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RULE
BOOK
ONLINE EDITION Version 1.0 | 01 November 2015
Crooked Dice Game Design Studio 2015
7TV: Second EDITION RULEBOOK
CONTENTS
Tune into 7TV 4 Turn sequence 13 Strike actions 21
So what is 7TV? 5 1. The countdown phase 14 1. Declare a target 21
Behind the scenes 6 The countdown deck 14 2. Determine line of sight 21
3. Determine the range 21
The basics 7 2. The action phase 15 4. Defender makes a defence roll 22
What you will need to play 7 Gain plot points 15 5. Attacker makes a strike roll 24
Why a second edition? 7 Activate models 15 6. If attacker is successful, 25
Removing statuses 15 determine attack effects
The profile 9 Moving to the end phase 15 In play and removed from play 25
Statistics 9 Actions 17 Special actions 26
Move actions 18 Aiming 26
Plot points 10 Charge attacks 18 Using a special effect 26
Plot point gains summary 10 Doors and windows 18 Claiming an objective token 26
Obstacles 18 Free actions 26
Statistic tests 11 Rough ground 19 Making a charge attack 26
Climbing 19 Using a gadget 26
Sides & players 11 Stairs 19 Star qualities 26
Ladders and elevators 19 Exiting a vehicle 26
Statuses 11 High walls and cliffs 19
Dominated 12 Falls 19 3. The end phase 27
On Fire 12 Swimming 19 Determine if your cast is axed 27
Stunned 12 Free strikes 19 Deal with your models who are On Fire 27
Weakened 12 Knocked down 20 Choose to steal the scene 27
Pushing models 20
The initiative roll 13
Stealing the scene 13
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7TV: Second EDITION RULEBOOK
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7TV: Second EDITION RULEBOOK 4
TUNE IN TO 7TV
7TV is a tabletop wargame set in the classic sci-fi and action TV shows of the 60s and 70s.
Fight across the tabletop and try to save the world - or rule it!
The scars of the war are beginning to fade and Alien races have secretly contacted humanity and made
memories of the drab days of the fifties are being alliances for their own ends. Mysterious primal powers
washed away by an explosion of colour, youth and the and long forgotten gods still have acolytes. Science has
white heat of technology. conquered time and the certainty of reality is no longer
to be taken for granted.
Now the world is swinging, the shirts are loud, the skirts
are short and the music is groovy. The world is a smaller But there are those prepared to fight for the greater
place: holidays abroad are within reach and the space good: hard-pressed coppers; secret government
programme has put man on the Moon. Britain is looking departments of spies and scientists; millionaire
forwards to a fab future playboys; and lone alien travellers. They may not act
in concert, but each holds back the tide of evil and
But in dark warehouses, criminal bosses are planning disorder in their own way. It is their adventures we
million-pound bank raids. Remote country houses are cheer on the teatime television serials, when not hiding
host to disaffected scientists creating robotic killers and behind the sofa from their hideous foes.
secretive organisations hide behind respectable brass-
plated signs in leafy suburbs. Create your own cast or replay the antics from any of
7TV Studios infamous TV shows. Save the world or try
Under the sea, inside extinct volcanos and deep to control it. Do it all in three acts and make sure you
within inaccessible rainforests are hi-tech villainous end on a cliffhanger. So put the kettle on and tune in
headquarters where evil plans for world domination are to 7TV.
hatched. Armies of minions and sinister henchmen act
out the schemes of madmen and despots.
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So WHAT IS 7TV?
Its a Wargame Its a love of Cult TV
Youll need an opponent, miniature models, dice, rules At Crooked Dice we love cult TV the action-adventure Although virtually unknown today, his shows such as
and somewhere to play on. You choose your cast and set television of yesteryear. Budgets were low and the same The Man From 2000, Department X and The Beat were
up your models, and your opponent will do the same. props and actors kept reappearing across various shows classics of their time. Their mix of action, adventure
Select the profile and gadget cards you need and get if you looked closely. Despite their meager production and suspense kept a whole generation on the edge of
playing. Its quick and simple and a lot of fun. values, these shows have a look and a feel all to their their seats with weekly tales of spies, time travel, weird
own, and manage to show us what looked like a simpler, science and a whole host of alien and robot monsters.
Its a Metagame more dashing time to live in. Nostalgia? Oh yes.
7TV is a game about making a TV programme or a Tragically Barron mysteriously disappeared from his
film. Your models are your cast and you have a ratings Its Spy-Fi Monaco yacht when his studios fell on hard times,
number to allow you to choose your models. Models are What is spy-fi? Its a mixture of the spy genres and and much of his television (and indeed film) work
either Stars, Co-Stars or Extras. The games you play are science fiction, spy-fi is epitomised by glamourous and was forgotten. Luckily, here at Crooked Dice we have
called episodes. Your cast doesnt get killed if you lose, over the top movies like The Man From U.N.C.L.E. and rediscovered much of 7TV Studios output, and have used
they get axed. Theres a countdown until the credits roll most especially James Bond and Austin Powers. Spy- it as the background to our game. You can relive these TV
and all the random events are TV themed. fi brings us undersea and volcanic villainous bases, gems in the 7TV Times listing throughout this book.
outrageous ransom demands, evil plans, lots of gadgets
Does this make a great difference? No and yes. No, and seduction of enemy agents - and of course the mini- 7TV 2nd Edition
because you can just play the game like any other moke. All of which were too good not to include in 7TV. The 7TV 2nd Edition rules allow you to create casts
wargame choose your models and fight battles. Yes, from almost any kind of TV show you can imagine
because its quite tongue-in-cheek and doesnt take itself But what is 7TV? whats in your head is the only limit. The rules have a
too seriously. The fact that the game is buried inside a To tie all these elements together we needed a single multitude of generic Star, Co-Star and Extra options to
TV show gives it a whole different feel, and we love it; it unifying point, so we created a fictional TV studio, now choose from, so if youve seen it on TV or have woken
plays right into the genre were recreating. defunct, who brought the world an epic catalogue of cult up at 4am with a brilliant idea, you can do it. From
TV in the 1960s and 1970s 7TV Studios. They were the alien invaders or a hospital full of crazies, to secret
brainchild of Sidney Barron an independent TV producer ninja commandos or psychic spy children go for it!
who hit on a formula to both shock and entertain.
And that is 7TV. So grab some models, put on your
best velvet trousers, settle down with a nice cup of tea
and get playing!
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THE BASICS
WHAT YOU WILL NEED TO PLAY THE games THE THING
This booklet is a print friendly version of the two main 7TV is meant to be fun, even though its a competitive
rulebooks available in the 7TV Boxed Game. That set game where you are attempting to tactically get one
contains: over on your opponent. If youre winning, try to win with
The Directors Guide - containing the main rules grace and if youre losing, try to learn from your loss.
The Producers Guide to assist you in building your Dont gloat, cheat or take advantage of a new player.
casts and playing ratings-winning episodes of 7TV These behaviours will just make it less likely people will
2 decks of profile cards one heroic, one villainous want to play another game with you.
A deck of 45 countdown cards
A deck of 20 gadget cards If youre not sure of a rule by all means look it up. If
20 plot point counters you cant find it move on and just roll a die to resolve
27 tokens for marking statuses and objectives the problem. After the game take your time and look it
A blast and flamethrower template up again. Next time youll remember it. If you disagree
A pewter maguffin token with any of our rules and your opponent agrees, use a
6 six-sided dice different rule.
