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Scott Pilgrim Miniatures The World

Scott Pilgrim Miniatures The World Rulebook

Table of Contents

Table of Contents

  • Overview
    • Winning the Game
  • Components
  • Setup
    • Playing with Different Character Counts
  • Core Concepts: The Rockit Venue
  • Core Concepts: Damage and Knockback
  • Knocking Into the Wall
  • Playing a Round
    • Phase One: Roll Dice
    • Phase Two: Take Actions
  • Actions
    • Move
    • Pushing
    • Punch or Kick
    • Use a Special Ability
      • Ranged Abilities
      • Line of Sight
      • Reroll Abilities
    • Recover Health
    • Grab an Object
    • Throw an Object or Item
    • Grab an Item (Good Guys Only)
    • Grab and Throw Item (Evil Ex Only)
  • Item Cards (Examples)
  • Player Boards
    • Scott Pilgrim's Player Board
    • Level Up and Abilities
  • Gaining XP and Leveling Up
  • Combo Power
  • Booster Tokens
  • Matthew Patel and the Demon Hipster Chicks
    • Matthew Patel's Dice
    • Damaging the Demon Hipster Chicks
    • Summoning the Demon Hipster Chicks
  • Icon Reference
    • Die Faces
    • Battles
    • Character-Specific Ability Icons
    • Commonly Used Gameplay Icons
    • Icons on Cards

Overview

It's a battle against the League of Evil Exes! In this fight, can Scott and his friends defeat Ramona's Evil Ex, Matthew Patel, and his Demon Hipster Chicks? Will they triumph, and will Scott maybe gain a little self-respect along the way?

The Good Guys are Scott Pilgrim, Ramona Flowers, Knives Chau, Stephen Stills and Kim Pine.

The Bad Guys are Matthew Patel and his three Demon Hipster Chicks.

Winning the Game

The Good Guys win if Matthew Patel, Ramona's first Evil Ex, is knocked out. Scott is ready to move onto the next battle, facing a new Evil Ex in the fight for Ramona's love. For beating Matthew Patel, Scott will receive $2.10 in change as his trophy. Not quite enough for the bus...

The Bad Guys win if all the Good Guys are knocked out. Scott will have to fight him another time so he can work his way up the ladder of Evil Exes in order to win Ramona.

A character gets knocked out when they reach 0 Health.

Components

  • 9 Character Miniatures
    • Good Guys: Scott Pilgrim, Ramona Flowers [Ninja Delivery Girl], Knives Chau, Stephen Stills, Kim Pine
    • Bad Guys: Matthew Patel, 3 Demon Hipster Chicks
  • 1 Rockit Pop-Up Venue Board
  • 1 Stage Riser Box
  • 33 Item Cards
  • 10 Object Figures (2 tables, 3 chairs, 2 speakers, mic stand, kick drum, amp)
  • 6 Player Boards
  • 3 Yellow Dice (dice for Good Guys and some other Evil Exes)
  • 3 Red Dice (dice for Matthew Patel)
  • 2 Blue Dice (shared dice)
  • 18 Tracking Cubes
  • 7 XP Stars
  • 1 Dice Tracker
  • 1 Trophy Token ($2.10)
  • 20 Booster Tokens

