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INCH-HIGH Spy-FI

WARGAMING IN THE WORLD OF CULT TV

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

Attacks 28 Cast creation 39 EPISODES 53


Weapon effects 28 Hero or Villain 39 The Battle 53
Basic Fight attacks 29 Ratings 39 The Escape 53
Basic Shoot attacks 29 What you can include in open casting 40 The Race 54
Heavy Shoot attacks 30 Genres 41 The Hit 54
Military Shoot attacks 30 The Steal 55
Advanced Shoot attacks 30 The casting couch 42 The Ambush 55
Primitive Shoot attacks 30 Heroic Stars 42
Heroic Co-Stars 42 Appendix 56
Special effects 31 Villainous Stars 43
Combat 31 Villainous Co-Stars 44 Credits 63
Knowledge 32 Extras 44
Physical 33 QUICK REFERENCE 64
Traits 34 Customising your Stars and Co-Stars 48
Unexplained 35
Playing 7TV Episodes 49
Gadgets 36 The Prologue 49
Drawing gadget cards 36 The size of your playing area 49
Using gadgets 36 Determine your episode 49 READ THIS FIRST
Determine the attacker and the defender 49 This is the free online version of the 7TV 2nd edition
Vehicles 37 Objective tokens 50 rules - thanks for downloading them! Weve tried to
Vehicle statistics 37 Cast start locations 51 create these to be both print and tablet friendly -
Vehicle special effects 38 Create the countdown deck 51 minimising graphics and colour. A deluxe version of
Vehicles in your cast 38 Create your gadget pool 51 the rules, cards and accessories are available in the
Vehicle placement 38 Roll for initiative 51 7TV Boxed Game and individually from Crooked Dice:
Vehicle attacks 38 The Feature 51
Damage to vehicles 39 The Epilogue 52 http://www.crooked-dice.co.uk/wp/product-
Victory points 52 category/7tv2/
Levels of victory 52

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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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7TV: Second EDITION RULEBOOK 5

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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7TV: Second EDITION RULEBOOK 6

BEHIND THE SCENES


7TV Studios Department X SHIVA
Barrons production empire burned bright for a few Led by the flamboyant Dr Hugo Solomon, DepartmentX The would-be world conquering Secret Headquarters of
fleeting years, but produced miles of film, thanks to the is part spy agency, part scientific think tank and part International Villainous Agents is led by the mysterious
moguls ingenious (and not always legal) production elite military unit. With their allies,the Albion Rocket Guru whose web of intrigue spans the globe. SHIVAs
methods. Most fans feared these shows gone forever, Consortium (ARC), the Department fights international network of spies and political puppets means that when
but Crooked Dice have uncovered many archive cans of and extraterrestrial threats. one arm is cut off, another simply grows in its place.
film that document some of 7TVs most popular heroes
and infamous villains. The Man From 2000 The Argonauts
The mysterious Darius and his adopted family from Mad scientist Dr Ulysses Argo and his mechanical
Project Time Lift lead a crack team of temporal minions are hell bent on heralding a new Bronze Age.
trappers to secure today against invaders from the past With an endless production line of bigger and badder
and future. machines, Argo returns again and again to foil the
heroes of 7TV.
The Beat
Featuring DI Frank Skelton and DS Lenny Kennedy, United Radionics
the tough coppers of the Greendock nick battle an The corporate empire of the ruthless industrialist
undesirable selection of low-life toerags and criminal Lancelot Cray has branches everywhere. United
masterminds to keep their manor safe. Radionics will make a profit, whatever the cost.

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7TV: Second EDITION RULEBOOK 7

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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7TV: Second EDITION RULEBOOK 8

Dice Rolls Base Sizes


7TV die rolls are made using standard six-sided dice. Models usually come on bases for stability; the size of
These are referred to as D6s. Sometimes youll just roll base can sometimes be important. The actual shape of
one die (1D6) and thats your number (initiative rolls use the base isnt important so bases can be square, round,
1D6). Sometimes youll roll 2 or more dice (2D6, 3D6, hexagonal, etc. (we like round bases, though). Bases are
etc.) and add the results. There might be modifiers to the divided into the following size categories:
totals rolled; in this case just adjust the total accordingly
(2D6+1 means roll two dice add them together then add Small 20mm
one). if you need to roll D3, simply roll 1D6 and count Medium 25-32mm
12 as a 1, 34 as a 2 and 56 as a 3. Large 40-50mm
Massive 60+mm
Extra Dice
You may sometimes roll extra dice under certain FRONT AND BACK
circumstances. Most often this will happen when you all models are considered to have front and back
are making an attack or defending against an attack zones, each of 180, with the dividing line as shown.
(see page 26). There is no limit to the number of extra
dice you can gain. if you get extra dice from multiple
sources then all these extra dice are thrown together
with the one dice you start with.
fronT
Your final result is scored as follows: back

The result of your HIGHEST die


+1 for each remaining die which scores a 4, 5 or 6
Models cannot normally attack or charge models who
EXAMPLE: a heroic Co-Star is making a strike are wholly in their back zone. Models who are in both
roll to try to take out an advancing Minion with a zones are considered to be in a models front zone.
flamethrower. The Co-Star is about to roll 1D6 plus
two extra dice. The dice roll 2, 4 and 5. The final ReRolls
score is 6: The highest die (5) plus +1 (for the 4) if you reroll any die, you must accept the second roll.
plus nothing (for the 2). is it going to be enough? You are not allowed to roll it again for any reason.