Now all youll need to play 7TV is some suitable models Common terms
and some willing players! Get going! As our rules are based on film and TV action, 7TV
renames several commonly used game terms to better
Why a SECOND Edition? reflect the setting, for example:
7TV 2nd Edition is still the same spy-fi fun it always was The models that comprise your side are collectively
but weve taken the time to make some changes many called a cast
of the rules are simpler, the numbers easier to manage, Your cast is made up of Stars, Co-Stars and Extras
and theres less to remember and look up. Everything Any abilities your models may possess are known as
that could be taken down a notch in terms of complexity special effects
has been. The game is now easier to learn but has Stars and Co-Stars have unique special effects
new rules like the countdown and genres which keep called star qualities
the spirit of the action true to the cult TV ethos. And The relative value of your models and your cast is
players will be involved in both their turns and in their measured in ratings
opponents turns, managing their limited resources to try The games you play are called episodes
to achieve victory while denying this to their opponent. The player who is taking the current turn is on screen
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The Profile
Each model has a profile - a list profile name Type mind
The name of the model. hero or Villain, Star, Co-Star or extra. The mental prowess of a model.
of their abilities and attacks - ally, Mercenary or Vehicle if appropriate.
which determine exactly what it
can do during a game. FighT body
how good the model is at The physical strength of a model. high
making attacks at close range Body equals better Fight attacks.
The handiest way to check out the
(e.g. a punch).
profile of each model is to look at spiriT
that models profile card. if you dont shooT a models courage, staying power and
how good the model is leadership abilities.
want to use the cards you can fill out
at making ranged attacks
the same information on a blank cast special effecTs
(e.g. with a pistol).
roster sheet available on the Crooked These allow the model to do all kinds of
useful things during a game. each special
Dice website. defence
effect listed here is fully explained on the
a combination of agility, size
back of the card.
and natural toughness.
Statistics sTar qualiTy aTTacks
Most models have six statistics each each Star and Co-Star profile Most models have at least one attack.
lists a star quality. a model can This section details:
with a numerical rating: Fight, Shoot,
use its star quality up to once
Defence, Mind, Body and Spirit. per turn, before or after any TyPE - There will be one of two
action it performs, as a free symbols here, depending on whether
Fight, Shoot, Body, Mind and Spirit action. To use a star quality, a the attack is a fight attack
player must immediately pay (fist symbol) or shoot attack
normally range from 1 to 6, with 6
the listed plot point (aka ) (target symbol).
being the best. a statistic of 0 is cost (see page 10), as given
possible and means does not apply. on the star quality entry. ATTAck - The name of the attack
as an example, an average human (or weapon).
Minion or Security Guard would have raTinGs
ranGe - The maximum range in
a 3 in all of these statistics. a number which represents the
inches you can make an attack with
effectiveness and value of the
healTh Genre(s) this weapon, measured from the
model in the game.
Defence is around 8 for a standard From 1 and up. The genre of each attacker to the target model.
Stars normally have model determines
human extra, 9 for a Co-Star and
3, Co-Stars 2 and if it can join your STrikE - The number you add to
10 for a Star. extras 1. When a cast or not. Models your dice roll when you make an
models health is from a Programme attack. The higher the better.
reduced to 0 it is Guide will have their
removed from play. casts symbol here EffEcTS - any special rules the
instead. weapon may have.
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PLOT POINTS
Plot points are generated each turn according to the models you have in play at that point. You use your plot points to activate your
models, enhance combat, use some of their special effects and gadgets, and recover from debilitating statuses.
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Initiative, strike and defence rolls (see page 22) are not Place the appropriate status token next to the affected
statistic tests. model to track the effects during play.
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EXAMPLE: The villains have just taken their turn Action phase
and the episode is at a critical moment. The
villainous player decides to steal the scene and turn
the tide of the battle. His side will take another turn 3 End phase
before play passes back to the other side.
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Models with the Leader special effect Models with the Unit Leader special effect
When a model with the Leader special effect is Some models are organised into small units under the
activated, you can immediately choose a number of command of a specified model with the Unit Leader
friendly models within 6 equal to the value of the special effect. The unit leader and unit can activate as
Leader special effect. The Leader special effect may one, sacrificing tactical flexibility for efficient activation.
restrict which models can be activated. These models To activate a unit in this way, count the number of
can be activated for free after the leader model, in any models in the same unit who are within 6 of the unit
order you choose. Models cannot be chosen if: leader, including the unit leader. If you pay half this
number, rounding up, in you can activate all chosen
They have already activated this turn models in any order you like. You do not have to activate
They have the Stunned or Dominated statuses all of the models in the unit, although you must always
activate the unit leader.
Models activated by another models Leader special
effect cannot themselves use any of their own Leader Models more than 6 away from the unit leader, and
special effects in the same turn. models in the unit you choose not to activate are not
included in these activations. Any or all models in a
EXAMPLE: A Police Sergeant with the Leader 2 unit can be activated individually as normal.
(Bystanders) special effect urgently needs to clear
some rubberneckers out of the area. When this EXAMPLE: A Ships Crew unit prepares to tackle
model is activated, his player can choose to activate some dockside intruders. The unit is composed of a
two Bystander models within 6. These models will First Mate (with the Unit Leader special effect) and
activate after the Sergeant. Move along! Nothing to four Sailor models all within 6 of the First Mate.
see here! Their player pays (five models, divided by
two, rounded up). All five models including the unit
leader can now activate, one at a time.
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ACTIONS
A model which can activate may now take up to two
actions. Unused actions are lost. Once a player has MOVE ACTIONS SPECIAL ACTIONS
taken all the actions with a model they intend to, they A model making a move action can change the Some actions or special effects require a small amount
must activate another model, remove a status or end direction it is facing (see page 18) or move across of time to take effect, but dont fit into either of the
the action phase and move onto the end phase. the tabletop. Most models can take two move actions above categories. Examples include aiming a shoot
during their activation by using both their actions. weapon, using the Medic special ability or picking up
The following actions count as one of your two actions an objective token (see page 50). These are all covered
per activation:
STRIKE ACTIONS by special actions.
Move
Strike
A model making a strike action can either make a shoot
attack with a ranged weapon, or make a fight attack
FREE ACTIONS
Special with a melee weapon, fist or any other weapon they are Free actions never count against the maximum of two
equipped with. You cannot normally make both shoot actions you can take during your activation, so you
And this one does not count towards that limit: and fight attacks in the same activation. can move, shoot and take a free action for example.
Making a statistic test, using a star quality or gadget are
Free examples of free actions. A model can take more than
one free action during its activation.
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MOVE ACTIONS
Each move action will allow a model to move up to 6
across clear ground, unless that model has the Move CHARGE ATTACKS Obstacles
special effect which gives a different move value. A model which ends its first move action within fight Obstacles can slow down models and make for a
range of one or more opposing models can make an tactically challenging place to do battle. Examples
Some special effects such as Fly allow other forms of immediate charge attack as a free action. A charge is include walls, hedges and ditches. Obstacles are
movement. Such moves are also 6 per move action, a fight attack with any weapon the moving model has typically only about 1 deep or high. Normal sized
unless otherwise noted. on their profile that has the range to reach the target doors are obstacles to Large and Massive models, and
model. Resolve the charge attack before taking any windows count as obstacles to all models.