Setup

  1. Place the Rockit venue board in the middle of the table, place the stage riser box to cover the left side of the board, and place all 10 object figures (band equipment, speakers, tables, chairs) on their matching spaces on the venue board.
  2. Each player chooses characters and takes their player boards. By default, the Good Guys play with four characters, but they can choose to use fewer characters if they wish.
    • If playing with two players, one player will play four Good Guys, and the other player will play Matthew Patel and his Demon Hipster Chicks.
    • If playing with three players, two players will team up, each playing two Good Guys, and the third player will play as Matthew Patel and his Demon Hipster Chicks.
  3. Shuffle the 33 item cards into a deck. The Good Guys draw one item card per Good Guy in play, keeping them secret from the Bad Guys for now. (For example, if you are playing with four Good Guys, draw four item cards.)
  4. Place the Good Guys miniatures on any spaces behind the start line on the Rockit stage side of the board. Characters cannot share a space with other characters or objects.
  5. Place the Matthew Patel miniature on any space behind the start line on the Rockit seating side of the board. Then, place all three Demon Hipster Chick miniatures within two spaces of Matthew Patel behind that start line. As before, characters cannot share a space with other characters or objects.
  6. Set each character's Health dial on their player board to its starting value. Matthew Patel starts at 35 Health. When facing Matthew Patel, the Good Guys each start at the following Health:
EasyNormalHard
1 Good Guy806040
2 Good Guys403020
3 Good Guys262014
4 Good Guys201510
  1. Place an XP star on the bottom star of the XP Meter on each player board, and collect two tracking cubes near each player board. (You will use these later to track your combo and unlocked abilities.)
  2. Gather the dice, booster tokens, dice tracker and trophy token near the board.

Playing with Different Character Counts

If you wish, the Good Guys can choose to play with only two or three characters. This will change their starting Health and item cards, as described in steps 3 and 6.

Core Concepts: The Rockit Venue

The venue board for this battle is The Rockit.

The venue is made up of many spaces. Each space is adjacent to all eight spaces surrounding it.

The four edges of the venue board are its walls. Characters cannot move through walls, but they can take damage if they're knocked into a wall (see Knocking Into the Wall). These walls are permanent and cannot be removed.

The venue holds a bunch of objects, which characters can pick up and throw (see Throw an Object or Item).

The venue's center row is full of item spaces, where the Good Guys can go to draw new items and the Evil Ex can go to discard them (see Grab an Item and Grab and Throw Item).

Core Concepts: Damage and Knockback

You're going to be punching and kicking lots of stuff in this game! So, before we continue, let's talk about damage and knockback.

You can deal damage and knockback to characters and objects by hitting them with abilities and by throwing stuff at them (pages 7-9 of the rulebook).

Damage makes the character you hit lose an equal amount of Health. If a character reaches 0 Health, they're knocked out. Remove their miniature from the board permanently.

If you damage an object, flip its figure over to show it is damaged, no matter how much damage you dealt to it. If it was already damaged, instead remove it from the board permanently. There's one exception: remove the Mic Stand object from the board permanently the first time it is damaged.

Knockback moves the character or object you hit in a straight line away from the direction of the hit. If a character or object is knocked back into another character or object, they're knocked back too. If the direction of knockback is ever unclear, the player dealing the knockback chooses the direction.

Example: Scott spends a Will die and a Guts die to use K.O. Punch on Matthew Patel, who is adjacent. Scott deals 2 damage to Matthew Patel and gains 1 XP. Matthew Patel is knocked back three spaces away from Scott. A Demon Hipster Chick is standing in the next space, so she is knocked back two spaces.

You cannot damage a teammate, but you can knock them back.

Knocking Into the Wall

Wham! Eat bricks!

Whenever a character or object is knocked back and would travel through a wall, they take 1 damage and end on the space touching the wall they were knocked into. (They still only take 1 damage even if they have remaining spaces of knockback.)

Example: Scott spends two Guts dice to use Judo Throw on Matthew Patel. This ability knocks Matthew back five spaces, but he's only three spaces from a wall. So, on his fourth space of knockback, he's knocked into the wall! He takes 1 extra damage and stops in the space touching the wall.

If multiple things are knocked back into the same wall, each thing beyond the first ends on an adjacent space touching the wall. If none of those spaces are empty, the thing ends on a space adjacent to something else that was just knocked back. In both cases, the thing still takes 1 damage, and the player taking their turn chooses where each thing goes.

Example: The same scenario as above happens, but this time a Demon Hipster Chick is in the path of Matthew as he's knocked back. The Chick is knocked back into the wall with Matthew and takes 1 damage, so she poofs, removing her from the board. Because she's no longer on the board, Matthew Patel ends in the space where the Chick was.

Even though you cannot deal damage to a teammate directly, they still take damage if you knock them into a wall.