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7TV: Second EDITION RULEBOOK 9

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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7TV: Second EDITION RULEBOOK 10

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.

Players can also use plot points to increase the chance


of any of their models making an important roll, or to PLOT POINT GAINS SUMMARY
increase their chance of avoiding an incoming attack.
INITIATIVE ROLL COUNTDOWN PHASE ACTION PHASE
Players will have to make tough choices on how they to each side for each tied to the side on screen if the for each Extra in your cast
use their limited amounts of plot points. Activate more initiative roll face down card is a finale card (round up)
models, or activate less models but have those models to the side which loses the to each side if you choose for each Co-Star in your cast
act more effectively? Should you use your plot points to initiative roll to turn over 2 cards for each Star in your cast
power gadgets or to recover from disabling statuses? per starting Health of that
model whenever an opposing
Players carry forward plot points from one turn to the Star or Co-Star is reduced to
next, and there is no limit to the number of plot points 0 Health
a player can have at any one time.

Keep a pile of unused plot points off-table within


reach. When you gain plot points take them from the
pile unless otherwise indicated. When plot points are
spent they normally go back to the pile unless the rules
say otherwise. If the pile runs out, find more counters
or pennies to use - the pile is meant to be a limitless
resource. Small red glass beads to use as plot point
tokens are available from Crooked Dice, but you can use
anything similar, small and identical.

In the rules plot points are shown using the symbol .

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7TV: Second EDITION RULEBOOK 11

Statistic Tests SIDES & PLAYERS Statuses


Sometimes a model might need to make a statistic test 7TV works best with two sides fighting each other, each Statuses have a detrimental impact on models who
to see if it can accomplish something, for example to controlled by one or more players. are suffering from them. Models can gain various
use a particular special effect. debilitating conditions while still remaining in play
We find games with three or four sides, while possible, these are known as statuses and are tracked with the
Roll 1D6. The test is passed if the roll equals or inevitably end up being unfair on one player who can status tokens provided in this starter set. Note that
exceeds the target number in the statistic test table. suffer attacks from two sides at once. If you have more knocked down is not a status.
than one side you will have to make some adjustments
Extra dice can be purchased using before the test is to various rules. Models get a 1 modifier to their strike and defence
taken. Note to pass a test with a statistic of 1 you will rolls for each status they have.
need to add at least one extra die. The rest of the rules have been written assuming the Players can spend any amount of in the action
game is being played with two sides, each controlled phase to remove one status from one model for each
STATISTIC TEST TABLE by one player the terms side and player mean the spent.
Statistic Value 1 2 3 4 5 6+ same thing. Models can only have each status once. If they gain
the same status while they already have it, they
Target Number 7+ 6+ 5+ 4+ 3+ 2+
keep that status and lose 1 Health.

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.

EXAMPLE: A Doctor needs to pass a Mind statistic


test to use their Medic special effect. Ther models
MInd is 3, so a 5 or more must be rolled. The cast
cannot afford to lose Nine Lives Jackson, so the
player elects to use to add an extra dice to the roll.
The dice come up 4 and 4, so the test is passed! (4
+1 for the additional 4 for a total of 5).

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7TV: Second EDITION RULEBOOK 12

Dominated On Fire Stunned


Dominated models might be charmed, Models On Fire are somewhere between Stunned models are temporarily knocked
hypnotized, seduced or brainwashed. No having a flaming sleeve and being a raging out and are quite incapable of defending
matter how it comes about Dominated inferno. Regardless, being on fire is a themselves. Stunned models are
models now fully believe their former enemies are their distraction, and definitely should not be ignored. immediately knocked down, cannot be allocated any
friends and vice versa. in the action phase or make any attacks (including
if this status is not removed by the end phase, an On free attacks).
Models with this status count as being in play on the Fire model might suffer wounds or death from the
side that dominated them. For all intents and purposes flames. Models who are On Fire always count as being Models with the Stunned status are disadvantaged,
the model has switched sides. disadvantaged. and never get to roll any dice when defending against
an attack. Simply use their Defence statistic with any
Their new player can activate them and otherwise spend if this status is not removed you must roll 2D6 for each applicable modifiers.
their on them in the same way as any other member model still On Fire.
of their own cast. Models who recover from this status are still
if this roll is equal or higher than the models Defence knocked down.
The Dominated models original owner can spend to statistic the model will lose 1 health immediately.
remove this status in the action phase only if they have
one or more of their models in base contact with the if this model has one or more health remaining, your
Weakened
Dominated model. opponent can move the affected model up to 3 in a Weakened model is fatigued, entangled,
a direction of their choice. The model will stop if it dazed or suffered minor damage. as such
Models who lose this status can be allocated by their contacts another models base or a solid obstacle (like a they only get 1 action when they are activated,
original player and can activate in the same turn. wall, building or vehicle). Robot and vehicle models are but can otherwise act as normal.
never moved in this way when they are On Fire.