Models can end each move action facing any direction further actions with this model.
they like. A model must use a move action to change If the height or depth of the obstacle is not greater than
the direction it is facing. Models can take two move Models cannot make a charge attack if the target model the models height then the model can move across it
actions during their activation unless otherwise noted. was in the moving models back zone at the start of as normal.
their move action. Models can only make one charge
Models cannot move through opposing models, walls, attack per turn. If the obstacles height or depth is greater than the
buildings or vehicles. There must be enough space models height, the model must additionally pass a
for a model to move its base between these battlefield EXAMPLE: A Criminal uses his first move action to Body statistic test. If the test is passed the model can
obstructions or the moving model cannot move past. rush a patrolling Police Constable whos getting too complete its movement. If the test is failed the model
Models can move through the bases of friendly models close. He moves 4 and ends in base contact. As ends its movement on the near side of the obstacle.
if there is room for the moving models base to be the Police Constable is in his fight range he gets to
placed on the other side. make a charge attack against him as a free action. Models intending to cross an obstacle can only spend
After the strike roll is made, the Criminal can still one of their actions moving this turn. A model can never
use his second action to do something if desired. cross an obstacle using their second move action.
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When your playing area has vertical features like a half- remaining in base contact with the ladder at the end
built tower block, crumbling cliff, or warehouse with of this movement. Swimming
an upper storey you will need to divide it into vertical All models are assumed to be able to swim, but
levels, each between 2 and 4 in height. Models can
climb (up or down) between levels using their actions,
High Walls and Cliffs movement through water is slow going. Each 1 actually
moved costs 2 of movement. Models cannot spend two
and sometimes by making a statistic test, depending on These ascents and descents are the most tricky, as there actions moving through water in the same turn.
the nature of the climb involved. are no ideal handholds. Models ascend and descend as
per ladders, but in addition to using a move action, they
Free strikes
Stairs must pass a Body statistic test. If this test is failed, the
model still expends the action but will not move. Models that use their move action to move out of the
Models climbing via stairs simply use a move action to fight range of one or more opposing models will suffer
move horizontally as normal and will gain or lose height
according to the horizontal distance they travel. No
Falls one free strike from each such opposing model. These
free strikes take place as soon as the activating model
other rules apply for movement on stairs. Models can choose to drop from an edge to a lower moves out of each opponents fight range. Each model
level, or can fall through the result of an injury, or by eligible to make a free strike must choose one of their
being pushed by another model. A model which survives fight attacks which has the required range to the moving
a successful strike while climbing a ladder, wall, cliff model. Moving models always count as disadvantaged
etc. must pass an immediate Body statistic test or they (see page 23) against a free strike, and will not get a
will fall. Shield bonus to their Defence.
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Models can only suffer free strikes when moving in their EXAMPLE: A Riot Police Mounted Constable gallops
players own action phase, never during their opponents Knocked Down straight towards some rioters (Criminals). At the end
turn. Stunned and knocked down models can never make Models can be knocked down as a result of attacks, of his move action he can use his Crowd Control
free strikes. special effects or scenario conditions. At the end of any special effect to push any opposing models within
of its move actions a model can be knocked down if its 2 up to 2. The police player can push all affected
An opposing models fight range is noted in the attacks player chooses to. Knocked down models are placed models in any order he likes, directly away. Each
section of their profile. This is normally base contact lying down on the table. While knocked down, a model pushed model must now make a Body test or be
(0), but some fight attacks have a range listed, which cannot make fight attacks and can only move 2 with knocked down.
allow free strikes to be made at greater distances. each move action spent. When drawing line of sight to,
Models can free strike any number of models in one or from, a knocked down model, use the closest part of
turn, but can only strike each model once. the knocked down models head or body.
Models suffer all the effects of a successful free strike Knocked down models count as disadvantaged (see
immediately. This includes losing Health or gaining page 23) when defending against strikes. A knocked
statuses. Models using a second action to move away down model can use a move action to stand up.
from an opposing model and who gain the Weakened Knocked down models do not block line of sight.
or Stunned statuses do not get to complete their
movement. Once all free strikes have been determined,
the moving model can complete their move, if they are
Pushing models
able to. In some situations it can be advantageous for models to
push other models, moving them out of the way. The
EXAMPLE: A Plucky Assistant needs to get across rules will state when a model can be pushed. When a
the table, and must disengage from a drunken Sailor model is pushed, move it the indicated distance directly
to do so. As soon as she leaves base contact the away from the pushing model. If there is no room to
Sailor gets to make a free strike. It succeeds and the move the pushed model this distance move it as far as
Plucky Assistant gains the Stunned status. She is you can. A pushed model also needs to pass a Body
now knocked down and loses all remaining actions statistic test or it will be knocked down.
this turn.
Pushed and pushing models never suffer free strikes
as a result of push movement. Models can never be
pushed off the table.
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STRIKE ACTIONS
Models can use strike actions to make shooting 1. DECLARE A TARGET 3. DETERMINE THE RANGE
and fight attacks. These can disable and remove
enemy models during an episode, and are generally When an attack is declared, you must declare the target Each attack has a range listed in inches. If the attack
essential for victory. of that attack. A target is any model or vehicle. You does not use a template then the distance between
cannot target an area of ground, building or item of the attacking model and the target must be within the
Models cannot take strike actions if they are knocked scenery unless the attack uses a template either the listed range of the attack or the attack will miss and
down or have the Stunned status. 3 or 5 blast templates or the flamethrower template. the strike action is considered spent. If the attack does
use a template and the distance to the target model is
Fight attacks are typically short range attacks which 2. DETERMINE LINE OF SIGHT greater than the listed range then place the template
strike an opponent with a melee weapon (or even a fist, with its centre on the line between attacker and target,
or a rugby tackle). Shoot attacks rely on projectile or The target must be partially visible to the attacking at the listed range of the attack. Any models under the
beam weapons to hit from a distance. model. If the target is a model then part of that models template are targetted by the strike.
head or body must be visible to the attacker. Any part
When a model uses a strike action choose one attack of the target models base (or the model if it has no When measuring distance, use the closest part of the
listed on its profile, which will indicate if it is a fight or base) must be in the front 180 of the attacking model attackers base and the closest part of the target or its
shoot attack. Models cannot make both fight and shoot models cannot normally make attacks against targets base if it has one.
attacks during their activation, and cannot normally which are behind them. If youre in doubt, roll 1D6. On
spend more than one action on shoot strikes in the same the roll of 4+ you can make the attack. EXAMPLE: A Marksman is lining up a shot against
activation although some attacks will allow more than some Minions. Minion A is behind the bases of the
one attack to be made for the expenditure of one action. Models may obscure target models with equal-sized Minions in front and cannot be targetted. Minion B,
or smaller bases who are behind them, if a direct line although behind the corner of a building is partially
Note that it is possible to combine fight and shoot from the attacker passes over the larger models base visible and can be targetted.
attacks in the same turn by playing countdown or to reach the target. Models with larger bases are not
gadget cards (see page 36). hidden behind models with smaller bases.
