RulesPal
Chat
Rulebook
Slam Throne thumbnail

Slam Throne

Slam Throne Rulebook

Table of Contents

Table of Contents

  • Set-Up
  • On Your Turn
  • Two Types of Effects for Each Hero
  • How to Throw
  • Turn Example
  • Key Terms

Set-Up

  1. Each player chooses a Hero Slammer to use.
  2. Both players must secretly choose whether they want to use either the Catch side or the Passive side for the entire game. Reveal your choice simultaneously (show your choice of side face-up in your hand). a. For new players, we recommend that you use the Passive ability. Once you get better at catching, try the Catch ability.
  3. Collect a number of Health caps equal to the Health on your opponent's Hero Slammer and place them art-side-up (not the logo side-up) in front of you on a Launch Pad. a. These caps have a generic logo on one side, and various art on the other side. b. Ensure that you have enough caps in the stack in front of you!
  4. To determine the Start Player, have one player flip a Hero Slammer, asking their opponent to say "catch or passive" like heads or tails. If they call it correctly, they get to go first.

On Your Turn

  1. Before slamming, you must make sure that your Health stack is tightly compressed into a vertical stack on the Launch Pad.
  2. You will use your Hero Slammer to slam your opponent's stack of Health caps in front of you. a. You can hold your Hero Slammer with two fingers, on the top, etc. when slamming. b. Your Hero Slammer must hit the Health stack vertically, not horizontally. c. See the How to Throw section for some examples.
  3. Any flipped Health caps count as damage (these will be art-side-down or logo-side-up). a. All flipped Health caps count. Even ones that fall on the floor! b. Place these off to the side.
  4. If you whiff (i.e. if you miss the Health stack completely), your opponent Heals. a. Heal means that you add a previously-damaged Health cap back on to the Health stack that is in front of you.
  5. If you flip at least 1 of your opponent's Health caps AND catch your Hero Slammer, perform the Catch ability printed on your Hero Slammer. a. You had to have previously announced that you were using the Catch ability for this game. You are not allowed to switch between Passive or Catch abilities in the middle of a game!
  6. Once all of the Health caps have been flipped (damaged), your opponent gets one Last Slam. a. Last Slam: When the last Health caps are flipped, your opponent gets one final turn (including being able to use their Passive or Catch ability). Your opponent will always receive one final chance to save themselves. b. If they do not flip the rest of your Hero's remaining Health caps, you win! c. If they do flip the rest of your Hero's remaining Health caps, go to Sudden Death!
  7. Sudden Death: Each player gets one turn against a new Health stack of 10 Health caps (the player who forced Sudden Death slams second). The player who flips over the most Health caps is the winner. a. If there is still a tie, reset and perform Sudden Death until someone wins. b. Catch and Passive abilities are still in effect!

Two Types of Effects for Each Hero

Note: the specific Catch and Passive ability text for each Hero is printed on that Hero's Hero Slammer and is not part of this rules document.

  1. Catch Side: only activates if you a. Successfully catch your own Hero Slammer after slamming your opponent's Health stack AND b. Your slam flips at least 1 Health cap (i.e. deals at least one damage).
  2. Passive Side: active all the time a. Perform the effect when able to (see Hero Slammer for exact timing). b. Catching the Hero Slammer has no effect. c. Recommended for new players.

How to Throw

The printed examples show four throwing styles:

  • The Flickerizer: pinch a slammer and throw it down at the stack.
  • Slammy: grab each side with two fingers, slamming the stack with the flat side of your slammer.
  • The Rooster: grab the slammer between your fingers and slam it down with the thin side hitting the stack.
  • The Slapper: place the slammer flat in your hand and slap it down on the stack.

Must hit the stack from the top! Do not throw the Slammer at the side of a Hero's Health stack.

