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Splatter SHOOT

Splatter SHOOT Rulebook

Table of Contents

Table of Contents

  • Contents
  • Before Start
    • Build a battlefield
    • Choose your HERO
  • Contents Index (printed on page 2)
  • Splattercards
    • Movement
    • Splattercards are multipurpose cards
  • Tokens
  • Climbing
  • Attacks & Counterattacks
  • Counterattack
  • Cover
  • Note on Weapons
  • JAM
  • More problems!
  • Gadgets
    • Gadget types
    • Red / White legend
    • Damage from Gadgets
    • Notes on Gadgets (as printed on page 11)
    • Pop-up and Environment details (as printed on page 12)
    • Full damage (as printed on page 12)
  • Healing
  • Ask the cards
  • Death!
  • Modes
  • Symbol Reference
    • Splattercards
    • Weapons
    • Gadgets

Contents

64 Splattercards, 26 Weapons and 40 Gadgets, 14 Tokens (3 types), 4 Bases, 2 Flags, 4 Medical Records, rubber bands, 4 walls and 4 cardboard miniatures with holders.

This rule book is divided into two parts:

  • Beginner game (95 cards): read all of the instructions with a light gray background to learn the basic rules.
  • Normal game (130 cards): after playing a couple of times, include the expansion and read all of the instructions with a black background. Then play with a complete deck for the full-on SHOOT experience.

Before Start

Build a battlefield

  • To play SHOOT, you start by building a battlefield with whatever you have lying around. You can play anywhere, including at a plain old everyday table. The table edges can serve as the battlefield boundaries. The box and lid can be used as obstacles on the battlefield.
  • Place the Flag in the middle of the battlefield.
  • Place the Bases – one for each player – at an equal distance from the Flag.
  • Build a wall each to cover your Bases.
  • Spread the three types of Tokens evenly around the battlefield.
  • Shuffle the decks and place them inside or outside the battlefield.
  • Each player gets a Medical Record in the same color as their Base and a rubber band that is wrapped around the long side of the card.

Choose your HERO

  • You play SHOOT with your own miniatures. The optimum size is about 2 to 3 inches (5 to 7 cm). If you don't have any miniatures of your own, you can use the miniatures that came with the game.
  • Each player draws 1 Weapon and 1 Gadget.
  • Flip over the top Splattercard and put it down next to the pile without looking at it first. The person the arrow points towards starts the game.

(Setup diagram on this page labels: Flag, Bases, Walls, Tokens, Decks, Table + Stuff = Battlefield; "Table + Stuff + Bases, Walls, Flag, Tokens and Decks = Battlefield". Boundary note: "If necessary, use tape, string, etc. as a boundary on tables that are too big.")

Contents Index (printed on page 2)

Splattercards – Movement 3, Tokens 5, Climbing 6. Attack & Counterattack 7. Weapons – Cover 9, JAM 10. Gadgets – Beginner 11, Normal 12. Healing 13. Ask the cards 13. Death 13–14. Modes 14.

Splattercards

Movement

You enter the game from your Base.

You move in increments of card lengths.

Draw a Splattercard – this is your action card. In the bottom left corner, you can see the maximum number of card lengths (from 1 to 4) your HERO can move this turn.

Any other information on this card is dead to you.

To move, hold the card on its long edge in front of your HERO and move him/her to the end of the card.

  • Your HERO has now moved 1 card length.
  • Repeat, and you've moved your HERO 2 card lengths.

Large battlefield: use the long edge. Small battlefield: use the short edge.

Splattercards are multipurpose cards

They're the game engine and control most aspects of SHOOT. Splattercards are drawn in two different ways: either they're flipped, without looking at them first, or just an ordinary draw. Splattercards contain a variety of information for different aspects of the game, but you only look for and use the information you need at the given time. Splattercards are used during attack/counterattack and to move Tokens.