Here are the steps in making a strike action: If the attack passes through 3 or more of woodland or
hedge terrain then the line of sight is blocked and the
1. Declare a target attack cannot be made. If the target is in base contact
2. Determine line of sight with hard or soft cover and any part of the line of sight
3. Determine the range to that model or its base is blocked by that cover then
4. Defender makes a defence roll the target gains the appropriate cover benefit (see
5. Attacker makes a strike roll defence roll modifiers on page 23).
6. If attacker is successful, determine attack effects
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If your cast is axed you must make a Spirit test using the Spirit
statistic of any Star or Co-Star you have in play. If you do not have
a Star or Co-Star in play, the test is counted as failed. If the test
is passed, there is no effect. If the test is failed, you must remove
from play 1D6 of your models from the game immediately.
Once your cast has been axed, in the action phase you no longer
gain for the Extras in your cast.
The order of play now switches and the player may make another
turn. However, in the next turn the player only gains for their
Stars and Co-Star models in the action phase, not their whole cast.
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Attacks
This section details all the common attack types Weapon Effects On Fire / Stunned / Weakened
available to 7TV models. A successful strike confers the noted status to the
0 Health target model (see page 12).
Attacks listed on a models profile card come with On a successful strike, the target loses no Health, but
pre-calculated Strike values. Many profiles also have may still be subject to other effects as noted. PLACED
unique attacks, which are either not widely available, This attack is left lying on the ground for the opposition
are specific to certain cultures, or require dedicated 1D3 / 1D6 Health to trigger when they stumble into it. When this attack is
training to use. Such attacks are only available to the On a successful strike, the target loses this amount of made, do not make a strike roll. Instead, place a marker
models who have them listed as part of their profiles. Health. in base contact with the attacking model to show where
the attack has been positioned. Make a strike roll as
If customising your Stars and Co-Stars (see page 48), 2 Shots soon as any opposing model moves within 1 of the
your models may use any attack in these tables, if they This model can make two attacks with this weapon, if centre of the marker, then remove the marker.
meet the requirements. they use a shoot action for each attack.
Push X
All successful attacks will cause the target model 1 Flamethrower Template The target of the attack can be pushed this distance
Health, unless the weapon special rules state otherwise. Place the small point of the cone against the shooting away (see page 20). The attacking model can elect to
models base, and make sure the entire cone template move forwards to remain into base contact.
Some models have multiple attacks listed on their is in the shooting models front 180 arc. Roll separately
profile. If these attacks have or stated, then each to strike all models under this template. Thrown
model can have only one of these attacks, although The range of this shoot attack equals twice the
models in the same unit can each be equipped with Blast 3/5 attackers Body statistic.
different attacks from this selection. For clarity the This template can be placed over an area of the table as
weapons shown on each model should well as a model or vehicle. Roll separately to strike each Timer
match the attacks their player utilizes. model under this template. The player controlling this model can trigger this attack
at the start of any of their action phases.
The hand weapon fight attack covers anything Deadly
sharp, spiked, bladed or pointy a model might The attacker gains one extra die to their strike roll when UNRELIABLE
have in their hard. This can include a sword, making this attack. If two or more strike dice score a 1 this strike has no effect.
knife, dagger, hand axe etc.
Knockdown Unwieldy
A successful strike knocks the target model down. This attack cannot be used if the user has moved this
turn. If this attack is made, the user cannot then move
this turn.
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Knowledge
Gadget Military Training Unit Leader
This model adds one additional gadget card to the When this model makes a strike, it can choose to add (specify unit type)
players gadgets pool. +1 to its strike roll for every spent on extra dice, Some models operate well in tightly defined groups led
instead of getting the extra dice. by particularly commanding individuals. These groups
Hypnotise of models are known as units, and they sacrifice tactical
Special Action. Choose any non-Robot extra with no Repair flexibility for increased presence on the battlefield.
more than 1 health within 4. That model gains the Special Action. if this model passes a Mind test one
Dominated status immediately. Only one model can be friendly Robot or Vehicle model in base contact can Choose any number of models in this unit within 6
hypnotised at any one time by this model. recover 1 lost health. who have not activated this turn. You must include the
Unit Leader model. Pay for each model (round up).
Leader x Spy all these models can activate this turn.
When this model activates choose X friendly models This model can be set up anywhere on the table, as
within 6 who have not activated this turn. Chosen long as it is no further than 12 from another friendly
models can activate this turn for free but cannot use non-Spy
Spy model. Spies are placed after all other models
their own Leader or Unit Leader special effects this turn. (see the rules about cast start locations (see page 51). ARMY SECTION HEROIC UNIT
Opposing models cannot make strikes against a model
Medic with this special effect in their first turn of an episode. The Army is well trained and sees duty in fields of conflict and
during particularly heavy civil disturbances. In 7TV the army
Special Action. if this model passes a Mind test one can also be called out to deal with all manner of unusual
friendly model in base contact can recover 1 lost health Tactics threats.
An Army Section can contain the following models:
up to its starting value. This effect does not work on When this model is activated, choose up to two friendly
1 Army Corporal
Alien, Robot or Vehicle models. extra models within 6. each of these models can
4-7 Army Privates
immediately move up to 2 as free actions.
0-1 Army Support Weapon Team* OR
Explosives Expert* OR
Army Dog Handler OR
Marksman
0-1 Van
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PHYSICAL
Aquatic Immune (Fire) Move X
This model can move through water as if it was clear This model never loses Health when struck by any This model travels X with a single move action.
ground. attack which confers the On Fire status, and can never
gain the On Fire status. Roar
Block Special Action. Centre the 5 blast template over this
Opposing non-vehicle models moving to within 1 of this Immune (Vacuum) model. Opposing models under this template failing
model must either end their movement or move into base This model never loses Health due to being in a vacuum. a Spirit test are pushed away from this model the
contact with the blocking model. Models cannot block if minimum distance required to move them clear of the
they are knocked down, or are Stunned or On Fire. Jump template.
Special Action. Move this model up to 5 away. Any
Climb opposing models that this model moves over may make Small
This model can climb any surface as though it is on a a free strike. Models can only Jump once per turn. Models on bases less than 25mm and less than 20mm
ladder. If it falls, count the fall as though it was from or more high (or long) automatically gain this special
two levels less. If this model falls two levels or less it Large effect for free it is not optional.
can continue its activation after the fall. Models on bases 4050mm and between 4060mm
high (or long) automatically gain this special effect for This model is small and hard to see and/or target. This
Fly free it is not optional. model gains +1 Defence this is already factored into
When this model makes a move action it never incurs the provided 7TV profiles. This model can move through
movement penalties for rough ground or obstacles. Flyers This model is much larger than man-sized. Large the bases of opposing models.
can move over other models but must end each move models gain +1 Health this is already factored into
action clear of the bases of any other models. our profiles. Opponents gain one extra die when making Sure Footed
a strike against a Large model. This model cannot be knocked
Hard down, unless they gain the
Roll 1D6 if this model receives the Stunned or Weakened Massive Stunned status. This model
statuses. On a roll of 4+ this model does not gain that Models on bases 5060mm and between 60mm or treats rough ground as
status. You can add extra dice to this roll roll using . more high (or long) automatically gain this special clear ground.
effect for free it is not optional.
