Deathball Core Rules PDF

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Introduction Index

Deathball is a fast paced and brutal miniatures sports game 1. Cover


inspired by Blood Bowl. The game is a parody of American 2. Introduction & Index
football, where a well-placed pass is just as important as a 3. Rules
well-placed punch.

All you need to play the game are some 28mm miniatures,
a flat 3’x3’ playing area, a measuring tape in inches and a
couple of six-sided dice. The game can be played with all
sports miniatures, from fantasy to sci-fi.

Find more free games at onepagerules.wordpress.com, and


more awesome art at rosscarlisle.tumblr.com.

If you'd like to get news & updates you can follow us here:

 Facebook: facebook.com/onepagerules
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 Twitter: twitter.com/OnePageRules

If you wish to get involved in development or have any


questions feel free to contact us:

 Forum: onepagerules.proboards.com
 E-Mail: onepageanon@gmail.com

Thank you for playing and happy wargaming!


One Page Anon (Rules), Ross Carlisle (Cover)
Deathball – Core Rules v1.6.0
by OnePageAnon (http://onepagerules.wordpress.com/)

General Principles Taking the Ball Advanced Rules


The Most Important Rule: Whenever a rule is If at any point of a player’s movement it comes into In order to spice up the game the players can agree
unclear or does not seem quite right, use common contact with the ball whilst it is not controlled by on using the following advanced rules.
sense and personal preference. Have fun! another player, then he may try to take it. Roll one Coaching Points: At the beginning of the game
Coaches & Players: For the purpose of clarity the die and check the player’s Skill: and every time a goal is scored, roll one die. Both
people playing the game are referred to as coaches,  Skill 1: player takes the ball on 4+ coaches get as many coaching points as the result,
whereas the models that are being used in the  Skill 2: player takes the ball on 3+ which they can spend to re-roll one die of any kind
game are referred to as players.  Skill 3: player takes the ball on 2+ (even the opponent’s dice). Any coaching points
Control Zones: Each player has a 1” control zone If the player manages to take the ball it is in control that have not been spent by the time a new goal is
extending out from its base. of the player and stays with him as he moves. If the scored are immediately lost.
Before we begin... roll is unsuccessful however, then the ball is pushed Random Events: At the beginning of the game
Preparation: The game is played on a flat 3’x3’ D6” directly away from the player. and every time a goal is scored, roll one die on this
surface. Place a goal marker (a pole, tree, etc.) at Tackling table to get a random event. These effects only last
the center of two opposing table edges, and the ball If a player moves into base contact with a player until a new goal is scored, and do not carry over.
at the center of the table. The edge of the table is that has the ball, he may try to tackle him to take Result Effect
impassable and may not be moved through by the the ball for himself. The tackling player rolls one die 1 Clear Weather – Nothing of note
players or the ball. and compares his Skill value to that of the defender: happens.
Setup: The game is played between two coaches  Defender 2 points higher: 6+ to tackle 2 Rock Thrown – One randomly selected
with teams of 5 players each (select any 5 players  Defender 1 point higher: 5+ to tackle player is immediately stunned.
from the player types section). The coaches roll-off  Defender equal: 4+ to tackle 3 Changing Weather – The entire field
and the winner picks one goal and places all of his  Defender 1 point lower: 3+ to tackle counts as difficult terrain.
players within 18” of it, at least 3” away from the  Defender 2 points lower: 2+ to tackle 4 Perfect Recovery – Place knocked out
ball. Then the other coach sets up his team the If the player manages to tackle, then the ball comes players within 12” of their own goal.
same way on the opposite side of the table. under his control. Else the ball remains in control of 5 Cheering Fans – All stunned players
Objective: The first team to score 3 goals wins. the defending player. immediately get up.
Playing the Game Shooting the Ball 6 Blitz – One player from each team
The game is played in alternating player turns in If a player is in control of the ball, he may try and activates on 3+.
which coaches try to activate their players. Once a shoot it at a target or point anywhere on the table.
coach has finished activating all of his players once Roll one die and adds the players Skill value to the Player Types
or has failed an activation play passes to the other result, and then subtract any of the following Coaches must agree upon what type each player is
coach. The coach that won deployment goes first. modifiers from the result: before the game begins.
Activation  -1 for every full 6” the ball has to travel Type Brawl Skill
Each player may be activated only once per turn.  -1 for every enemy control zone the ball Lineman 2 2
When activating a player you may roll 1, 2 or 3 dice has to travel through Notes: n/e
trying to score 4+. For each successful die the player If the player manages to have a final result of 6 or
may use one action, however if two or more dice more, then the ball lands on target. Else the ball is Type Brawl Skill
fail then play immediately passes to the other coach placed D6” directly away from the shooting player. Shooter 1 3
after any remaining actions are taken. Players may Receiving the Ball: If the ball lands in one player’s Notes: n/e
use the following actions: control zone, then the player may try and take the
Action Notes ball like he would if he had moved into it. If the ball Type Brawl Skill
Move Move up to 6”. lands in the control zone of two or more opposing Dodger 1 2
Tackle Take the ball from an opponent. players, then one player from each team may try Notes: This player may move out of enemy control
Attack Attack one opponent within reach. and take it, which is resolved like tackling (with the zones without being attacked on a 3+.
Shoot Shoot the ball at a target or point. active coach’s team counting as tackling).
Get Up Recover from being stunned. Goals Type Brawl Skill
If a player shoots the ball targeting the goal and the Heavy 3 1
Moving ball lands on target, then the player’s team scores Notes: n/e
Players may move and turn in any direction, and one goal and a new ball is placed in the center of
they may move into the control zone of opposing the playing field, and all models within 3” of the ball Type Brawl Skill
players without any penalty. If a player moves out are pushed directly away until they are at least 3” Blocker 2 1
of an opposing players control zone he receives an away from it. All players that had been knocked out Notes: This player has a 2” control zone.
attack by that player on the spot . Note that if a are then placed within 6” of their own goal, outside
player moves out of several overlapping control of enemy control zones.
zones all players may attack. Terrain
Attacking Terrain may be placed when preparing the playing
Players that are in base contact with an opponent field, and there are no restrictions as to the amount
may attack it. The attacking player rolls one die and of terrain you may place on the table, however
compares his Brawl value to that of the defender: terrain must be placed on both sides of the field as
 Defender 2 points higher: 6+ to hit to create a mirror image of it.
 Defender 1 point higher: 5+ to hit Obstacles (barrels, rocks, trees, etc.): Obstacles
 Defender equal: 4+ to hit have a 1” control zone just like players and count as
 Defender 1 point lower: 3+ to hit opponents in the way when shooting.
 Defender 2 points lower: 2+ to hit Difficult Terrain (mud, water, vegetation, etc.):
If the player manages to hit, then you may roll one Players moving through difficult terrain halve their
die on the following table: movement. When shooting through difficult terrain
Result Effect it counts as an opponent in the way.
1 Knocked Out (remove the model) Dangerous Terrain (mines, acid pools, spikes, etc.):
2-3 Stunned (place the model on its side) Players moving through dangerous terrain roll one
4-6 Pushed (attacker moves model 3”) die. On a 1 they take one automatic hit. When
passing or shooting through difficult terrain roll one
Stunned: A player that has been stunned counts as die. On a 1 the ball is destroyed and a new one is
having Brawl 0, loses the ball and has no control placed in the center of the playing field the same
zone whilst being stunned. way as if a goal was scored.
Pushed: A player that has been pushed is moved by
up to 3” by the attacker and loses the ball. If this
moves the model out of any control zones the
model is attacked as normal.

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