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Game Play:The game is played with three rotating phases:
-Attack
-Movement-Upgrade
The phases always go in this order, but the game starts with the initial movement
phase. (See below)
Important Concept: You must ³HOLD THE LINE.´Before getting into the rules for movement, it is important to understand how
holding the line works.*All globs must be next to or diagonally in front of/behind a friendly glob to
maintain a line. (Considered to be touching.)
*A glob cannot move forward if it isn¶t in line, unless it is moving forward to
catch up with the line. See figure 2.
Fig 2
Okay Not Okay
*If a glob is in line, but a forward move would pull it out of the line, theline will advance with the glob, assuming the advancing pieces were able to
move. See figure 3.
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Fig 3
*Globs without any allies in play on one or both of their sides (such as the globs on the end of
the line, or a glob who¶s ally was removed from the game during combat) only needs to
maintain a line with allies it is still touching.
Initial Movement Phase: Roll to see who goes first.
Players take turns moving once piece at a time. A glob can only move a distance
of one square, and can only move directly forward.*During the initial movement phase, you may not move a piece directly across
from a piece that was just moved by your opponent. This only applies to the
first movement phase of the game.
Standard Movement Phase: The player with the bigger victory pile goes first. Roll off ties.
Players take turns moving once piece at a time. A glob can only move a distanceof one square, and can only move directly forward.
Attack Phase: Attacks are made simultaneously. After the initial movement phase, the board should look something like figure 4.
Fig 4
Now, starting on the green player¶s left and moving to the right, combat must be
resolved between each opposing glob.
Combat:
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-Each player rolls a D6 for each pair of opposing globs.-The player with the higher roll after all modifiers wins.
(Modifiers come from upgrades, more on that in the next section.)-The losing player moves his glob back 3 spaces
-If the difference between the rolls is 5 or more (after modifiers),
the losing glob has to move back 4 spaces instead of 3.Example: Rolls of a 6vs1, 7vs2, etc«-If the rolls are a tie, nothing happens, each glob stands firm, and combat
continues with the next set of opposing globs.
If a glob being knocked back would be pushed off the board, it is removed fromthe game along with its attacker and both are placed in the attacker¶s ³victory pile.´
Upgrade points are earned by knocking opposing globs off the board. Players
earn one point for each enemy glob removed from play this way.
Upgrade Phase: The player with the bigger victory pile goes first. Roll off ties.
During the upgrade phase, players spend the points they earned from knockingopposing globs off the board. Points may be saved and used in later upgrade phases.
When an upgrade is purchased, place the corresponding counter underneath any of your remaining globs.
Purchasable Upgrades:
+1 = 1 point
+2 = 2 points
+3 = 3 points
If a glob is already at +1, you only need to spend one more point to upgrade it to a+2. A +3 upgrade is the maximum any one glob can have.
Upgrading a glob gives it a +1, +2 or +3 modifier to its rolls.
Winning the game:If you have pushed 5 of your opponent¶s globs off the board, it¶s almost time to
drink in the glorious victory. However, you must complete the current attack phase. If your opponent wasn¶t able to catch up, you win! In the event of a tie, keep playing!
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