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7TV: Second EDITION RULEBOOK 13

The Initiative ROLL Turn Sequence


An initiative roll is used to determine the order of play. Episodes of 7TV are divided into turns, each further
It is made once only, before an episodes first turn. Both STEALING THE SCENE divided into phases.
sides should roll 1D6 and add the highest Mind statistic Once per game, each player may steal the scene and
of any model in their cast on the playing area. can take another turn immediately. The decision costs In one turn, only a single side gets to act. The side
nothing, but choose your timing carefully, as it may be completes phases one to three of their turn. Then play
If the result is a tie both sides immediately gain and the difference between victory and defeat. passes to the other side, who is now on screen and
should roll again. Further ties will result in additional takes their turn in the same manner.
gains and further rerolls. The side which wins the A player must declare their intent in the end phase -
initiative roll gets the first turn and is on screen. see the rules for the end phase on page 27. The order The game proceeds until one side wins the episode (see
of play now switches and the player may make another the page 52 for more details on victory conditions). The
The side which fails to win the episodes first turn turn. Turn over one or two countdown cards as normal. side taking the current turn is on screen.
initiative immediately gains .
However, the player stealing the scene only gains in
the action phase for their Stars and Co-Stars, not their Countdown phase
whole cast (see the rules for plot points, page 10).

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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7TV: Second EDITION RULEBOOK 14

The COUNTDOWN Phase


Your episode must be finished before the nightly news! Your programme has been allocated a budget
(most likely spent) and a transmission time. Its up to you to tell the story to its conclusion while
keeping the audience on the edges of their seats.
The countdown is an indicator of how much time is
left to play your episode, and when it reaches zero the
The Countdown deck Separate the act one, act two and finale cards and
shuffle each pile. Deal the required number of finale
episode will end. You can gain more if you accelerate Countdown cards are used to track how many turns of cards face down in a convenient spot. Add the indicated
the countdown, allowing you to activate more models or play remain. Each one also details a random event or number of act two cards on top of the finale cards,
make your actions more effective but that will give you opportunity which you or your opponent may be able then the same number of act one cards on top of these.
less time to play out your episode. The choice is yours! to take advantage of during play. The amount of cards Place all the unused countdown cards to one side.
in the countdown deck is dependent on the table size
In this phase the on screen player will turn over one or youre playing on. USING THE COUNTDOWN DECK
more countdown cards and play a countdown event. The At the start of the countdown phase, if the face down
countdown deck is comprised of three parts, mirroring THE SIZE OF YOUR PLAYING AREA card is a red finale card, the side on screen immediately
the three acts which constitute the average finished We find games of 7TV are best played on an area 4 feet gains . Some effects take place immediately while
televised episode. Players will work through the deck square. This allows room to manoeuvre before models some remain in play for the whole turn. At the end of
until it is is exhausted and then the episode will end. get into long ranged shooting ranges with each other. the turn place this countdown card on the flipped pile.
These parts, and the order in the deck in which they But you can play on sizes bigger and smaller if you wish
will be encountered are: a larger size will favour shooting, a smaller size (down In the countdown phase of each sides first turn, flip
to 2 feet square) will favour hand to hand combat. Find over one card and play the effect on the card. On
Act one: In the first act the focus is about moving the longest dimension of the table area you are playing subsequent turns a player can choose to flip over one
your cast members into position. These cards mainly on and consult the table below. or two cards. If two cards are flipped, then all sides
deal with movement and other incidental events. immediately gain and the player on screen plays
Table Finale Act Two Act One the effect on the last card flipped.
Total
Act two: In the second act the action is beginning Size Cards Cards Cards
to heat up. Cards from this act mainly focus on 2-3 feet 5 5 5 15 ENDING THE COUNTDOWN
attacking the opposing cast. 4 feet 6 6 6 18 If there are no cards remaining in the countdown deck
5+ feet 7 7 7 21 after the effects on the card has been resolved, the
Finale: By the finale things are red hot. Anything episode will end at the end of this turn.
can happen in the last few minutes of an episode.
Finale cards can really let the cat out of the bag!

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7TV: Second EDITION RULEBOOK 15

The ACTION Phase


At the start of the the action phase the on screen player will gain according to the number and types of
models they have in play in their cast. Then they can activate as many models as they wish, one at a time.