Hide
If this model has a cover bonus from soft cover, hard Massive models are truly huge. Massive models gain
cover or obstacles, then models making shoot attacks +2 Health this is already factored into our profiles.
against this model automatically miss if the distance to Opponents gain two extra dice when making a strike
the target is more than half the attacks range. against a Massive model.
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TRAITS
Alien Four Eyes Sidekick
This model cannot recover Health using the Medic This model has impaired vision. This model cannot (specify one friendly model to be boss)
special effect. In the players end phase, this model can add extra dice when making a shoot attack. If this When the specified boss model is activated, this model
automatically remove one of its statuses. model makes a successful shoot attack you gain can activate for free if it is within 6. A boss model can
immediately. only have one sidekick, and sidekicks activated in this way
Bodyguard cannot use their own Sidekick or Leader abilities this turn.
When a model within 2 of this model is targetted by Loner
any strike, you can choose to have this model targetted This model can activate for free if it is more than 6 When specifiying the boss, Sidekick Stars must choose
instead if this model is a legal target. from any other model. This model can never have the a friendly Star, Sidekick Co-Stars must choose a friendly
Leader or Unit Leader special effects. Star or Co-Star, and Sidekick Extras may choose any
Brave friendly model.
This model is never affected by Fearsome models and Lucky
counts its strike rolls as +1 against these models. This model can reroll any one dice they roll, once per turn. Slow
This model cannot spend more than one action moving
Clumsy Robot in any turn.
This model cannot add extra dice when making a fight This model is never affected by Fearsome models. This
attack. If this model makes a successful fight attack model never loses Health due to being underwater or in Soft
you gain immediately. a vacuum. This model cannot add extra dice when making a
defence roll. Gain immediately each time this model
Coward Screamer successfully defends against a strike.
If this model passes a Spirit statistic test you must reroll This model can activate without if there are one or
all dice rolled. If you fail this second Spirit test you gain more opposing models within 6. This model can never Thick
immediately. You cannot choose this special effect for have the Leader orUnit Leader special effects. If you pass a Mind statistic test you must reroll all dice
models who also have the Brave special effect. rolled. If you fail this second Mind test you gain
Seduce immediately.
Fearsome Free action. Choose any non-Robot Extra with no more
Models making a fight attack against this model must than 1 Health within 4 of this model. That model gains Unique
pass a Spirit test or must count their Strike number as the Weakened status immediately if they dont already You can only have one model with this profile name in your
half (round up) against this model until the end of have it. cast. Named models from the Programme Guides (General
the turn. Gordon for example) are also automatically Unique even if
this special effect isnt listed on their profile.
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Unexplained
Unexplained special effects represent great powers
mostly unknown to science. To use an unexplained Energy Blast Invulnerable
special effect the player controlling the model in Special Action. This model can make one Energy Blast This model can ignore any strike it has just suffered if
question must immediately pay . attack. It can make up to two such attacks each turn it can roll 4+ on 1D6. This special effect can be used
by paying the action and cost twice. This attack is during an opponents turn. You can add extra dice to
subject to the normal strike roll modifiers. this roll.
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GADGETS
The white heat of technology is a vital tool to gain the upper hand in the race for supremacy. Vast
resources are thrown at both willing and oppressed scientists in secret laboratories to produce all
manner of spy gadgets and doomsday weapons.
Before you begin playing any 7TV episode you need to in any order, each cast should draw TwicE this number You can play a gadget at the relevant point in the
determine which gadgets those temperamental boffins of gadget cards without looking. Select half of these turn according to the card. Playing a gadget card is a
have prepared for your cast. Shuffle the gadgets deck gadgets to keep and discard the remainder. each free action.
and place it close to hand. players gadgets can be used by any model in their cast
eligible to use them (see using Gadgets). Simply choose a gadget card and the model using it.
Drawing Gadget Cards apply the effects of the card then discard it.
PLAY
Some gadgets are limited to a Capture Bubble
specific time in the turn or episode
when they can be used.
Models
cosT PLAY
Activation
EFFECT: A successful strike EFFECT
The number of points required to against an opposing Extra The benefits and
use the gadget ranging from Free COST removes this model from rules of the gadget.
(0) to . play. Against any other
RANGE 12 model place that model
STRikE
RAngE within 2 of a table edge of
Weapons only. The
Weapons only. The maximum range STRIKE +8 your choice.
Strike number used
at which you can target an opposing
for this attack.
model.
VEHICLES
Vehicles can transport models quickly across the
battlefield, carry weapons and offer a degree of Vehicle name Mini Moke VEHICLE
The sort of conveyance
protection to those inside or hiding behind. we are talking about!
Vehicles are models which can be chosen for your cast capaciTy
in the same way as extras each has one or more The maximum number of small
and medium based models which
genres, and you must have at least one Star or Co-Star
can be transported with the vehicle
in your cast with one or more of these genres to field when it makes its movement. Large
that vehicle. models count as two medium
defence
a combination of
models. Massive models cannot be
handling, size and
transported in vehicles.
Vehicles are neutral models so may be taken by both natural toughness.
heroic and villainous casts as long as they meet the
CAPACITY 2 DEFENCE 8 ARMOUR 3
genre requirements. special effecTs
These allow the vehicle to do all armour
kinds of useful things during a These small electrically powered buggies, are ideal for getting The chance that the
Vehicle statistics game. each special effect listed from A to B with the minimum of fuss. natural structure of
the vehicle can absorb
here is fully explained on the back
Vehicles have the following statistics: of the card. SPECIAL EFFECTS Large, Move 10, Sure Footed, Vehicle a strike, negating the
effects.
Capacity raTinGs
Defence a number which represents the 3
effectiveness and value of the Ratings HEALTH
armour
vehicle in the game.
health
healTh Genre(s)
The amount of The genre of each
damage a vehicle vehicle determines if
can sustain. it can join your cast
or not. Vehicles from
a Programme Guide
will have their casts
symbol here instead.
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CAST CREATION
vehicles suffer a 1 strike roll modifier for each move You and your opponent will each have to create a cast of equal ratings, which includes the models,
action the vehicle has taken so far this turn. vehicles and equipment your cast is equipped with. Casts can be simply and quickly built using the
profile cards.
A vehicle that is itself equipped with any shoot attacks
can spend one shoot action each turn. A vehicle must
have at least one occupant to make a shoot attack.
These shoot attacks never suffer the strike penalty for Hero or Villain Ratings
the vehicle having moved in the same turn. 7TV casts are affiliated to either the side of the heroes The ratings of your cast indicate how popular your TV
or villains. Heroic casts tend to have more Stars and show is more ratings equals more Stars, Co-Stars,
Damage to vehicles Co-Stars, and obviously fight the good fight against all
manner of nefarious evil-doers. Villainous casts feature
Extras, gadgets and vehicles. You will find the ratings
value in the bottom left of each profile card. A starter
If a vehicle is the target of a successful strike roll, then more faceless goons, and tend to not let things like cast might be 20 ratings, a small cast 30 ratings, a
make a statistic test, using the Armour statistic of the scruples get in the way of world domination. standard cast 50 ratings, and an epic cast might have
vehicle. If this test succeeds you can discount the 100 ratings. The larger the ratings, the longer your
effects of that strike. You can use to gain extra dice If you choose a heroic cast, then all your Stars, Co-Stars episode will take to play. Whatever size of cast you
for this roll. and Extras must be heroic. If you choose a villainous choose to play, choose models up to this amount you
cast then all your Stars, Co-Stars and Extras must be cannot go over this limit, even by a single rating.