Playing a Round

In this game, each team will roll dice and then spend them to take actions, moving their characters around and trying to damage their opponents as much as they can.

Each round, the Bad Guys go first. (They're just evil like that.) Once the Bad Guys are done, the Good Guys go. Repeat this until a team wins!

On your team's turn, you'll do two things: roll dice, then take actions.

Phase One: Roll Dice

So first, roll dice for your own team:

  • The Bad Guys roll two blue dice and three red dice.

  • The Good Guys roll two blue dice and three yellow dice.

  • Bad Guy Dice (3 red and 2 blue)

  • Good Guy Dice (3 yellow and 2 blue)

You'll spend these dice to do many actions during your team's turn. Here are the faces of the dice that everyone can roll:

  • Speed (purple boot)
  • Will (blue fist)
  • Guts (black skull and crossbones)
  • Health (red heart)

In addition, Matthew Patel's red dice have the Magic face, which he can spend as described in his section (see Matthew Patel and the Demon Hipster Chicks).

Example: It is the Good Guys' turn. Erica is playing Ramona and Kim, and Bob is playing Scott and Knives. First they roll the three blue and two yellow dice, getting three Will, one Guts, and one Speed. So many Will dice! They decide to reroll the three Will dice, and they get one Health, one Guts, and one Will. So, that's one Will, one Health, two Guts, and one Speed.

They decide that Scott should act first, so they spend one Speed to move him three spaces and then one Will to punch. This leaves two Guts and one Health, and they decide to act with Knives. They spend a Guts die and the Health die, treating the Health as a wild Speed die, to use Knives' Swift Kick. This leaves one Guts, which they decide not to spend. Ramona and Kim didn't act this round, so they each gain a booster token.

If you get an unlucky roll, here are three ways to fix it:

  • Reroll: Once per turn, at any time, a team may reroll all unspent dice showing the same icon.
  • Booster Tokens: If you're a Good Guy, you can spend a booster token to move 2 spaces or to use a basic ability: punch, kick, or grab an object.
  • Wild Dice: If you're a Good Guy, you can spend any number of Health dice as wild dice whenever you take actions, treating the Health dice as any other dice available to your team.

Phase Two: Take Actions

Once you've rolled dice, you'll take actions. Here are the actions you can take:

With DiceNo Dice
MoveThrow an object or item
Punch or kickGrab an item (and throw, if Evil Ex)
Grab an objectUse or equip an item
Use a special ability
Recover health

As a team, you can take actions in any order and any number, as long as you have the dice to spend, and you can switch back and forth between which teammates are acting.

A turn ends when the team has spent all of their dice or chooses not to take any more actions. At the end of the Good Guys' turn, each Good Guy that didn't act this round gains one booster token. The only thing you can do is equip items. You can't do anything else, even using an item.

Actions

Move

You can move around the board by spending dice (or boosters):

  • For each Speed die you spend, you can move up to 3 spaces.
  • For each other die (Guts, Will, Health, Magic) you spend, you can move up to 2 spaces.
  • For each booster token you spend, you can move up to 2 spaces.

For each space of movement, place your miniature in any adjacent space (including diagonals).

Bonuses: Some characters have a Speed, Guts, or Will bonus, which increases the spaces of movement they get when they spend Speed, Guts, or Will dice. (The rulebook's example shows a Speed die with a Speed bonus giving a movement of 4 spaces.)

Pushing

Characters and objects cannot share the same space. So, whenever something moves into a space with another thing, push it one space in the same direction. Some abilities can also push characters.

Characters can be pushed in any direction.

Pushing is different from knockback:

  • It's a gentle nudge. If an ability pushes a character into a wall, they don't take damage.
  • No squishing! You cannot move into a space with another character if it would push them into a wall.

Punch or Kick

Punch and kick are basic abilities, listed on the venue board.

  • You can punch by spending a Will die (or booster), or you can kick by spending a Speed die (or booster). A punch or kick deals 1 damage to an adjacent character or object. (Remember, diagonals are adjacent!)
  • You can power up a punch or kick by spending two of the dice it lists rather than one. Powering up a punch or kick makes it deal 1 extra damage, and makes you gain 1 XP.