GAIN PLOT POINTS ACTIVATE MODELS REMOVING STATUSES


The side on screen gains according to the models The side on screen can choose to activate any number Before or after activating a model the on screen player
they currently have in play. Models are in play if they of models, one at a time. A model cannot activate if: can choose to pay to remove one status from one
are on the playing area and acting on your side (see model in their cast. They can do this as many times
the section explaining in play and removed from play They have already activated this turn as they like, in any order, between any activations they
on page 25). Models who are Stunned or have other They have the Stunned or Dominated statuses make in this phase. Players can remove statuses even if
statuses are still counted as being in play. Dominated they do not activate any models.
models are in play, but on the opposing side, so you do Activating a model costs , which is returned to the
not gain for these models. Gain as follows: unused pile. Once a model has been activated it can
normally take up to two actions see page 17.
MOVING TO THE END PHASE
The side on screen gains according to the models Once the on screen player has finished activating models
they currently have in play on their side as follows: and removing statuses, proceed to the end phase.

Each Extra in play + (round up)


Each Co-Star in play +
Each Star in play +

You do not gain for Extras in your cast on any turns


in which you are stealing the scene (see page 13), or if
your cast is axed. See the section on determining if your
cast is axed on page 27.

EXAMPLE: The cast on screen has one Star, one


Co-Star and five Extra models in play. They will gain
for the Extras (2 rounded up), for the
Co-Star and for the Star, for a total of 6.

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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.

EXAMPLE: Two Army Privates are chasing after an


DOORS AND WINDOWS intruder in their barracks, whos just made it over
All doors are assumed to be normal sized unless a low perimeter wall. The wall is 3 away from the
otherwise stated. Small and medium based models can first Private, so he can move his full move rate of
move through these doors without penalty. Specify any 6 and be placed over the wall, but cannot move
larger sized doors on the playing area before play begins. further. The second Private is lagging behind and is
Models can move through these doors without penalty if 7 from the wall. His first move action takes him to
their base is equal or smaller than the width of the door. within 1 of the wall, but he is not allowed to spend
Otherwise the door is treated as an obstacle. a second action to get over the wall. So, he uses his
second action to move adjacent to the wall.

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Place the falling model on the lowest level below the


Rough Ground Ladders and Elevators point where they fell. Roll 1D6 for each level a model
Rough ground is any area of the playing area where Models climbing via ladders and elevators must use a falls and total the result. If the result is equal or greater
the going is bad or broken. Rough ground can occur move action to ascend or descend one level if they are than the models Defence statistic they suffer 1 Health
in small or large patches. Examples of rough ground immediately adjacent to the ladder or in the elevator. and are knocked down.
are swamp, bog, mud, dense woods, boulders, broken This action cannot be combined with horizontal
ground, soft sand, scree, steep (but not vertical) slopes movement. After you resolve the fall, the models activation finishes.
and shallow water.Models intending to cross rough
ground can only spend one of their actions moving this EXAMPLE: A Plucky Assistant is surrounded by EXAMPLE: Zed the Minion falls three levels into an
turn. A model can never cross rough ground using their advancing Minions high on a gantry. She can try empty shark tank. Lucky? Hardly. 3D6 is rolled for a
second move action. to fight it out (unlikely!), jump down (ouch!) or fall of 3 levels with a result of 10. This is more than
climb down the adjacent metal ladder. Since shes Zeds Defence of 8 and he is removed as a casualty,
Climbing adjacent to the ladder she can use her two move
actions to descend two levels to the ground floor,
no longer caring that hes also knocked down.

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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STRIKE AND DEFENCE ROLLS


A successful strike must now be made against the 4. Defender makes a defence roll C. An initial 1D6
target(s). Attacks which do not use a template will Models can always roll 1D6 to add to their defence roll,
affect only the target model. Attacks which use the 3 THE DEFENCE ROLL unless they have the Stunned status. Stunned models
or 5 blast templates or the flamethrower templates will The defending player must first determine how difficult do not roll any dice in steps 3 or 4.
affect all models whose bases (or part of the model if a it will be to strike their model. In the heat of battle
vehicle) are under the template area. Attempt a strike conditions are always changing and an easy strike or D. Extra Dice
against each target model, one at a time. shot one moment can be all but impossible the next as Unless their model is disadvantaged (see page 23), the
battle is joined. Calculate the defence roll as follows: defending player can spend any amount of to add +1
Attacking an opposing model requires a successful extra die for each point spent.
strike to be made. This is a roll of one or more dice A. The defending models Defence statistic
made by both the attacker and the defender which You always start with the Defence statistic of the E. Roll the dice and find your total defence roll
encompasses both hitting and damaging a target. It is defending model. Roll all the dice and pick the single highest die. Add
slightly abstracted for speed of play: +1 to this number for each additional 4 or more you
B. Any modifiers which apply manage to roll. Add this number to the Defence statistic
The defender makes a defence roll Add or subtract any of the following modifiers (see and the modifiers to get the defence roll.
The attacker makes a strike roll page 23):
If strike roll equals or exceeds the defence roll then
the effects of the weapon or attack are applied Per defender status 1
Defender in soft cover +1
(shoot attacks only)
Defender in hard cover/ +2
behind an obstacle

