in an adjacent square.
The range of a weapon (shown on its Stuff Card), indicates the distance that it can attack from. Range is measured by counting squares in a straight line (never diagonally) from the Gob' that's shooting, to the targeted square. The targeted square is included when determining range.
Range can also be used to attack Gob'z that are adjacent (but never diagonally).
A Gob' can only use one weapon on its turn (unless specifically stated otherwise).
Line of Sight Rules
- You can't shoot through another Gob' (friendly or rival) or through any Obstacles (currently, Supply Crates and platform walls).
- You can only target a Gob' (friendly or rival!). You can't target an empty square (unless specifically stated otherwise).
- Stunned Gob'z do not block line of sight. When Shooting, treat a square occupied by a Stunned Gob' as if it was empty.
Shooting Between Different Levels
- On the same level: from ground to ground, or from one platform to another. Just remember to check your range and make sure that you have a clear Line of Sight.
- From a platform to the ground: the Gob' that is attacking must occupy a square at the edge of the platform. Line of Sight is not blocked by other Gob'z on the ground, but the target must still be within range.
- From the ground to a platform: to shoot at a Gob' located on a platform, the target must occupy a square at the edge and be within range. Once again, Gob'z on the ground will not block Line of Sight in this situation.
Degree of Injury
When a Gob' is hit by an attack, you then need to determine what Degree of Injury it has suffered. Based on the Strength of the attack and the Resistance of the defending Gob', the hit Gob' will either be: Tickled, Stunned or KO'd.
A hit Gob's resistance is always equal to its Physical Ability, with modifiers applied (Special Skills, Stuff Cards, Combo Cards...).
-
TICKLED: If the Strength of the attack is lower than or equal to the Resistance of the target, the attack does not lead to a wound. Nevertheless, you will place a Tickle marker on the Gob's card.
-
STUNNED: If the Strength of the attack is greater than the Resistance of the target, the hit Gob' is Stunned. To represent this, the Gob's miniature is laid down on its side.
You will not be allowed to activate this Gob' until it has been restored (see Crew Rehab on page 9). Until the Gob' is restored, its Special Skill and its Charisma can't be used either!
-
KNOCKED OUT (KO'd): When a hit Gob' is Stunned by a result of (6) on a Roll to Hit AND the attack's Strength is equal or greater than twice the Resistance of the target... the target is not considered Stunned, and is KO'd instead. That Gob' is immediately removed from the game board and placed on the Bench.
Reward: 2 VP if the target was a Gob'. 3 VP if the target was a Troll.
-
KO'D BY LOL: A Gob' that has 4 Tickle markers on its card is laughing out loud so hard and it just can't stop! It is considered to be KO'd, but the attacking player scores less VP.
Reward: The player that caused the 4th Tickle marker to be placed scores 1 VP.
Trolls are hardened beasts... it takes up to 6 Tickles before they start to laugh out loud!
Reward: The player that caused the 6th Tickle marker to be placed scores 2 VP.
Low Blows
Gob'z are vile and sneaky creatures! They love to hit rivals that are on the ground and vulnerable. When attacking a Stunned target, the Physical Ability of the attacker is irrelevant. On a successful Roll to Hit, the target is automatically Tickled once! If the result of the Roll to Hit is a (6) while performing a Low Blow, the Stunned target is immediately KO'd.
Reward: When a target is KO'd by a Low Blow, the attacking player only scores 1 VP if the target was a Gob', or 2 VP if the target was a Troll.
Collateral Damage
Some attacks you make may also harm Gob'z that are friendly to your Crew! In that case, the rival player performs the required Roll(s) to Hit against your affected Gob'z. If this results in friendly Gob'z being KO'd or KO'd by LOL, the rival player will not score any Victory Points. However, the rival player will still draw a Combo Card for each result of (6) on those rolls (see Combo Cards on page 9).
You never score VP when you KO a Gob' from your own Crew!
Backup!
Any time a player only has one remaining able Gob' at the beginning of their turn, a Backup automatically arrives! The player can choose any Gob' from the Bench, even if that Gob' was already used this game!
CAREFUL: A player can't choose a Backup with a Rations value that would cause its Crew to exceed the game's initial Recruitment Limit.
Remember, the Rations value of your Stunned Gob'z still affect your Crew's total. The player places the Backup on any available Sewer/Hatch square, and can immediately activate that Gob' if desired.
Special Cases
- If all of a player's Gob'z are Stunned at the beginning of their turn, that player will also draw a Combo Card in addition to receiving a Backup.
- If it is impossible to select a Backup, the player draws 2 Combo Cards instead.
- If the Backup is a Gob' with special equipment:
- If the Gob' has already been used this game and KO'd, that Gob' returns without its equipment.
