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Game Plan Rules Game Plan Rules

To use Game Plan cards in a game of Guild Initiative Phase (continued)


Ball, follow the rules below. Then, starting with the Player who has
Setting Up initiative this turn, resolve any immediate
text effect on this turn’s Game Plans.

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.

Game Plan Rules Game Plan Rules


To use Game Plan cards in a game of Guild Initiative Phase (continued)
Ball, follow the rules below. Then, starting with the Player who has
Setting Up initiative this turn, resolve any immediate
text effect on this turn’s Game Plans.
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.
Seize the Initiative
a shared Game Plan Deck. Each Player then
selects [5] Game Plans to keep in their hand. Maintenance Phase
Players determine the Kicker and Receiver as At Step 4 of the Maintenance Phase, when Starting with the Player that has the
normal. generating a team’s Influence-pool, apply Initiative, both Players can choose [1]
Initiative Phase any Influence modifier listed on that Player’s friendly model to immediately make
chosen Game Plans to the Influence-pool
Instead of rolling [1D6], both Players look at their before allocating Influence.
a [4”] Dodge.
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,
of a tie, both Players roll [1D6]. The Player who rolls they should pick up all their discarded Game
higher decides which team has the initiative. In the Plans to form a new hand. +7 +0
event of a tie, reroll until one Player rolls higher.
Sell it to the Crowd Lone Striker
Each time a friendly model scores If your team has the Initiative,
a goal, it can use Run The Length! the first friendly model to activate
without spending MP. suffers [-1] TAC for the remainder
of the turn.
(After scoring a goal the active model
may spend [1] MP to immediately
make a [4”] Dodge; this Dodge takes
place prior to the Goal Kick.)

+6 -1 +7 -1

Grudge Match Dig Deep


Starting with the Player that has the The friendly team gains [2] MP each
Initiative, both Players can choose time the enemy team scores a goal.
[1] enemy [Squaddie] model that is
currently on the Pitch, the chosen
models suffer Singled Out.

(Friendly models gain [+2] TAC against


target enemy model.)

+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

Back in the Game Get Back in There


The first time a friendly model Friendly models that return to
suffers the taken-out condition, the Pitch due to Icy Sponge gain
before removing the friendly model [+2”/+2”] MOV.
from the Pitch, any Influence
currently on the friendly model may
be allocated to one other friendly
model within [8”].

+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

Midfield General Keep the Ball Moving


Friendly models gain [+1”/+1”] MOV. Friendly models gain [+1/+0”] KICK.

+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

Wing Backs Stick to the Plan


Each time a friendly model activates Friendly models gain Showboating.
within [8”] of an edge of the Pitch,
the friendly model gains Shadow Like. (This model spends [1] less MP to make
Teamwork actions.)
(At the start of this model’s activation
it may make a [2”] Dodge.)

+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.

(This model gains [+1] DMG to


Playbook damage results while
targeting an enemy model that is
suffering the knocked-down condition.)
Initiative score
+2 -1 +X +X
Influence modifier

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