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DEFENCE ROLL MODIFIERS DISADVANTAGED MODELS


Example 1: The Scientist Doktor Eks is trying Models are disadvantaged when their combat readiness
STATUSES to get the alien DNA samples to the safety of the is less than optimal. Models are disadvantaged while
Each status a defending model has means their waiting helicopter when an opposing Army Private they are:
performance is compromised and they are likely to charges in and swings his rifle butt at him. Eks
be easier to hit. A defending model gains 1 to their controlling player needs him to stay alive to win the Knocked down
Defence for each status they have. game, so decides to use to augment his defence Stunned
roll. 3D6 are rolled (one initial D6, plus 2D6 for On Fire
SOFT COVER spent). The dice roll 2, 4 and 5. The 5 is added to Defending against a charge attack
Soft cover is any terrain which obscures a model but Eks Defence of 8, and a further +1 for the roll of 4 Defending against a free strike
which does not significantly prevent an attack physically is added for a total of 8+5+1, or 14. Not bad, but Attacked from the rear
getting through it. Examples of soft cover would be will it be enough? Defending in hard or soft cover
smoke, darkness, areas of light woodland, hedges or Defending behind an obstacle
bushes. A model in, or in base contact with, soft cover Example 2: The cops are closing in on the Attacking with a risky shot
gains +1 Defence from shoot attacks only. A defending notorious Taylor gang. A Constable behind a wall is
model behind soft cover is disadvantaged. shot at by one of the gang. The Constables defence Disadvantaged models cannot add extra dice to their
roll will be 8 (his Defence) +2 (hard cover from the defence rolls and skip step 4 of the defence roll process,
HARD COVER AND OBSTACLES wall) + 1D6. The Constable cant add extra dice although they may still gain the initial 1D6 in step 3.
Hard cover is any terrain which both obscures a model as hes behind a wall (defending in hard cover).
and allows a decent degree of physical protection The die rolls a 1 for a total defence roll of 11. The DISADVANTAGED SITUATIONS
against an attack. Examples of hard cover would be unfortunate Constable needs to keep his head down!
a wall, building, or vehicle. A model in, or in base KNOCKED DOWN
contact with, hard cover gains +2 Defence from shoot Knocked down models do not have the full range of
attacks only. A defending model behind hard cover is movement while on the ground, so find it harder to
disadvantaged. defend themselves.

Models can make a fight attack over an obstacle as STUNNED


long as both models are adjacent to the obstacle, Stunned models are in an even worse situation than
and the distance between them is no greater than 1 knocked down models, having to rely almost solely on
or the listed attack range, whichever is larger. The their natural toughness to avoid suffering the effects of
defending model in this case gains +2 Defence and is a strike.
disadvantaged, as per hard cover.

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ON FIRE 5. Attacker makes a strike roll STRIKE ROLL MODIFIERS


Models on fire have more immediate concerns, so
always count as being disadvantaged. THE STRIKE ROLL STATUSES
The attacking player must now attempt to equal or Each status an attacking model has means their
CHARGE ATTACKS exceed the defence roll in order to make an effective performance is compromised and their attacks will be
The impetus of a charge attack means defending strike. Calculate the strike roll as follows: less accurate. An attacking model gains 1 to their
models are often caught unawares, so are Strike number for each status they have.
disadvantaged. 1. The Strike number of the attack
You always start with the Strike number of the attack AIMED SHOT
FREE STRIKES being used. This is given on the models profile card. Models spending a special action in the same turn can
Models attempting to get away from other models are aim, which allows shoot attacks to gain +1 to their
putting more effort into moving than actively protecting 2. Any modifiers which apply Strike number for this shot only. If weapons which use a
themselves. Add or subtract any of the following modifiers: template are aimed, all strike rolls made against models
under the template gain this bonus.
REAR ATTACKS Per attacker status 1
Defending models cannot protect themselves Aimed shot +1 SHOOT ATTACKS: RISKY SHOTS
properly against attacks they cannot see, and so are Models can make shoot attacks against other models who
disadvantaged against attacks made by models wholly 3. An initial 1D6 are themselves engaged in battle with other models. A
in their back zone. Attacking models get to roll 1D6 to add to their strike roll. target model is considered engaged if it has one or more
opposing models in the fight range of any of its fight
IN OR BEHIND COVER OR AN OBSTACLE 4. Extra Dice attacks, or if any opposing models have the target model
Models in hard or soft cover or behind an obstacle gain The attacking player can spend any amount of to add in the fight range of any of their fight attacks.
a bonus to their defence roll but count as disadvantaged +1 extra die for each point spent.
as they are relying on the cover to protect them. A shot against an engaged model is possible, but risky,
5. Roll the dice and find your total strike roll as combatants are constantly moving around and a clear
ATTACKING WITH A RISKY SHOT Roll all the dice and pick the single highest die. Add shot is very difficult to make. When a shoot attack is
A shot against an engaged model is possible, but risky, +1 to this number for each additional 4 or more you declared and the target model is found to be engaged,
as combatants are constantly moving around and a clear manage to roll. Add this number to the Strike number the attacking model counts as disadvantaged. If the
shot is very difficult to make. and the modifiers to get the strike roll. strike misses, then randomly choose one other model
from either side in fight range of the original target
model. The chosen model now counts as if it was the
target of a successful strike by the attacking model.