  • You can do one of the following four things, one or more times during a turn:
    • Move your HERO
    • Collect Tokens
    • Play Gadgets
    • Attack / Counterattack
  • You can only attack once per turn.
  • You can divide your movements into half card lengths.
  • Partition your movement as you wish during your turn, both before and after an attack, as well as before and after using Gadgets or collecting Tokens.
  • You don't have to use all of your card lengths during a turn.
  • In fact, you don't have to budge a nanometer if you don't want to – and nobody can make you (although they might blow off your face). You can stand your ground and attack, for example.
  • Always start your turn by deciding whether you want to stand still or move. If you draw an action card, you are considered to be in movement, regardless of whether you actually move your HERO or not.
  • You can shuffle the deck of Splattercards at any time – if it's getting low, or if you're just tired of the crap it's been spitting out.
  • Stack the cards in one side for more space in your box.
  • Complete your turn by discarding your action card, face up, next to the Splattercard deck. Your action card is the Splattercard you drew for moving.

Tokens

Tokens are exchanged for cards or healing – and moved by flipping a Splattercard.

  • A green Token is exchanged for a Gadget card.
  • A blue Token is exchanged for a Weapon card.
  • A yellow Token (medical symbol) is exchanged for healing: if you have suffered damage, you can heal now (see page 13).

When you land on (touch) a Token, you can draw the respective card – either a Gadget or Weapon card – or you can heal.

But first you must move the Token by flipping a Splattercard without looking at it first. Then move the Token the number of card lengths indicated, in the direction dictated by the arrow on the card.

  • A Token is moved 1 card length here.
  • A Token is moved 4 card lengths here.
  • If the Token collides with the boundary of the battlefield, it ricochets back onto the battlefield at the same angle.

There is no limit to the number of Gadgets you can have in your possession. But you can only have one Weapon at a time, which means that you MUST exchange your Weapon any time you draw a new Weapon card.

  • A Token can be moved freely over objects and land on top of objects.
  • If you have enough movement and can reach it along the way, you can move a Token and collect it again multiple times on the same turn.
  • You don't have to be overly precise when moving Tokens!

Climbing

  • A – You cannot climb any object that is taller than your HERO, unless you get help from a Gadget.
  • B – It costs 1 card length to climb up onto objects that are taller than half of your HERO.
  • C – It's free to climb up on objects that are lower than half the height of your HERO.

Your HERO can jump from one object to another if the gap is shorter than the height of your miniature.

Fall damage chart (as printed; height measured in multiples of your HERO's miniature height):

  • Over 4: Death!
  • 3–4: Splattercard damage icon with number 2 (as printed).
  • 2–3: Splattercard damage icon with number 1 (as printed).
  • Under 2: Free.

Jump down: Measure the height with your HERO: jumping from heights 2 to 4 times your miniature causes damage!

Full damage: printed box reads "Both 4 & 4" with a Splattercard damage icon (see Attacks & Counterattacks, Full damage).

Attacks & Counterattacks

An attack immediately triggers a counterattack. The counterattack takes place in your turn, immediately after you complete your attack.

  • You can only attack one opponent per turn. You can attack as long as you can see any part of your opponent's HERO.
  • You attack along your HERO's line of sight. Bring your view down to the level of your HERO and see what your HERO sees – you can also use the camera on your phone.
  • You can only attack the parts of your opponent's HERO that you can see. If you can see all of your opponent's HERO, then you can hit it anywhere.

The crosshairs in the middle of your Weapon tell you how many Splattercards to draw when attacking your opponent.

A – Draw the number of Splattercards indicated by your Weapon, according to how far away your opponent is. Draw one Splattercard at a time and look at the illustration to see where you hit.

NOTE!:

  • If you move before or after the attack, ONLY damage with motion stripes hits your opponent. Damage without motion stripes counts as a miss.
    • Action damage (only with motion stripes): printed as "Only" with a 4 motion-stripe icon; the Action damage example shows a 2 card icon crossed out.
  • If you stand still for your entire turn (you do not draw an action card), all damage hits your opponent – both with or without motion stripes.
    • Full damage: printed as "Both" with a 4 motion-stripe icon and "&" with a 4 icon.