If the test is failed the vehicle will suffer the effects villainous. You cannot mix them, although some Extras
of the strike. One random occupant of the vehicle (if it are available to both sides. Each Star, Co-Star and Extra Open Casting or Programme Guide casts
has any) will also suffer the same effects on the 1D6 states its affiliation in its profile. You need to choose which method you are going to use
roll of 5+. to make your cast. We supply two:
It is possible to have two heroic or two villainous casts
If a vehicle is reduced to 0 Health all occupants will facing off against each other. Maybe one cast are Open casting allows you to choose from twelve Stars
immediately lose 1 Health and gain the Stunned status. copycats, or they are secretly aliens or robot duplicates, and Co-Stars and all the Extras available according to
Place all occupants of the vehicle adjacent to the or come from another dimension. Maybe its all a dream your affiliation and the genres of your Stars and Co-
vehicle then remove the vehicle from play. this one is always popular when trying out off the wall Stars. This book contains all the open casting profiles
ideas, as the whole episode can be written off at the you need to make a 7TV cast.
If a vehicle is reduced to 0 Health and is On Fire it will end as a crazy fantasy. Regardless, feel free to pit any
explode. All models within 3 must immediately defend cast against any other in 7TV anything is possible! Our Programme Guides detail numerous heroic and
themselves against a +6 strike roll, which will cause the villainous casts, complete with unique Stars, Co-Stars
loss of 1 Health if the strike roll succeeds. Extra dice and Extras, exactly as they appeared on-screen. Choose
cannot be added to these strike rolls. one Programme Guide cast and select all your models
from the options presented.
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Action Hero |10 RATINGS thing is certain the possibility of someone getting a Investigative Academic |5 RATINGS
A perfect physical specimen, you think nothing of dry slap is never far away. Will you be stalking the night for supernatural secrets,
leaping from a tall building, jumping from a moving car solving unexplained cases for the government or hunting
or charging an enemy position. You are gung-ho, hit first Unearthly Traveller |9 RATINGS for relics in ancient ruins? Armed with knowledge, you
and ask question later! You have travelled further than anyone else on Earth will not stop until you uncover the truth.
in person or using your amazing powers indeed
FLAMBOYANT AGENT |10 RATINGS you are probably not human at all. But whether the Plucky Assistant|5 RATINGS
You find it easy to protect the world while retaining threat comes from back-street crime lords or villainous You are a constant companion and confidante. While
an air of iconic cool. It is only the arsenal of gadgets Venusians, as an agent of order you will always be there not always the brightest, strongest or most talented,
ruining the lines of your Saville Row suit that puts a to set things right before teatime. you find that heart and soul and good old-fashioned
crimp in your day. common sense will often win out when the chips are
Strongarm|5 RATINGS
officer or a member of some other military organisation. Angel of Justice |6 RATINGS As a Strongarm you may be a hulking giant with a heart
Youre perfectly at home with giving orders and getting As a fit and feisty fighter, you combine all-round of gold, a scrappy street fighter, a martial arts maestro
the heavy hardware out when things get a bit sticky. athleticism with a mean roundhouse kick. When not or perhaps a burly police sergeant. Whatever your
demolishing opponents you can be found at the sharp background, you will fight your corner using wits and
end of investigations, a task for which you are ideally muscles to overcome the enemy.
(cat) suited.
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VILLAINOUS STARS
Despotic Dictator|10 RATINGS Sinister Mystic |10 RATINGS Inhuman Servitor |6 RATINGS
You may be the leader of a small country, alien Unimaginable forces lurk on the fringes of our reality You serve otherworldly masters with minds more cold
battlefleet or rogue mercenary force. But those under that most never have the good sense or fortune to cross. and calculating than our own. You may be an ancient
your command obey you without question, living in But you seek them out, channel them and try to bend power, an alien observer or from a lost
fear of your merciless retribution, fragile sanity and their ancient power to your will. Such power attracts race of superhumans but you will ensure
bloody fists. cults and fanatics your tools to bring chaos to these their plans remain secret at any cost.
green and pleasant lands!
Evil Mastermind|10 RATINGS Jackbooted Sadist |6 RATINGS
You have risen through the ranks of ultra-secretive Underworld Boss|10 RATINGS Your talents are often required to do those jobs where
criminal organisations and now intend to stop at Your manor can be lethal to the uninvited. Your business any scruples or compassion would only be a hindrance.
nothing to achieve world domination. No scheme is is protection, smuggling, arson, gambling and narcotics Those under your command follow you into battle, too
too insane - although those who question your grip ideally all with menaces. With an army of lowlifes ready scared to question your authority.
on sanity will find themselves at the wrong end of an to act on your orders, its time the world took notice.
industrial laser. Mad Scientist|6 RATINGS
Insidious Industrialist|10 RATINGS
As the head of a global web of business interests, you
VILLAINOUS C0-STARS Mainstream science is too restrictive with its laws and
ethics. When not busy fitting lasers to sharks heads or
installing underfloor heating in your arctic lair, you still
used to be about making money and having absolute Double Agent |6 RATINGS find the time to build the odd doomsday weapon.
power. And they say absolute power corrupts absolutely You use persuasion and cunning to infiltrate the enemy,
Now you are intent on using your empire to put yourself stealing secrets with one sleight-of-hand and sowing the Marauding Monster|6 RATINGS
in charge of the planet whatever that takes. seeds of suspicion and dissent with the other. You may Widespread panic and a trail of destruction follow
be an unassuming mole or a seductive femme fatale, wherever you go. You may be an ancient reptile brought
Otherworldly Invader|10 RATINGS but your actions prove one thing: trust no-one. back through time, a rampaging alien parasite fallen to
You keep your alien origins a secret from the snivelling earth or an experimental giant robot gone rogue but
primates who serve you. Your ultimate aims are Faithful Lackey |6 RATINGS you absolutely will not stop!
incomprehensible and too terrible for their tiny human Every arch-villain needs a trusted operative to undertake
minds; and their primitive laws and moral code will not his plans. Having the boss ear allows you the pick of
stand in the way of your machinations. the spoils or access to the latest high-tech weaponry.
Just dont mess up or you may find yourself swimming
in the shark tank.
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EXTRAS
Extras provide options to expand the effectiveness of
ADMINISTRATOR 2 RATINGS
Administrators are great within the narrow confines of
ANIMATED CONSTRUCT 3 RATINGS
Did that statue move in the corner of your eye? Has
your cast. Some Extras are available to both heroic and their environment but throw them into an unexpected that scarecrow been following you? Dark powers have
villainous casts. Their availability is indicated as: situation and watch them go to pieces. conjured everyday objects into deadly weapons ones
that cannot be reasoned with and are out for blood.
Heroic cast ALIEN MERCENARY 4 RATINGS
Battling from beyond the stars, these visitors may be ARMED ASTRONAUT 4 or 6 RATINGS
Villainous cast bounty hunters, freedom fighters or laser guns for hire Space is the new frontier, and one that needs
that can add some sci-fi to your spy-fi... for a price. protecting. Armed Astronauts represent the pinnacle of
Both training and bravery - true defenders of the earth.