Turn Example

  1. Player 1 chooses Barbarian. Player 2 chooses Moon Elf.
  2. After secretly deciding, both players reveal at the same time which ability their Hero is using for the game. Player 1 chose to use their Passive ability and Player 2 chose to use their Catch ability.
  3. Player 1 stacks 18 Health caps in front of them (equal to the Moon Elf's Health that is on the Moon Elf's Hero Slammer).
  4. Player 2 stacks 20 Health caps in front of them (equal to the Barbarian's Health that is on the Barbarian's Hero Slammer).
  5. Either Player can Flip and Call with their opponent choosing "Catch or Passive". Barbarian wins.
  6. At the start of Player 1's turn, they would normally perform the Barbarian's Passive ability. However, since a Hero cannot Heal above their maximum Health, they skip this turn.
  7. Player 1 slams the Moon Elf's Health stack. They hit the stack and flip over 1 Health cap.
  8. Player 2 slams the Barbarian's Health stack. They hit the stack and deal 5 damage.
  9. At the start of Player 1's turn, they perform the Barbarian's Passive ability. They Flip and Call, correctly choosing "Catch". The Moon Elf places 2 of the 5 previously removed Health caps on the Barbarian's Health stack in front of Player 2.
  10. Player 1 re-stacks and slams the Moon Elf's Health stack. They do not hit the Moon Elf's Health stack at all (a whiff), so they place the 1 previous Health cap that was flipped last turn back on the Moon Elf's Health stack. a. When you whiff, your opponent Heals. Remember that this is the Health stack in front of you!
  11. Player 2 re-stacks and slams the Barbarian's Health stack. They hit the Health stack and also catch their Hero Slammer. However, they did not successfully damage any Health caps, meaning that their Catch ability would not activate (you must flip over at least 1 Health cap AND catch your Hero Slammer).
  12. Play continues until one Hero has all of their Health caps flipped over and the other Hero completes their Last Slam, or you progress to Sudden Death.

Key Terms

  • Art-side-up / face-up side: The art side of a Health cap. Placed face-up in a Health stack.
  • Logo-side-up / damage side: The logo side of a Health cap. When flipped to this side, set aside.
  • Damage: When a Health cap is flipped over to the damage side due to a Hero's slam or due to an ability effect. Damage-side Health caps should be set aside near the play area.
  • Flip & Call: When you flip a Hero Slammer in the air and you call out "Catch or Passive". If you correctly call the outcome, then you are successful and perform any ability effects.
  • Heal: Place a number of damage-side Health caps back onto your Health stack equal to the noted value (for example, Heal means 1 Health cap). You cannot Heal above your maximum Health.
  • Health caps: Game pieces used to create a Hero's Health stack and track damage dealt or received.
  • Health stack: A Hero's remaining Health. Starts with a number of Health caps equal to the Health value noted on your Hero Slammer. Your Hero's Health stack is placed in front of your opponent.
  • Launch Pad: Neoprene circular pad where you must place a Hero's Health stack.
  • Miss: When your Slammer hits the Health stack, but you do not flip over (damage) any Health caps.
  • Prevent: Stop a number of Health caps that were just flipped by an opponent's slam from successfully becoming damage equal to the noted value (for example, prevent means 2 damaged Health caps are not set aside and are instead put back onto the Health stack).
  • Slam (or Attack): When a Hero Slammer is thrown at a Health stack to try and flip over Health caps.
  • The Ultimate Slam: Your slam (somehow) flips over ALL HEALTH CAPS at once.
  • When Attacked: Effects that are activated after an opponent slams your Health stack AND deals at least 1 damage.
  • Whiff: Your Hero Slammer did not make any contact with your opponent's Health stack. If you whiff, your opponent Heals (put 1 previously damaged Health cap back on to their Health stack).
  • Play surface: Do not play on a glass table, or on any table you do not want to potentially get damaged, as damage may occur when playing on any table due to slamming. The rules recommend placing Launch Pads on a table cloth or using a Dice Throne neoprene mat (sold separately).