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6. If attacker is successful, IN PLAY AND REMOVED FROM PLAY


determine attack effects Models are in play when they are on the table. it does
not matter if they are knocked down, have one or more
iff a strike roll equals of exceeds the defence roll the statuses or have lost any health. Models in play count
target model will immediately lose 1 health, unless the towards gaining in the action phase, and when
attack effects state a different amount of health is to be determining if a cast has been axed or not.
lost. Place a Wound token next to the affected model
or mark off the target models health on its profile card. When a model is removed from play it is taken off the
table and placed to the side. Models can be removed
Target models not reduced to 0 health at this point from play as a result of attacks (usually being reduced
will also suffer any other effects as listed on the to 0 health), episode conditions or other special rules.
attacks profile. Models which are removed from play do not contribute
toward the the casts in the action phase. When a
Models reduced to 0 health are immediately removed cast has more models removed from play than it has in
from play. if you remove an opposing Star or Co-Star play, that cast is considered axed in the players next
model from play you immediately gain an amount of end phase (see page 27).
equal to that models starting health.

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SPECIAL ACTIONS FREE ACTIONS


Special actions allow models to do other things Free actions dont use up any of the activating models actions for the turn. Models can
when they activate. use any number of free actions during their activation, either before or after any other action.

Aiming MAKING A CHARGE ATTACK Star Qualities


Models who spend a special action to aim get +1 to A model which ends its first move action within fight Each Star and Co-Star profile lists a star quality. To use
their strike roll for the next shoot attack they make in the range of one or more opposing models can make an a star quality, a player must immediately pay the
same action phase. immediate charge attack as a free action (see page 18). listed cost, as given on the star quality entry.

USING A SPECIAL EFFECT USING A GADGET EXITING A VEHICLE


Some special effects will state that they require a Stars, Co-Stars and models with the Gadget special A model can exit a vehicle (see page 38) at the end of
special action to be used. effect can use a free action to use any gadget in the its players action phase as a free action. Models cannot
players gadget pool. There may be a cost for using exit a vehicle if they entered it in the same turn.
CLAIMING AN OBJECTIVE TOKEN some gadgets.

When a model comes into base contact with an objective


token, they must use a special action to to pick it up
(see page 50).

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3 THE END PHASE


In the end phase the player on
screen will do the following, in
Determine if your cast is Axed
the order indicated: The player on screen must now determine if their cast has been
axed. Your cast is considered to be axed if it has more models
removed from play than models in play. The return of models to
play for any reason could cause a previously axed cast to no longer
be axed.

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.

Deal with your models who are on fire


See the On Fire status rules on page 12.

Choose to STEAL the SCENE


Once per episode, each player can attempt to steal the scene and
take the initiative in their end phase, in effect to take another
turn immediately after the one they have just had (see page 13).

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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BASIC FIGHT ATTACKS Weapon Type Range Strike = Special


Brawl Basic 0 Fight + Body 0 Health + Weakened
Club / Cosh / Truncheon Basic 0 Fight + Body +1 0 Health + Stunned
Flaming Torch Basic 0 Fight + Body +1 0 Health + On Fire
Garrotte Basic 0 Fight + Body 0 Health vs Robot
Hand Weapon Basic 0 Fight + Body
2 Handed Weapon Basic 0 Fight + Body +2 Cannot be used with Shield special effect
Martial Arts Basic 0 Fight + Body +1 User must have the Secret genre
Spear/Trident Basic 1 Fight + Body Thrown
Whip Basic 2 Fight + Body +1 0 Health, Weakened. Unwieldy
Shield Bash Basic 0 Fight + Body 0 Health, Push 1

BASIC SHOOT ATTACKS Weapon Type Range Strike = Special


Blowpipe Basic 12 Shoot +2 Deadly, 0 Health vs Robot/Vehicle models
Bolas Basic Thrown Shoot +4 0 Health + Weakened
Bolas, Stun Basic Thrown Shoot +5 0 Health + Stunned
Bolas, Electric Basic Thrown Shoot +5 + Weakened
Elephant Gun Basic 8 Shoot +5
Flare Gun Basic 8 Shoot +3 + On Fire
Harpoon Gun Basic 12 Shoot +3 Deadly (underwater only)
Molotov Cocktail Basic Thrown Shoot +3 Blast 3 + On Fire
Net Basic 4 Shoot +5 0 Health + Weakened
Pistol Basic 12 Shoot +3 2 Shots
Rifle Basic 24 Shoot +3
Self-Loading Rifle Basic 24 Shoot+3 2 Shots
Shotgun Basic 8 Shoot +4
Shotgun, Sawn-off Basic 6 Shoot +4 Blast 3
Shuriken Basic Thrown Shoot +3 2 Shots. User must have the Secret genre
Spear Basic Thrown Shoot +3