ALIEN WAR LEADER 3 RATINGS
At the head of an otherworldly visitation is often a wise ARMY CORPORAL 3 RATINGS
leader or brutal warlord. They may be galactic explorers Leading the charge into battle is a stalwart soldier who
or have designs on Earths women, cows or simply on has earned his stripes through bravery and strategy, to
hollowing out the planet and fitting it with motors. ensure his squad comes back from the frontline.
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MARKSman 4 RATINGS MINION HEAVY WEAPON TEAM 6 RATINGS POLICE CONSTABLE 2 RATINGS or 5 for 3 Models
Experts in precision firepower, Marksmen are trained to The brave boys in blue can deal effectively with low-
bring down specific targets, ascertain weak points and level crime or back up the more seriously tooled-up
use their rifles with clinical accuracy. The presence of heavy support can make the difference agent in bigger operations.
to both assault and defence operations for your trigger-
METALNAUT 5 RATINGS happy minions. POLICE DOG HANDLER 2 RATINGS
Silver-skinned hulking metal figures, Metalnauts are Brilliant in leading their working dogs through hoops
often crudely disguised as humans using coats, hats MINION FLAMETHROWER 3 RATINGS and over hurdles on the display team. But even better at
and dark glasses. They excel at using their terrifying getting them to bite the face off a fleeing burglar.
strength to kill and destroy.
When things heat up, blaze away with this fiery heavy Primitive Chieftain 3 RATINGS
MINION COMMANDER 3 RATINGS weapon to clear your enemies. Also popular at team The strongest, wisest or cruellest of his people, a
barbecues. chieftain must show strength in all things or lose the
respect of his tribe.
Guarding volcanic lairs for a megalomaniac is not suited NINJA 4 RATINGS
to everyone. Pay is good, but the prospect of ending up These ultimate warriors use secretive ancient PRIMITIVE HUNTER 2 RATINGS
in the shark tank or being dispatched by a super-spy are techniques and razor-sharp skills to infiltrate, Primitives may be forgotten island dwellers or
tragically high. assassinate and extricate themselves from the most undiscovered peoples from the deepest jungles. Perhaps
impregnable locations. they are more exotic and are a primitive alien race on
MINION 2 RATINGS or 5 for 3 Models a new world or even a lost race of ancient creatures
PLASTON 4 RATINGS slumbering beneath the earth.
Until they begin moving, Plastons look exactly like shop
In boiler suit and hard hat, these faceless guards seem window dummies. Their blank expressions and silent Primitive Shaman 2 RATINGS
to come in an endless supply; handy to get thrown from unnatural movement can be quite terrifying. A Shaman may help or hinder, depending on the
gantries or propelled into the air by explosions. relations their forefathers have had with humanity
POLICE SERGEANT 3 RATINGS or the deference you show to their bizarre
MINION DOG HANDLER 2 RATINGS No nonsense, salt-of-the-earth copper who has earned customs and strange gods.
his stripes through walking the beat and collaring
scrotes since he was a nipper.
Call on your canine-friendly guard to help keep snoopers
away from your secret bases and guard your missile silos.
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prologue;
feature; and
epilogue.
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THE EPILOGUE
Games of 7TV come to an end when one of the following
occurs: Levels of Victory
Clearly you should know just how well you have beaten
One player has no models in play your opponents have you just grazed through at great
There are no countdown cards remaining on the pile cost to yourself or is your victory decisive and crushing
after any end phase to your enemys morale and ability to wage war on you?
The end conditions of the episode you are playing are
reached Subtract the lower VP total from the higher and consult
the table below.
Now is the time to shake hands, discuss the game,
mercilessly gloat as your evil plan has come to fruition Victory Point Difference Level of Victory
or have a well-deserved cup of tea after saving the 0-1 Draw
world. Once thats all been done you and your opponent 2-3 Minor Victory
can add up your victory points to see who came out top
in the episode. 4-5 Decisive Victory
6-7 Crushing Victory
8+ Epic Victory
Victory Points
Victory points (VPs) are a numerical score of how well you
did during a 7TV episode. Each side should consult the
table below and add up all the VPs they are entitled to.
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Victory Points
Use the standard victory point rules to determine the
winner of this episode.
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HEROIC MODELS
Stars & Co-STARS
Model Type Ratings Civilian Law & Order Military Science Secret Unknown
Action Hero Star 10
Flamboyant Agent Star 10
Military Mind Star 10
Tomorrow Person Star 10
Tough Detective Star 10
Unearthly Traveller Star 9
Model Type Ratings Civilian Law & Order Military Science Secret Unknown
Angel of Justice Co-Star 6
Crackpot Inventor Co-Star 5
Dependable Deputy Co-Star 6
Investigative Academic Co-Star 5
Plucky Assistant Co-Star 5
Strongarm Co-Star 5
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HEROIC MODELS
Extras
Model Type Ratings Civilian Law & Order Military Science Secret Unknown
Administrator Extra 2
Alien Mercenary Extra 4
Alien War Leader Extra 4
Alien War Priest Extra 3
Alien Warrior Extra 2
Alien Heavy Extra 4
Army Corporal Extra 3
Army Private Extra 2
Army Dog Handler 1
Extra 2
Army Support Weapon Team Extra 7
Armed Astronaut Extra 4 or 6
Astronaut Extra 3
Attack Dog Extra 1
Bodyguard Bruiser Extra 3
Bodyguard Extra 2
Bystander Extra 1 (or 2 for 3 models) 2
Doctor Extra 1
Explosives Expert Extra 3
Failed Experiment Extra 2
Ghost Extra 3
Marksman Extra 5
1 Each Dog Handler allows you to include 03 Attack Dogs in your cast, ignoring genre restrictions.
2 Where a rating is given as (for example) 1 or 2 for 3 models players can choose to take individual models for 1 ratings each or pay 2 ratings to get 3 identical models.
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58
HEROIC MODELS
Extras
Model Type Ratings Civilian Law & Order Military Science Secret Unknown
Ninja Extra 4
Police Sergeant Extra 3
Police Constable Extra 2 (or 5 for 3 models)2
Police Dog Handler 1
Extra 2
Primitive Chieftain Extra 3
Primitive Hunter Extra 2
Primitive Shaman Extra 2
Riot Police Sergeant Extra 4
Riot Police Mounted Sergeant Extra 5
Riot Police Constable Extra 3
Riot Police Mounted Constable Extra 4
First Mate Extra 3
Sailor Extra 2
Scientist Extra 2
Security Guard Commander Extra 3
Security Guard Extra 2 (or 5 for 3 models) 2
Security Guard Dog Handler 1
Extra 2
Scuba Diver Extra 4
Spy Extra 4
Survivalist Extra 4
Technician Extra 1
VIP Extra 0
1 Each Dog Handler allows you to include 03 Attack Dogs in your cast, ignoring genre restrictions.
2 Where a rating is given as (for example) 1 or 2 for 3 models players can choose to take individual models for 1 ratings each or pay 2 ratings to get 3 identical models.