- If the Gob' hasn't been used yet this game, retrieve its equipment from the Stuff Deck.
- If the equipment has already been used by another Gob', the Backup enters the game without it.
Home Alone
If for any reason you have only one Gob' remaining in the game, you can still activate it (even if its Charisma does not cover its own Rationing cost).
3 - Turn Ending - Crew Rehab
Once you've finished activating Gob'z, you have to restore your Crew. This is called the Crew Rehab phase. To do so, all of your Stunned Gob'z are put back on their feet and are no longer considered Stunned. Profile Cards of Gob'z that were activated this turn are returned to an upright position.
During Crew Rehab, other specific events may also occur.
Combos, Dumping & Stuff Cards
Combo Cards
Combo Cards can be used at ANYTIME. Yes, really! Anytime!!! That means you can play a Combo Card even after dice have been rolled! A Combo Card effect only applies to a specific action, and is immediately discarded after being played (unless specifically stated otherwise).
How do I get Combo Cards?
Anytime a player rolls a (6), they draw a card from the Combo Deck. The player does not have to play this card right away and can choose to keep it to play at a later time. However, you can never possess more than 3 Combo Cards at any time.
CAREFUL: If a player ever has 3 Combo Cards and would draw a 4th one, they must discard or play a card before drawing (or choose not to draw a new card).
Example card, "Wet Blanket" (Combo): Remove all Tickle markers from the chosen Gob'.
Dumping
Whenever a player possesses 3 Combo Cards, they can choose to perform a Dumping action. Discard all 3 Combo Cards to score 1 VP.
Stuff Cards
Stuff Cards can be collected when ending a Gob's movement on a Supply Crate. (See page 10 "Supply Crate squares".)
CAREFUL: Trolls can never receive stuff. They are really just too dumb!!
If a Gob' collects a Stuff Card, it will not be allowed to attack during the same turn... too complicated!!
Some Gob'z start the game with equipment (1 or 2 Stuff Cards). Retrieve all applicable Stuff Cards from the Stuff Deck any time you Recruit a Gob' to your Crew. With the exception of when special cases apply to an arriving Backup (as previously explained).
Example card, "Tommy Gun" (Stuff): a triple on a roll to hit Knocks Out the carrier immediately.
How to Use Stuff Cards
- Repeat: is the number of dice to roll when attacking. Remember each die roll counts as its own attack! Furthermore, you are allowed to choose the order in which these attacks are resolved!
- Range: is the distance (in squares) available to select a target (impact point).
- Strength: used to determine the Degree of Injury.
- Fallout: specifies the weapon's ability to spread its damage:
- Red: Impact Point = maximum weapon Strength.
- Grey: Fallout Area = weapon Strength is reduced by half (rounded up) in those adjacent squares.
Generalities
A Stuff Card can only be used by the Gob' that possesses it. To be used, the Stuff Card must be placed next to that Gob's Profile Card. Gob'z can never willingly discard the Stuff Card(s) they possess.
A Gob' can never possess more than 2 Stuff Cards. If a Gob' already has 2 Stuff Cards, it can't draw any more or rob them from another Gob' it KO's.
If a Gob' would be affected by Fallout damage, a successful Roll to Hit must still be performed against them at that time.
"Who is the smartest? Who!?" When a Gob' KO's another Gob' with a Close Combat attack, it steals all of its stuff! Any Stuff Card(s) will be placed next to the new owner's Profile Card, within the 2 Stuff Card limit. Any Stuff Card from the KO'd Gob' that surpasses this limit will be discarded. If a Gob' is KO'd by a Ranged Attack, all Stuff Cards that it possesses are discarded. If that Gob' later returns to the game as a Backup or as a Substitute, it will return without its equipment.
REMEMBER: Gob'z that are not on the same level are never considered adjacent (except for Tall ones).
Special Squares
Some special squares on the game board can be interacted with when occupied by a Gob'.
Sewer/Hatch Squares
Sewer/Hatch squares are used to withdraw or summon Gob'z to/from the Bench.
When one of your Gob'z occupies a Sewer/Hatch square, you can choose to sacrifice a Combo Card. If you do, you may replace this Gob' with a Gob' from the Bench that has a lower or equal Charisma value. This action is called Substitution. The Substitute can be activated upon arrival. A Substitute that has already been used this game and KO'd, will arrive without its equipment.
Restriction: A Gob' can never end its Movement on a Sewer/Hatch square in order to block that square.
Supply Crate Squares
If a Gob' ends its Movement on a Supply Crate square, it draws a Stuff Card and must keep it. If that Gob' already has two Stuff Cards, it may draw a new one but will have to discard one after. (This differs from stealing a Stuff Card from a KO'd rival Gob' during Close Combat.)