Example: Ramona spends a Will die to punch Matthew Patel, who is adjacent. She spends a second Will die to power it up, so she deals 2 damage to Matthew Patel and gains 1 XP.

Use a Special Ability

You can use a special ability by spending the combination of dice it lists on your player board. The "any die" icon means "any die."

You start with the two special abilities listed under "Starter Abilities" on your player board. By leveling up (see Gaining XP and Leveling Up), you can unlock more special abilities from those listed under "Advanced Abilities."

Some special abilities target adjacent things, just like punch and kick, but other special abilities target more things!

Ranged Abilities

Some special abilities hit one or each character and object within the listed number of spaces (including diagonally) around the character using the ability, even if there is another character, object, or wall in the way.

Example: Stephen spends a Guts die and a Speed die to use Mic Swing. Two Demon Hipster Chicks are within three spaces of Stephen, so each of them takes 1 damage, poofs, and Stephen gains 1 XP.

Example: Kim spends any two dice to use Drum Stick Boomerang against Matthew Patel, who is three spaces away along a diagonal. Matthew Patel takes 1 damage, and Kim Pines gains 1 XP.

Line of Sight

Some special abilities say they affect someone in sight. To check this, trace a straight line from the center of your space through the center of the adjacent space in the direction that you are checking. The ability hits the first character, object, or wall along that line. Area abilities that require line of sight trace this line through every adjacent space.

The ability hits the first character, object, or wall along that line.

Reroll Abilities

Some abilities (like Scott's Bass Slam or Ramona's Too Much Drama Kick) reroll your team's dice to determine their effects. Count any Health die faces you roll as the die face that affects the reroll ability.

Before you reroll, mark the dice tracker with tracking cubes to show your team's unspent dice. After you reroll and finish using the ability, reset your unspent dice to their original faces as the dice tracker shows.

Recover Health

You can spend a Health die to recover 2 Health. You cannot increase your Health beyond your starting Health.

Grab an Object

Grab an object is a basic ability, listed on the venue board.

The Rockit is littered with various objects such as tables and band equipment.

You can spend a Will die (or booster) to grab an object in an adjacent space. Take its figure and place it near your player board.

Example: Knives spends a Will die to grab the speaker in an adjacent space, which she'll hold on to until she gets into the right place to throw it.

Held Objects Are Awkward! While holding an object, you cannot punch, kick, grab another object, or use a special ability. (You can take other actions.)

Held Objects Shield You! If you take damage while you're holding an object, the object takes all the damage instead, and you drop the object into an adjacent empty space of your choice.

Throw an Object or Item

You can throw items and objects you're holding. (This does not cost dice.) Item cards will tell you whether they can be thrown.

When you throw something, it works exactly like a line of sight ability: it travels along a straight line, drawn from you and through the center of any adjacent space, until it hits a character, object, or wall.

  • When you throw an item and hit something, deal the damage listed on the item card to it.
  • When you throw an object and hit something, deal 1 damage and 1 knockback to it. Also, deal 1 damage to the thrown object and, if it wasn't destroyed, place it in the space that the thing you hit was knocked out of. Finally, gain 1 XP!

Example: Knives throws a speaker at Matthew Patel. The Evil Ex is three spaces diagonally away from Knives. It hits Matthew Patel for 1 damage and knocks him back one space. The speaker is flipped to show it will be removed from the board the next time it takes damage. Knives gains 1 XP!

Grab an Item (Good Guys Only)

When a Good Guy moves onto an item space, they draw one item card. (This does not cost dice. You do not need to end your move to draw the item. You do not need to use or equip the item immediately.)

A Good Guy must move onto the item space themself in order to draw the item card. (Being pushed or knocked back onto it does not count.)

Each Good Guy can only take this action once per turn.

Unequipped Items Are...

  • Shared. The Good Guys share all of their unequipped item cards.
  • Hidden. The Good Guys keep unequipped item cards hidden from the Bad Guys until used or equipped.