Distance to your opponent (Weapon crosshair table):

  • Top row:
    • ∞ – Your opponent is further away than 1 card length.
    • 1 – Your opponent is within 1 card length.
    • 0 – Close range (touching your opponent).
  • Bottom row – Splatter: the number of Splattercards you draw when attacking your opponent from the given distance.
    • Example (crosshair reads "1 | ∞" over "3 | 2"): draw 3 Splattercards if the distance to your opponent is 1 card length or less; if the distance is more than 1 card length, draw 2 Splattercards.
  • If there is only an ∞ in the crosshairs, the Weapon works the same at all distances.

B – If the damage hits, the opponent places the Splattercard in his/her Medical Record to keep track of all damage.

  • You die when your damage totals 10.
  • When you kill a HERO, you get a Gadget.
  • You cannot suffer damage to already missing body parts.

Counterattack

C – Counterattack

  • Counterattacks are played the same way as Attack A + B.
  • Every attack triggers a counterattack, even if the attacker doesn't hit the target.
  • The counterattack is only possible if your Weapon allows an attack from the applicable distance.
  • If the attacker has drawn an action card to move before or after the attack, only damage with motion stripes hits the target. Action damage only: "2" icon.
  • If the attacker is standing still on his/her turn, all damage hits the target. Full damage both "2" icon & "2" icon.
  • The attacker cannot play Gadgets between the attack and counterattack!
  • Even if you have your back to the attacker, you can still counterattack.

Cover

  • Only the upper body can be hit.

When your opponent is hiding behind an object: Look at the Splattercard's illustration to see whether you hit a visible part of your opponent. If the part you hit is hidden behind the object, then the Splattercard counts as a miss.

Counterattack from a HERO behind cover: Regardless of whether you are standing with your front or back towards your attacker, your head must be free of your cover to carry out a counterattack.

  • Counterattack is possible when your head is free of cover.
  • Counterattack is not possible when your head is behind cover.

Note on Weapons

  • Cannon: Pops up at your Base or on the battlefield. Can be used by any HERO that touches the card, even if the HERO has another Weapon. Cannot be moved.
  • 9 mm: Award both opponents damage before you receive damage from them in the same order. You cannot use both pistols against one opponent.
  • Homing missile: Full damage – all damage hits the target, even when moving. Printed as "Full damage" with "4" (motion stripes) & "4".
  • Flame gun: Causes full area damage. Full damage to all HEROES within 1 card length! Award all opponents damage before you suffer damage from them in the same order.
  • Sniper rifle: Only damage with motion stripes hits the target when you are moving. Printed as "Action damage" with "4" (motion stripes).
  • Hand cannon: Push your opponent 1 card length backwards if you hit. Printed with a "1" push icon.

JAM

Drawing a JAM card during an attack or counterattack activates the JAM table at the bottom of your Weapon card.

  • Yellow JAM: You lose the rest of the attack, but keep your Weapon.
  • Red JAM: You lose the rest of the attack and lose your Weapon, which is destroyed!
  • Empty box: The JAM counts as a miss. Continue the attack.

You trigger a counterattack even if your Weapon gets jammed – unless the JAM card is the first card you draw during the attack.

Damage from JAM! Some JAM cards can damage you. JAM cards that can damage you are marked with a Splattercard. Give yourself the number of Splattercards shown in the JAM table. Use full damage (all damage hits you). If you draw a new JAM Splattercard here, it counts as a miss.

  • Chain snaps 4 (Splattercard): full damage, printed as "4" & "4".

Push backwards: Some JAMs will push you back 1 card length. Your HERO dies if he/she is pushed over the edge of the battlefield!

  • Backfire 1: pushes you back 1 card length.

More problems!

Keep your Weapon hidden. Only show it when you use it.

Minus movement

  • Printed as a "−2" movement icon. Deduct 1–3 card lengths from your action card!
  • You can always move your HERO half a card length.
  • You can commit suicide if you get minus 3 or more card length movement: spend an entire turn bleeding to death.

Minus attack

  • Printed as a minus attack-symbol icon. If you get two corresponding right/left cards with the minus attack symbol (right hand and left arm, for example), you cannot attack!