Drawing a Stuff Card while occupying a Supply Crate square replaces that Gob's attack.
Ladders
Ladders are used to change levels. To move up or down, a Gob' must travel through both squares that include the Ladders (no diagonal movement allowed) and end its Movement immediately afterwards. Just a reminder... Heavy Gob'z can't use Ladders!
Teleporter Squares
Teleporters have several utilities. They are essential for Heavy Gob'z (and Trolls) to change levels. They're also useful for travelling long distances in a very short amount of time.
Teleporter squares can be located on the ground or on a platform.
During Crew Rehab, an able Gob' occupying a Teleporter square can transport itself to another Teleporter!
NOTES: If a Gob' wants to be transported to a Teleporter square that's already currently occupied by another Gob' (or Troll), they swap places with each other.
A Stunned Gob' on a Teleporter square can't transport itself, but it can be swapped by another Gob' using a Teleporter!
Footbridge Squares
Footbridge squares can be used to move from one platform to another. Gob'z on the ground can also move through these squares (walking under the bridge).
CAREFUL: You can never end a Gob's Movement on a Footbridge square, below or on the bridge. Don't forget, it was built by Gob'z... They're very aware that it's a dangerous place to stay!
Quick Reference Sheet
Set Up
- Build the game board
- Draw Gob'jectives
- Shi-Fu-Mi (Rock-Paper-Scissors)
- Recruit / Deploy Crews
Build Your Crew
- For a 2-player game, up to 12 Rations per Crew.
- For a 3-player game, up to 10 Rations per Crew.
- For a 4-player game, up to 10 Rations per Crew.
Game Length
- Quick game (less than 30 min): 6 VP
- Standard game (about 45 min): 9 VP
- Long game (about 60 to 90 min): 12 VP
How to Score Victory Points
- KO (Knock Out) by LOL or Low Blow: 1 VP
- KO a Gob': 1 VP
- KO by LOL or Low Blow on a Troll: 2 VP
- Fulfill your Gob'jective: 2 VP
- KO a Troll: 3 VP
- Dumping: discard 3 Combo Cards: 1 VP
Turn Structure
- Backup
- If only one able Gob' remains.
- You can't exceed the game's initial Recruitment Limit (based on all of your Gob'z that remain on the board, including Stunned Gob'z).
- Trolls can't be brought in as a Backup.
- The highest Charisma value among able Gob'z in your Crew = Rationing Points.
- Activate your Gob'z by using your available Rationing Points.
- Activate your Gob'z one after another.
- All actions of a Gob' must be performed before feeding and activating another Gob' (Movement and/or attacking).
- Crew Rehab. Some special rules may also happen at this time (like Zombie markers).
Making an Attack
- Roll to Hit: successful on a result of (4) or higher (modifiers may apply).
- Compare Physical Ability values:
- Strength of the attack is lower than or equal to the target's Resistance = 1 Tickle.
- Strength of the attack is greater than the target's Resistance = Stunned.
- Strength of the attack is twice the target's Resistance (or more) and you roll (6) = KO'd.
- KO'd by LOL: 4 Tickles (6 if the target is a Troll).
- Tickling by Low Blow: 1 Tickle (Physical Ability is irrelevant).
- KO'd by Low Blow: Roll (6) to hit (Physical Ability is irrelevant).
Ranged Combat Special Features
- Line of sight: always in straight lines (orthogonally).
- Shooting from different levels:
- Platform to the ground: attacker must occupy a square at the edge of the platform.
- Ground to the platform: target must occupy a square at the edge of the platform.
- Same level: only Gob'z, Supply Crates and platform walls will block Line of Sight.
Common Qualities
- Accurate: this Gob' succeeds on a Roll to Hit result of (3) or higher.
- Clumsy: this Gob' succeeds on a Roll to Hit result of (5) or higher.
- Swift: this Gob' is allowed to continue its Movement after a change of level (going up or down).
- Heavy: this Gob' can't use Ladders to move between levels (it can only use Teleporters). Heavy cancels Fly.
- Tall: when on the ground, this Gob' is still considered adjacent to a Gob' at the edge of a platform, and may make Ranged Combat attacks targeting a Gob' on a platform (as if they were both on it). Gob'z on the same level do not block this Gob's Line of Sight.
- Lucky: this Gob' scores 1 VP for every (6) it rolls.
- Unlucky: this Gob' loses 1 VP for every (1) it rolls.
- Rough: when attacking, KO conditions apply on a Roll to Hit result of (5) or (6).
- Weak Spot: when being attacked, KO conditions apply on Roll to Hit result of (5) or (6).
- Fly: this Gob' can move between levels as it wishes, without restrictions.