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• Rules for playing a violent future sport using miniature figures and dice •
••••••
] Complete board game included [
••••••
TABLE OF CONTENTS • • • • • • • • • • • • • • • • • • • • • • • •
Designer Notes .
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3
A. The Game
[How it’s played] . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4
B. The Rules
[Yes, there ARE rules] . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6
C. The Track
[The game board] . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7
D. The Men
[Stats, actions and injuries] . . . . . . . . . . . . . . . . . . . . . . . 11
E. The Machines
[Motorcycles] . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15
F. The Teams
[Scoring, formations & obstacles] . . . . . . . . . . . . . . . . . 18
G. The Brawl
[Combat] . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 21
H. Postgame
[Optional rules, construction and comments] . . . . . . . . 25
I. The Big Board
[Charts, board & playing pieces] . . . . . . . . . . . . . . 29
CREDITS • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • •
Executive in charge of Game Design
. . . . . . . . . . . . . . . . . Mr . Trostle
Executive Playtester
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Mr . Ballou
Rulerball © 2009 by J .P . Trostle, under Creative Commons Licensing (Attribution-Noncommercial-No Derivative Works) .
You are free to copy, distribute and transmit this work under the following conditions: Attribution — You must attribute the work in the
manner specified by the author (but not in any way that suggests that they endorse you or your use of the work), i .e ., give me credit;
Noncommercial — You may not sell, resell or use this work for commercial purposes; No Derivative Works — You may not alter, transform,
or build upon this work . Waiver: with the understanding that conditions can be waived if you get permission from the copyright holder .
http://creativecommons .org/licenses/by-nc-nd/3 .0/
LET ThE gAmES BEgIN
••••••
] Designer Notes [
••••••
From gladiatorial games in Rome to the Atzec’s game of tachli, where losing teams
were often sacrificed, “death sports” have been part of human civilization for
thousands of years . While many of today’s athletic competitions are dangerous, the
idea of deliberately killing off participants is no longer considered . . . appropriate .
Yet in the realm of science fiction, writers love to envision future scenarios where
death and mayhem are again seen as entertaining — or a way to manipulate the
masses . Over the years there have been a number of stories and movies (most of
them pretty bad) that have attempted to combine sports and combat to create a
new type of game .
I have put together a set of rules so gamers — using figures and dice — can play
a version of this “violent future sport” on a table top . While the inspiration for the
game may seem familiar, the game mechanics (especially the system for moving
and tracking multiple figures on the board) are original and unique .
And, as you will discover, rather fun to play .
J .P . Trostle
November 2009
Special thanks to Tom Ballou, Matt DeLaMater, Rich Hasenhauer, Dave White & the guys
from Jenkintown Hobbies, William Smith, and everyone who helped me playtest this beast.
The exceptional feedback was greatly appreciated. Extra special thanks to my wife Maura,
who put up with way too much geeky, gamer behavior while I finished this pet project.
Other games by J.P. Trostle:
Speed Rally
www .speedrally .net
A. ThE gAmE
••••••••
[How it’s played]
THE SPORT ITSElF
In the future, a new high-tech sport will become popular .
One-third football, one-third motocross, one-third fighting,
it is so violent players often don't survive the game .
People love it .
It is played on a circular track with two goals located opposite
of each other in the wall surrounding the track . Ten players
from each team — three motorcyclists, two catchers and five
skaters — move counterclockwise around the track and work
together to field the steel game ball and put it in their team’s
goal . The object seems simple enough: score more points
than the opposing team .
Each game in Rülerball is 60 minutes long, divided into three
20-minute periods . At the start of each period the game ball
is fired from a cannon positioned in the outer wall of the
track, and moves clockwise around the track . Initially, a ball
may only be picked up by a catcher, each of whom has a
reinforced mitt in which to field it . Once a catcher has the
ball, he may attempt to hand it off to one of the five skaters
on his team . Only these skaters can actually put the ball in
the goal and score .
In order to score, a team in possession of the ball must make
one full lap to the sector where the catcher originally fielded
the ball . Once they reach this point this “activates” the ball
and marks that player’s team as “the offense .” The next time
a skater with the ball approaches a goal they may attempt
to score . In the meantime the other team, now designated
“the defense,” can attempt to stop the player and may set
up a screen of skaters in front of the goal to block any shots .