Push backwards

  • Printed as a "1" push icon. The opponent is pushed 1 card length backwards!

Gadgets

You may collect and use all the Gadgets you can during your turn. Here is a list of when the different Gadgets can be used, and how long they work.

Gadgets can only be used during your turn, but NOT in an attack or during counterattack (except the Gadgets marked as usable at any time, see the Red / White legend below).

Gadget types

One time – works once and then must be discarded.

  • Recycle, First aid, Teleport, Prophecy, Base relocation, Mushrooms, Medicine, Vitamins, Weapon swap, Peephole, Crane, Delivery truck, Disintegrate, Blowgun, Gadget swap.

One round – works for one round and then must be discarded.

  • Peacetime, Fog, Invisibility.

Permanent – you keep the Gadget as long as you stay alive. Show them when you use them.

  • Rocket boots, Jetpack, Tractor beam.

Environment – place the card on the battlefield at any time during your turn. It remains on the battlefield for the rest of the game.

  • Forcefield, Door, Ladder.

Pop ups – immediately place the card where the Token you took was located.

  • If you get a pop-up card at the start of the game or after you die and spawn, you must place it under your Base before entering the game.
  • Gas, Lazaret, Trap, Oil barrel.

Red / White legend

  • Red – can ONLY be used when you are attacked.
  • White / Red – can be used at ANY TIME during your turn, including in an attack and during counterattack. Can ALSO be used when you are attacked.

The printed page's card column also names these Gadgets, without a colour assignment in the printed text: Ambush, Pepper spray, Sidestep, Whiskey, Multi tool, JAM-bomb.

Damage from Gadgets

Some Gadgets can cause damage. These are labeled with a Splattercard icon and trigger the number of Splattercards indicated on the card. Always full damage!

Full area damage – Radius: 1 card length. Causes full damage to all HEROES within 1 card length! (Also Flame gun.)

Damage Gadgets listed on the printed page: Barbed Wire, Minefield, Bomb vest (Splattercard damage icon), Oil barrel (full area damage icon).

Notes on Gadgets (as printed on page 11)

  • Invisibility – Move normally when you are invisible.
  • Crane – Do not place the object so that it cuts off a HERO or a Base entirely.
  • Disintegrate – Cards, Tokens and HEROES excepted! Cards, Tokens and HEROES on a disintegrated object are placed at a new lower level.
  • Blowgun – The paralyzed opponent cannot counterattack.
  • Forcefield – You can also take cover behind it.
  • Ladder – Can be moved by all players.

Pop-up and Environment details (as printed on page 12)

  • Gas – Both HERO and Gas ricochets back onto the battlefield. If the gas is moved into contact with a HERO: repeat the card's effect.
  • Lazaret – Can be used by all players.
  • Trap – You can still play Gadgets and attack opponents.
  • Oil barrel – Can be moved by all players. Shooting towards the Oil Barrel counts as a full attack. No counterattack. (Only possible with firearms.)

Full damage (as printed on page 12)

Printed box: Splattercard damage icon with 4 & 4 (one plain 4 and one 4 with motion stripes): All damage hits the target, both with or without motion stripes. Count JAM as miss.

Healing

When you collect a healing Token:

  • A – Draw a Splattercard and see how much of your damage you heal. Look for the number in the bottom right corner of the card.
  • B – Remove the number of damage points from your Medical Record corresponding to the healing you received.
  • C – Move the Token (see page 5).

Ask the cards

SHOOT is all about fun and games, not petty precision and long-winded discussions.

To stop your party-killing friends in their tracks, the game comes with an "ask the cards" function. If you disagree about ANYTHING – and the answer cannot be found in the rules – formulate your disagreement as a simple YES/NO question that everyone can accept and draw a card to get the answer. Remember that this rule was not designed to be abused by battlefield lawyers. It is only meant to be used rarely.

Example: You shoot at a HERO that is partially concealed behind cover. You hit him in the shin, which you can just barely see. Or can you? If you cannot agree with your opponent, ask the cards: "Can I see your shin?"