Grab and Throw Item (Evil Ex Only)

When an Evil Ex moves onto an item space, they draw one item card and throw it, whether or not the item card says it can be thrown, then discard the card. It deals 1 damage, whether or not it says it deals a different amount.

An Evil Ex must move themself onto the item space in order to take this action. (Being pushed or knocked back onto it does not count.)

An Evil Ex can only take this action once per turn. (Other Bad Guys, such as the Demon Hipster Chicks, cannot take this action.)

Equip or Use an Item (Good Guys Only)

You can use or equip an item card held by your team. When you use an item card, resolve its written effect. Most of the time, the card will prompt you to discard it.

Some items must be equipped to a character to be used. To equip an item, place it face up next to the Good Guy who is equipping it. Only that character can use the equipped item's effect. Sometimes, an item also lists a bonus it gives when equipped to a specific Good Guy.

(Remember, you can equip an item and still gain a booster token at the end of the Good Guys' turn. You just can't take any other actions, even using an item.)

Equipped Items Are...

  • Forever. Once you equip an item, you cannot unequip it unless it says you can.
  • Transferred on Knockout. If you are knocked out, all of your equipped items transfer to a teammate, if you have one. That teammate equips as many of those items as possible.

Item Cards (Examples)

The rulebook's component page shows four sample item cards. Their printed text is:

  • Knives' Sais
    • While equipped on Knives Chau: Your abilities deal +1 damage.
    • While equipped on any Good Guy: You can throw this to deal 2 damage, then discard this card.
  • Stephen's Guitar
    • While equipped on Stephen Stills: Your abilities deal +1 damage.
    • While equipped on any Good Guy: You can throw this to deal 2 damage, then discard this card.
  • Video Game Controller of Pause
    • When a Bad Guy uses an ability, you can cancel its effect, then discard this card. (They still spend dice to use it.)
  • XP Boost!
    • Next level! Level up one Good Guy, then discard this card.

Player Boards

Each Good Guy and Evil Ex has an associated player board, which shows their Health, XP, booster tokens, and special abilities.

  • Health: the Health dial at the top of the board.
  • Special abilities: the Starter Abilities (at the top) and the Advanced Abilities (below them). Combos are listed at the bottom.
  • XP: the XP Meter at the right of the board.
  • Booster tokens: the booster area on the left of the board.
  • Bonuses and reminders: the printed reminder boxes at the bottom of the board.

Note on the source: the character boards in this PDF are small raster images. The ability names, dice costs and the text of Scott Pilgrim's board are transcribed below. Numbers that could not be read with certainty at the source resolution are marked [?] and should be checked against the physical player board.

Scott Pilgrim's Player Board

Boosters: Move 2 spaces or use 1 basic ability.

Pass! If Scott did not act this round, gain a booster.

Reminders: Health dice are wild. Any die can be spent for movement of 2 spaces.

Starter Abilities

  • Shadow Kick (cost: any die + any die): Move up to 3 spaces, then deal 1 damage and 1 [?] knockback to an adjacent Bad Guy.
  • Judo Throw (cost: Guts + Guts): Deal 1 damage and 5 [?] knockback to an adjacent Bad Guy.

Advanced Abilities

  • Bass Slam (cost: Guts + Speed): Reroll your team's dice. Deal 2 damage, +1 damage per Will rolled, to each Bad Guy within 2 spaces.
  • K.O. Punch (cost: Will + any die): Deal 2 damage and [?] knockback to an adjacent Bad Guy. If you spend an extra Will, deal +2 damage.
  • Air Juggle (cost: Speed + Will): Deal 3 damage to an adjacent Bad Guy, +3 damage per extra Will spent.

Combos

  • Head Butt (cost: none listed on the board): Move up to 2 spaces, then deal [?] damage and [?] knockback to an adjacent Bad Guy.
  • Reversal: If any Bad Guy uses an ability on you, you can ignore it and cause that Bad Guy to suffer the effect of their ability, using the same [icon] and [icon], as if you had used it on them.