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Weapon Type Range Strike = Special


HEAVY SHOOT ATTACKS Bazooka Heavy 24 Shoot +6 1D6 Health + Blast 3 vs Robot/Vehicle models, Unwieldy

Heavy Machine Gun Heavy 24 Shoot +4 Blast 5, Unwieldy. Cannot aim


Mortar Heavy 12-24 Shoot +4 Blast 5, + Knockdown, Unwieldy

Military SHOOT ATTACKS Weapon Type Range Strike = Special


Flamethrower Military 5 Shoot +4 Flamethrower Template, + On Fire
Grenade Military Thrown Shoot +4 Blast 3
Grenade, Electrical Military Thrown Shoot +3 0 Health + Weakened, Blast 3, Deadly vs Robot
Grenade, Stun Military Thrown Shoot +4 Blast 3 + Stunned
High Calibre Pistol Military 12 Shoot +4 2 Shots
High Calibre Rifle Military 24 Shoot +4
High Explosive Military Placed 10 Blast 5, 1D6 Health + Knockdown, Timer
SMG Military 16 Shoot +3 Blast 3. Cannot aim

ADVANCED SHOOT ATTACKS Weapon Type Range Strike = Special


Alien Pistol Advanced 12 Shoot +3 2 Shots, Deadly
Alien Rifle Advanced 24 Shoot +3 Deadly
Disintegrator Gun Advanced 12 Shoot +8 1D3 Health
Photonic Spanner Advanced 6 Shoot +3 0 Health. 1 Health vs Robot/Vehicle models
Stun Pistol Advanced 12 Shoot +4 0 Health + Stunned, 2 Shots
Stun Rifle Advanced 24 Shoot +4 0 Health + Stunned

Primitive SHOOT ATTACKS Weapon Type Range Strike = Special


Bow Primitive 24 Shoot +2
Crossbow Primitive 24 Shoot +4 Unwieldy
Matchlock Pistol Primitive 8 Shoot +3 Unreliable, Unwieldy
Musket Primitive 16 Shoot +3 Unreliable, Unwieldy
Sling Primitive 12 Shoot +3 2 Shots

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Special Effects COMBAT


Special effects are additional rules used for some Aware Shield
models. Each special effect details a new rule, or This model can make fight attacks all round (360) and This model gains +1 Defence against attacks from the
an amendment to an existing rule. never counts as having been attacked in the rear. The front. As this bonus is already included in the statistics
model loses this special effect while Stunned. of the provided 7TV profiles against rear attacks you
Models with a special effect benefit from these rules, must subtract 1 Defence. Models with this special
which states exactly when the special effect can be Dodge effect also gain the shield bash attack:
used, and how. The rules of a special effect always When defending against a fight attack, this model gains
supersede any other rules. There are five special effect +1 extra die if they are not behind an obstacle. Type Weapon Range Strike Special
categories: Fight Shield Bash 0 Body +3 0 Health
Expert + Push 1
Combat - These special effects cover natural and (specify one attack)
learned martial abilities as well as hand-to-hand When making a strike roll with this attack, for each 5+ Snap Shot
and ranged attacks. you roll you can choose to reroll one other die. This model can make one shoot attack each turn as a
free action with 2 to the strike roll. Snap shots cannot
Knowledge - The mind is also a dangerous Fight Back be aimed. A snap shot counts as this models shoot
weapon. From leading troops effectively to creating Once per turn, after this model has been the target of attack for the turn, so unless the model has a weapon
powerful inventions, having a genius in your cast a fight attack, it can make a fight attack against that with the 2 Shots effect, this model cannot make
can be a great advantage. model, if that model is in range of that attack. another shoot attack this turn.

Physical - Brute force, stamina, agility and Follow Up


dexterity are always useful in battle. After this model makes a fight attack, they can move up
to 2 as a free action if no opposing models have this
Traits - These special effects cover all manner of model in their fight range. Models can only make Follow
defining physical and mental characteristics. Up moves in your turn.

Unexplained - The world of 7TV includes many Parry


individuals and creatures with strange powers, be This model never suffers from free strikes. You can also
they alien or supernatural in origin. make your opponent reroll one die when you are the
target of a fight attack.

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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 Land Rover per full or


part 6 models OR

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.