Death!

Damage 10 = RIP.

  • Tip over your HERO on the battlefield where you died and stay there until your next turn begins. Discard the Splattercards from your Medical Record. If you had the Flag, it remains where you died and can now be captured by your opponents.
  • On your next turn, spawn and re-enter the game from your Base. Discard your Weapon and any Gadgets. Draw a new Weapon and a new Gadget.
  • Put your Weapon and your Gadgets under your deceased HERO. Until your next turn begins, other HEROES can loot you and use your corpse for cover. When you loot a corpse, you are allowed to look at the Weapon before deciding whether to steal it. If you do steal the Weapon, you must leave your own Weapon behind!
  • When you kill a HERO, you get a Gadget as a bonus!
  • When you die, you must reshuffle the deck of Splattercards as a part of your penance.
  • For a longer game: If you had the Flag when you died, transport it back to its starting position when you spawn and re-enter the game.
  • Suicide: Attack yourself or intentionally jump over the edge of the battlefield.
  • If your HERO is pushed over the edge of the battlefield, he/she dies. Place your HERO at the edge, together with your things. (Printed with a "1" push icon.)
  • Death Splattercard kills instantaneously.

Modes

Capture the Flag – Teams

  • Split into two or more teams. Two teams can also play with two flags.

Run to the Hill

  • Everyone starts at one end of the battlefield and fights their way to the top of a "hill" where the Flag is located. (You can also fight your way down the hill.)
  • Printed note: Remove Teleport.
  • For a longer game: Bring the Flag back to your Base.

Last man standing

  • 3 lives.

Instant death

  • 1 life.

Frag hunt

  • Who can get to 3 kills first?

Symbol Reference

Splattercards

  • Action damage (2 with motion stripes): only damage with motion stripes hits the target if you have drawn an action card at the beginning of your turn.
  • Damage (2): only hits the target when "full damage" applies.
  • Full damage (2 with motion stripes & 2, with person and Splattercard icons): applies during attacks/counterattacks if you choose NOT to move during your turn. Damage with and without motion stripes hits the target.
  • Push backwards (1 with push icon): your HERO is pushed 1 card length backwards.
  • Minus movement (−2 with movement icon): deduct movement from your action card.
  • Minus attack (minus attack icon): if you draw two corresponding right/left "minus attack" cards, then you cannot attack!
  • Movement (3 with 4 bars): number of card lengths 1 – 4.
  • Direction (arrow): primarily used for moving Tokens.
  • Ask the cards (YES? icon): no long-winded discussions.
  • Healing (5+ icon): number of damage points you heal.

Weapons

  • 0 – Close range.
  • 1 – Within 1 card length.
  • ∞ – Further away than 1 card length.
  • Distance to opponent. The number on the Weapon's crosshair (example: 5) is the number of Splattercards to draw.

JAM

  • Yellow JAM – Attack lost.
  • Red JAM – Weapon lost.
  • Empty box – No JAM.
  • Chain snaps 4 (Splattercard icon): some JAM can cause damage.
  • Full damage (2 with motion stripes & 2): some JAM can cause damage. Damage with and without motion stripes.
  • Push backwards (1 with backfire icon): your HERO is pushed 1 card length backwards.

Gadgets

  • White – can only be used during your turn, but NOT in an attack and during counterattack.
  • White / Red – can be used at ANY TIME during your turn, including in an attack and during counterattack. Can ALSO be used when you are attacked.
  • Red – can ONLY be used when you are attacked.
  • One time (triangle icon) – works once.
  • One round (circular arrow icon) – works for one full round.
  • Permanent (wavy arrow icon) – keep until you die.
  • Environment (down arrow icon) – place the card on the battlefield at any time during your turn.
  • Pop ups (up arrow icon) – place the card on the battlefield where the token you collected was located.
  • Full damage (Splattercard icon, 2 with motion stripes & 2): damage with and without motion stripes hits the target.
  • Full area damage (Splattercard icon with explosion): causes "full damage" to all HEROES within a 1 card length radius.