Bass Slam and Air Juggle are read at source resolution; the small icon after "+1 damage per" is read as Will.

Level Up and Abilities

Whenever your XP Meter reaches its fifth space, you level up:

  • Return your XP star to the bottom star of the XP Meter.
  • Place a tracking cube in your Combo box. (If the Combo box is already filled, nothing happens.)
  • Unlock your next special ability by marking it with a tracking cube. Start with the top ability, and move your tracking cube down each time you unlock the next ability. (You have access to all the special abilities you've unlocked so far, not just the one marked.)

Gaining XP and Leveling Up

You gain 1 XP each time you use a special ability (one on your player board), power up a punch or kick, or throw an object. You'll track this by moving the XP star on the XP Meter.

Example: Scott picks up and throws a speaker at a Bad Guy. The speaker deals 1 damage to the Bad Guy, and Scott gains 1 XP.

Combo Power

While your Combo box is full, you can remove its tracking cube during your turn to use one combo ability. (Since you're using an ability, you won't gain a booster token at the end of the round.)

Booster Tokens

At the end of the round, each Good Guy that took no actions other than equipping items gains one booster token. Each Good Guy can have up to four booster tokens.

On their turn, a Good Guy can spend a booster token in place of a die to move 2 spaces or to punch, kick, or grab an object. A Good Guy can spend any number of booster tokens per turn.

Matthew Patel and the Demon Hipster Chicks

Matthew has three Demon Hipster Chicks on his team.

Whenever Matthew moves, each Chick on the board moves the same number of spaces, but the Bad Guys choose the direction of their movement.

Example: Matthew moves two spaces left. Each Demon Hipster Chick also moves two spaces, but in various directions.

Matthew Patel's abilities that show a Demon Hipster Chick icon also let his Demon Hipster Chicks deal damage and knockback, as described in the ability.

Matthew Patel's Dice

Matthew Patel's red dice have the unique Magic face, representing his sorcerous powers. Each Magic die can be spent to recover 2 Health or as a wild die.

Damaging the Demon Hipster Chicks

Whenever a Demon Hipster Chick takes 1 damage, she poofs! Remove her miniature from the board after finishing any other parts (knockback, etc.) of the effect that damaged her. (Damaging her does not also damage Matthew.)

Summoning the Demon Hipster Chicks

At the end of the Bad Guys' turn, he summons any Demon Hipster Chicks that have poofed. He can place poofed Demon Hipster Chicks on any empty spaces within two spaces of him.

Example: Now that Matthew Patel and all his Demon Hipster Chicks have Scott and his band in their sight, Matthew spends two Magic dice to use Fireballs! Matthew deals 2 damage to Stephen Stills, and each Demon Hipster Chick deals 1 damage to one Good Guy in her sight. Matthew also gains 1 XP.

Icon Reference

Die Faces

  • Speed (purple boot)
  • Guts (black skull and crossbones)
  • Will (blue fist)
  • Health (red heart)
  • Magic (blue starburst; Matthew Patel's red dice only)
  • Vegan (green V-shaped emblem; expansion content)
  • Glow (orange burst; expansion content)

Battles

Base Game; Lucas Lee Battle; Todd Ingram Battle; Roxie Richter Battle; Katayanagi Twins Battle; Gideon Graves Battle. (The battle icons are listed in the rulebook's icon reference.)

Character-Specific Ability Icons

Music (blue note); Sai; Scarf; Vegan; Demon Hipster Chick.

Commonly Used Gameplay Icons

  • Damage (orange starburst)
  • Knockback (purple arrow)
  • Movement (green double chevrons)
  • Health (red heart)
  • XP (yellow star)
  • Any Die Face (multicolored die symbol)

Icons on Cards

  • Pause Icon (red circle)
  • Armor Icon (grey circle)
  • Draw Item Card (purple item-space symbol)
  • Grab and Throw Item Card (green item-space symbol)
  • Character icons: Scott, Ramona, Stephen, Kim, Knives, Wallace, Envy, Gideon.

Some icons are only found in expansion content.

  • Equip or Use an Item (Good Guys Only)