As long as a team is on the offense, any of its five skaters can
attempt to score .
Once the ball is activated, a team has three laps in which
to make a scoring attempt . If they take no shots during this
time, the ball is declared dead . A ball is also declared dead if it
rolls into the gutter on the game floor (indicated by the white
line on the flat portion of the track floor) or is dropped by a
player inside the white line . When the referee has declared
a dead ball another ball is immediately fired and the game
continues .
The defending team cannot goal tend . If the defense has set
up a screen of skaters in front of the goal and the offense
does not attempt a shot on the goal during that particular
lap, the defending players must chase after the ball carrier
and make another lap before they can set up another screen
in front of the goal .
The defending team may steal the ball from the offense . If an
opposing skater makes a successful steal, they must make a lap
from the sector where the ball was stollen to activate the ball
for
their
team and switch the offense/defense designations .
The only two times the clock is stopped is 1) after a scoring
attempt fails and the ball rolls into the gutter and is declared
dead (this is to allow the players, many of whom are probably
3) Initiative
• Initiative is rolled with a 12-sided die, indicating which
sector gets the initiative marker first for this game turn .
4) Move
• Move all figures in the sector with the marker . Order of
movement is from the inside ring to the outside ring of a
sector, and then left to right (clockwise) within the squares
in a ring . Mark all figures that have moved with a cone .
• Initiative moves
clockwise
to the next sector . Continue
moving the initiative marker about the track until all 12
sectors have been covered and all figures have had a chance
to move .
5) Combat
• Beginning in the same sector as you did for movement,
moves the initiative marker around the board again, this
time for purposes of combat . After each figure has had a
chance to engage once in combat, remove the cone marker
in front of it . Continue moving the initiative marker about
the track until all 12 sectors have been covered, all cones
removed and all figures have had a chance to fight .
6) Score
• Resolve any scoring attempts .
• If a team scores, an attempt fails and results in a dead ball,
or a period ends, clear the board and set up the figures in
their starting positions . End of turn .
•••••••••••••••
THE IMPORTANCE OF CONES AND MARkERS:
During a game of Rülerball, there will be up to 20 separate
figures on the board, all moving at different times and at
different speeds . It is VERY easy to lose track of who has
moved, who has thrown a punch, which sectors have
already had initiative, etcetera, so it is most important to
have a set of markers to indicate who has moved and who
has yet to go . (I use a set of small red cones — cake decora-
tions I found in a party supply store — but any marker could
be used . Just be sure they are easy to pick up and move, as
you will be using them
a lot.)
The cannon fires a new game ball.
knocked down in front of the goal, to regroup and avoid
getting hit by cannon), and 2) when a team successfully
scores a point . Officials take advantage of these pauses to
clear the track of debris and remove badly injured players .
After a goal, players take their standard starting positions, the
cannon fires another game ball and play continues until the
end of the period .
•••••••••••••••
THE MINIATuRE GAME
Rülerball is a miniatures game designed for 2 to 6 players .
Ideally, if there are four players, each gets to control
half a team or half the board, both of which are quite
manageable .
In discussing the miniature rules, the terms
movement
&
speed
are interchangeable . Although the term
‘skater’
isn’t used to describe them, catchers are also on roller skates
and virtually all rules governing skaters applies to catchers
as well . And, except in “The Sport Itself” section above, the
term ‘player’ will refer to the person playing the game, and
‘figure’
will refer to a playing piece in the game .
THE GAME TuRN
In Rülerball, the game is broken down into game turns
which represent 1 minute of real time . Each game turn has
the following steps:
1) Clock
• Start period or advance the clock 1 minute .
• Move all figures in the Penalty Box/Shaken/Rest portion of
the board 1 minute ahead . If a figure reaches the 0:00 box,
they are eligible to return to the game during this turn .
2) Ball
• Game ball is fired from the cannon, or, if already in play
but not yet fielded, moves around track .
• If a ball moves through a square with a catcher in it, he
may attempt to field it . If a ball moves through a square
containing skaters or bikers
and no catcher
in it, each
figure must make a skill roll to avoid the ball .
Marking figures after they have moved is
absolutely key to keeping the game itself moving.
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