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Game
At Steps 2 and 3 of the Pre-Game Sequence,
instead of dealing and selecting Guild Plots, deal MP is then reset to zero for each Player.
each Player [7] Game Plans, facedown, from After this, the Player who does not have the
initiative gains [1] MP.
Example Card
a shared Game Plan Deck. Each Player then
Plan
selects [5] Game Plans to keep in their hand. Maintenance Phase
Text effect: The effect of the Game Plan Players determine the Kicker and Receiver as At Step 4 of the Maintenance Phase, when
will be listed here. normal. generating a team’s Influence-pool, apply
Deck
Initiative Phase any Influence modifier listed on that Player’s
chosen Game Plans to the Influence-pool
Instead of rolling [1D6], both Players look at their before allocating Influence.
chosen Game Plans and secretly select one to play.
Both Players reveal their chosen cards End Phase
simultaneously. Players add the Initiative score on Current Game Plan effects end. Both
their chosen Game Plans to their unspent MP from currently chosen Game Plans are removed
last turn. The Player with the highest total value from the Pitch and discarded. If a Player no
decides which team has the initiative. In the event longer has any Game Plans in their hand,
Initiative score of a tie, both Players roll [1D6]. The Player who rolls they should pick up all their discarded Game
+X +X higher decides which team has the initiative. In the Plans to form a new hand.
Influence modifier event of a tie, reroll until one Player rolls higher.
+6 -1 +7 -1
+6 -1 +2 +1
Hunker Down The Offside Trap
While within the friendly half of the An enemy model must spend [+1]
Pitch, friendly models gain Resolute. additional MP to make a Shot or a
Snap Shot! if it is closer to the friendly
(When this model targets an enemy goal-post than any other model.
model with a Counter Attack, this model
gains [+2] TAC for the duration of the
Counter Attack.)
+1 +1 +1 +1
+4 +0 +3 +0
Full-Back Go for the Knees!
The first time a friendly model Choose [1] friendly non-[Captain]
declares a Charge while within [8”] model that is currently on the Pitch,
of an edge of the Pitch, the friendly the chosen model gains [+1] TAC.
model spends [1] less Influence.
+5 +0 +5 +0
+3 +0 +4 +0
Keep Your Chin Up! Won’t Touch the Hair
The first time a friendly model uses Come on Choose [1] friendly [Squaddie] model
Mate!, it may do so without spending MP. that is currently on the Pitch, the
chosen model gains Poised.
(During its activation, a model may spend
[2] MP to target an other friendly model
(Once per turn, this model may make a
within [8”]. The target friendly model
recovers [4] HP or removes all conditions. Counter Attack without spending MP.)
A model may only benefit from Come on
Mate! once per turn.)
+4 +0 +3 +1
+4 +0 +5 -1
Kick ’Em When Game Example Card
They’re Down
Friendly [Squaddie] models gain
Plan Text effect: The effect of the Game Plan
will be listed here.
Deck
Shove the Boot In.