FFF_Rules_V1.1

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Object: Players each have a Gladiatorial Flea who is trying to delight the crowd. T hey score V P by performing stunts and attacking the other players. T he player with the most points after 10 rounds wins. Setup: E ach player is dealt 3 stunts and 6 health markers (2) 1vp, (2) 2vp, (2) 3 vp. Player’ s fleas start on the end of the board. Four hidden A rena Rewards tokens are randomly scattered on the board. (T he top right number on the stunt cards range 1-36 and are used for random distribution.) Optionally, two pits are placed randomly. Four equipment cards are turned face up. Set aside a number of A rena Reward T okens. 2 players: 16 tokens 3 players: 18 tokens 4 players: 20 T okens 5 players: 24 tokens C omponents: 6 Stunt Dice 1 Combat Stunt Die (Red) 1 Acrobatics Stunt die (B lue) 20 E quipment cards 40 Stunt cards 30 L ife point tokens (10) 1V P, (10) 2 V P, (10) 3V P 36 Arena Rewards tokens 4 double sided defense markers 5 Gladiatorial Flea T okens

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Transcript of FFF_Rules_V1.1

  • Object:

    Players each have a Gladiatorial Flea who is trying to delight the crowd. They score VP by performing stunts and attacking the other players. The player with the most points after 10 rounds wins.

    Setup:

    Each player is dealt 3 stunts and 6 health markers (2) 1vp, (2) 2vp, (2) 3 vp. Players fleas start on the end of the board. Four hidden Arena Rewards tokens are randomly scattered on the board. (The top right number on the stunt cards range 1-36 and are used for random distribution.) Optionally, two pits are placed randomly. Four equipment cards are turned face up. Set aside a number of Arena Reward Tokens.

    2 players: 16 tokens

    3 players: 18 tokens

    4 players: 20 Tokens

    5 players: 24 tokens

    Components:

    6 Stunt Dice

    1 Combat Stunt Die (Red)

    1 Acrobatics Stunt die (Blue)

    20 Equipment cards

    40 Stunt cards

    30 L ife point tokens (10) 1VP, (10) 2 VP, (10) 3VP

    36 Arena Rewards tokens

    4 double sided defense markers

    5 Gladiatorial Flea Tokens

  • Gameplay:

    Each turn a player plays a stunt and rolls six dice. Players may reroll any dice except and may re-roll dice up to four times. Bugs are locked and may not be rerolled.

    the stunts each have a list of icons that must be rolled to perform the stunt. If the flea performs the whole stunt they score the stunt as victory points. If they do not complete the stunt, they may move as many spaces as they rolled according to the programmed move on the stunt. There is no facing and they may turn the card to move in any direction (along the stunts path.) The red square is the starting point and represents the fleas current position.

    the die facings are: Straight: Move orthogonal Diagonal: Move Diagonal

    Flip: Repeats previous direction avoids pits and traps.

    Sword: May be used to attack any adjacent fleas you pass

    Shield: May purchase equipment and help defend

    Bug: Die is locked and may not be rerolled

    When moving adjacent to another flea, a player may play a sword to attack a flea. They may play as many swords as adjacent moves they make. If a player moves on top of another flea he gains an attack without spending a die. Some stunts grant a bonus die, or icon, or attack benefit.

    + - Gain the die type or icon

    Stunned Spend to attack and stun your foe. Aach attack that is not defended against the player will roll 1 less die on the following turn.

    Knockback Spend to attack and knock your foe back on space. This happens even if they success-fully defend.

    Sweep Spend to attack all adjacent squares.

    Players may also spend to purchase equipment at any point in their turn by paying the shield value in the top left corner. Equipment may be used immediately.

    A flea ending his turn on an Arena Rewards token may take it. Arena rewards may be cashed in on your turn for the benefit listed:

    Triple

    full twist 3

  • Defending against attacks

    After the number of attacks have been totaled, the defender rolls dice equal to the defense value of the stunt they played against each attack. If the defender rolls a or then he has defended against the attack, otherwise the attacker takes one random life point from the flea and reveals it. There is no limit to the number of attacks a defender may defend against.

    Terrain: Terrain is an optional rule. If using it select a few terrain features to place randomly at the start of the game. Y ou may add the Arena Reward Tokens with terrain depicted on the back as part of the setup. When these are drawn, a player may place the terrain in any unoccupied space.

    Any terrain may be avoided by spending a This can be in addition to or as part of a stunt.

    Pit: Move and turn stops immediately. Unspent icons are discarded. Y ou must play 2 to leave the space.

    Trap: Move and turn stops immediately. Unspent icons are discarded. Y ou must play 2 to leave the space.

    Fire Pit: Discard one life point. If you were knocked back into a fire pit the life point goes to your attacker.

    Stone Block: Move and turn stops immediately. Unspent icons are discarded. Y ou cannot move through this space

    Game End: When a Arena Reward token cannot be refilled or if a flea loses its last life point, the game ends immediately and victory points are tallied. Ties breakers are resolved by checking the victory points on the backs of life points that remain on the fleas.