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VILLAINOUS MODELS
Stars & Co-STARS
Model Type Ratings Civilian Crime Military Science Secret Unknown
Despotic Dictator Star 10
Evil Mastermind Star 10
Insidious Industrialist Star 10
Otherworldly Invader Star 10
Sinister Mystic Star 10
Underworld Boss Star 10
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VILLAINOUS MODELS
Extras
Model Type Ratings Civilian Crime Military Science Secret Unknown
Administrator Extra 2
Alien Mercenary Extra 4
Alien War Leader Extra 3
Alien War Priest Extra 3
Alien Warrior Extra 2
Alien Heavy Extra 4
Animated Construct Extra 3
Armed Astronaut Extra 4 or 6
Astronaut Extra 3
Attack Dog Extra 1
Bystander Extra 1 (or 2 for 3 models) 2
Criminal Boss Extra 3
Criminal Extra 2
Criminal Dog Handler 1
Extra 2
Cultist Leader Extra 3
Cultist Extra 2
Cultist Dog Handler 1
Extra 2
Doctor Extra 1
Explosives Expert Extra 3
Failed Experiment Extra 2
Femdroid Extra 3
Ghost Extra 3
Hitman Extra 4
1 Each Dog Handler allows you to include 03 Attack Dogs in your cast, ignoring genre restrictions.
2 Where a rating is given as (for example) 1 or 2 for 3 models players can choose to take individual models for 1 ratings each or pay 2 ratings to get 3 identical models.
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VILLAINOUS MODELS
Extras
Model Type Ratings Civilian Crime Military Science Secret Unknown
Metalnaut Extra 5
Minion Commander Extra 3
Minion Extra 2 (or 5 for 3 models) 2
Minion Dog Handler 1
Extra 2
Minion Heavy Weapon Team Extra 6
Minion Flamethrower Extra 3
Ninja Extra 4
Plaston Extra 4
Primitive Chieftain Extra 3
Primitive Hunter Extra 2
Primitive Shaman Extra 2
Robo-Rodent Extra 1
First Mate Extra 3
Sailor Extra 2
Scientist Extra 2
Scuba Diver Extra 4
Spawn Extra 3
Spy Extra 4
Survivalist Extra 4
Technician Extra 1
Thug Bruiser Extra 4
Thug Extra 3
VIP Extra 0
1 Each Dog Handler allows you to include 03 Attack Dogs in your cast, ignoring genre restrictions.
2 Where a rating is given as (for example) 1 or 2 for 3 models players can choose to take individual models for 1 ratings each or pay 2 ratings to get 3 identical models.
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VEHICLES
Model Type Ratings Civilian Crime Law & Order Military Science Secret Unknown
Ambulance Vehicle 5
Car Vehicle 3
Flash Motor Vehicle 4
Helicopter Vehicle 10
Land Rover Vehicle 4
Mini Moke Vehicle 3
Motorcycle Vehicle 2
Police Car Vehicle 3
Police Van Vehicle 4
Surveillance Van Vehicle 7
Van Vehicle 4
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CREDITS
WRITTEN by GRAEME DAWSON AND KARL PERROTTON
Thank you speech
First off many thanks to all the alpha testers for helping Thanks also to Paul Baker, Mark Copplestone, Simon
us knock off the rough edges and make it a much Bradley, Mark Dixon, Offensive Miniatures, Wayne
TV LISTINGS by HELENA NASH AND KARL PERROTTON tighter and better game: John Daley, Gabriel Dias, Peters, Chris Rowell, Steve Saleh and Paul Smith for
GRAPHIC DESIGN by KARL PERROTTON Jon Finn, Les Fulbrook, Pete Gill, Neil Houltby, Mike use of their images, miniatures and terrain.
Jackson, Mike Jarvis, Morgan Nash, Clive Oldfield,
Photography by Kevin Dallimore
Paul OSullivan, Jonathan Potter, Simon Quinton, Paul Special thanks must go to the amazing sculptors who
COMIC STRIPS by MIKE JACKSON
Rickards, Matt Slade, Paul Smith, Taylor Swift, Mike have brought the 7TV world to life: Jo Brumby, Martin
PROOFREADING by HELENA NASH Watson, Greg Waugh and Stuart Wiltshire. Buck, Mark Evans, George Fairlamb, Shane Hoyle,
executive producer SYDNEY BARRON Andrew Maclachlan, Andrew May, Steve McGuire,
Thanks also to everyone who commented on the beta Neil Mckenzie, Ian Mountain, Andrew Rae, Greg Storey,
test rules. Theres too many of you to mention but Bill Thornhill, Ernst Veingart and Kev White.
Published by Crooked Dice Game Design Studio youve all made a difference!
ISBN 978-0-9568390-7-7 For dazzling brushwork, we need to thank: Jon Atter,
This edition published 2015 As ever, Helena Nash has helped us wrangle our words Simon Bradley, Martin Buck, Kev Dallimore, Mark
with her expert proofreading duties - cheers mdear! Dixon, Matt Slade and Andrew Taylor.
A huge thank you to the talented Kev Dallimore (and A nod also to the miracle workers at Griffin Moulds
the lovely Caroline) for going beyond the call of duty (Jane, Rob and Lisa) and Andy Lyon of Ainsty Castings
with the superb photography throughout this set. for production of our lovely toys.
filmed in TECHNICOLOR
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PLOT POINTS TURN SEQUENCE STRIKE ACTIONS STATUSES
GAIN PLOT POINTS 1. COUNTDOWN PHASE DEFENCE ROLL to remove in the action phase
advance countdown Defence statistic + modifiers Additional same status =
The iniTiaTiVe roll Gain plot points + D6 + extra dice 1 health instead.
to each side for each tied initiative roll
to the side which loses the initiative roll 2. ACTION PHASE defence roll modifiers
Gain plot points Per status 1 Dominated
counTdown phase Activate models Soft cover +1 Model part of
if the face down card is a finale card Remove status Hard cover/obstacle +2 opposing cast.
to each side if you choose to turn over 2 cards
acTions disadVanTaGed (no exTra dice) On Fire
acTion phase You cannot make both fight and Knocked down Roll 2D6 in
for each extra in your cast (round up) shoot strikes, or take more than one Stunned end phase, 1
for each Co-Star in your cast shoot action in the same activation. On Fire health if > Def
for each Star in your cast vs charge attack Models On Fire
per starting health of that model whenever an moVe vs free strike can be moved
opposing Star or Co-Star is reduced to 0 health each move action equals 6 Attacked in the rear up to 3 by
across clear ground. Move special In hard or soft cover opponent.
SPEND PLOT POINTS To: effect may allow more... or less. Behind obstacle
activate one model Attacking with a risky shot Stunned
buy extra dice for a defence roll sTrike Knocked down
buy extra dice for a strike roll Fight STRIKE ROLLS Cannot activate.
use some special effects or gadgets Shoot Strike number + modifiers Def roll = base
remove statuses + D6 + extra dice def, no dice.
special
Players carry forward plot points from one turn to Aim sTrike roll modifiers Weakened
the next, and there is no limit to the number of plot Use a special effect Per status 1 Only one action
points a player can have at any one time. Aimed shot +1 when activated.
free
Use a gadget
QUICK
STATiSTiC TEST TABLE Charge attack
Statistic Use a star quality
1 2 3 4 5 6+
Value
Target
Number
7+ 6+ 5+ 4+ 3+ 2+
3. END PHASE
Is your cast axed?
Models On Fire
Steal the scene?
REFERENCE
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