Type Weapon Range Strike Special Psychic


Special Energy Blast 12 Mind +5 Knockdown This model can change the result of up to two dice just
rolled to either a 1 or a 6. These dice need to relate
Ghost to an action the model performs or an action another
This model cannot make strikes if it uses this special model performs on it. This special effect can be used
effect this turn. This model ignores terrain, obstacles, during an opponents turn.
scenery and models with the Block special effect when
it moves this turn. Regenerate
Roll 1D6. On the roll of 4+ one point of Health is
Invisible recovered, up to this models starting Health value.
This model becomes invisible for the turn. While This special effect can be used only once per turn. You
invisible, models can move through other models and are can add extra dice to this roll. You can never reroll or
not affected by the Block special effect. Targets struck change the results of these rolls by any means.
by an Invisible model count as being attacked in the rear.
After any strike roll, an Invisible model becomes visible Teleport
and loses the benefits of this special effect. A model can teleport if it has not used any actions this
turn. Immediately move this model up to 12 in any
direction. Models do not suffer free strikes when they
teleport. Once a model has teleported its activation ends.

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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.

each cast should determine the number of gadgets in


Using Gadgets You can play more than one gadget card, but you must
their gadget pool: During play any Stars and Co-Stars, and extras fully resolve the effects of one before resolving the
with the Gadgets special effect can play any of the effects of the next.
Each Star or Co-Star you have in your cast adds you gadgets you have remaining in your gadget pool if the
one gadget card to the gadget pool. requirement on the cards is met. each card lists its These gadgets do not prevent the model making their
Each model with the Gadget special effect adds you rules for play. usual number of fight or shoot attacks. in effect the
one gadget card to the gadget pool. attack gained from the gadget is free.

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.

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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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Vehicle special effects Vehicle placement Vehicle Movement


Vehicle Vehicles are placed with the rest of your cast. Any of Each move action spent will allow the vehicle to move
Vehicles can never gain the Dominated, Stunned or your models can begin an episode inside any of your a number of inches up to its Move special effect (or
Weakened statuses, be knocked down, or suffer damage vehicles, subject to their rules for Capacity. 6 if the vehicle does not have this effect). Vehicles
from drowning or lack of oxygen. cannot cross obstacles, climb ladders or enter buildings
Entering and exiting a vehicle through normal sized doors or windows. Vehicles cannot
Effects which specify the Robot special effect also A friendly model can occupy a vehicle by using a move finish a move action behind where they started.
apply to Vehicle models, so they suffer the same action if it is adjacent to the vehicle. If the vehicle has
vulnerabilities and gain the same immunities as Robot not equalled its Capacity then the model is removed Vehicles stop if they contact another vehicle the
models do in these situations. from the playing area and placed to the side, near the moving vehicle loses an amount of Health equal to the
vehicle profile card if possible. It should always be vehicles Health with which they collided and vice versa.
Vehicles in your cast obvious which model(s) occupy any vehicle. If a vehicle moves over the bases of any other models
then they are pushed the minimum distance to get
Vehicles do not count towards the number of gained in them out of the way of the vehicle (see page 38).
the action phase, nor towards the number of models in
your cast when calculating if your cast has been axed. A model can exit a vehicle at the end of its players EXAMPLE: An undamaged Land Rover (4 Health)
action phase as a free action. Models cannot exit a is driven straight into the pristine Flash Motor (3
EXAMPLE: A cast comprises 14 models plus 1 vehicle if they entered it in the same turn. Models Health) of a Tough Detective. The Land Rover takes
vehicle. This cast will be considered axed when it exiting a vehicle must be placed adjacent to that 3 wounds, leaving it on 1 Health. The Flash Motor
is reduced to 7 models (14 divided by 2), not 15 vehicle, or at the closest point otherwise. takes 4 wounds and is scrapped and removed from
divided by 2. the game.
Vehicle Activation
Models in a vehicle during the action phase do count Vehicles can be allocated as with normal models, Models occupying a vehicle are transported with the
as being in play for the purposes of determining the if there is at least one friendly model occupying the vehicle as it moves.
number of a player gains. These models cannot be vehicle which shares at least one genre with the vehicle.
allocated in the action phase. Vehicles can be activated as part of unit activation.
Vehicles can only make move or shoot actions.
Vehicle Attacks
To understand how models inside vehicles may take Models inside a vehicle can make shoot attacks after
actions, see the section on entering and exiting a any vehicle move action, if that model has not already
vehicle and the section on vehicle attacks. made a shoot attack this turn. Models inside a vehicle
can never shoot twice in one turn. These shoot attacks
are free actions. Shoot attacks from models inside

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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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What you can include in OPEN CASTING Extras


Casts are fairly versatile you can have a cast of The greatest strength of Extras is the fact that you can
nothing but Stars, or one containing mainly Extras in field them in great numbers as, compared to Stars and
vehicles. A cast must have at least one Star or Co-Star, Co-Stars, you can hire a lot more for the same ratings.
and you can include more if you like. Your choice of Extras are your casts faceless workers, and each one is
Star(s) and Co-Star(s) will determine which Extras you usually quite specialised.
can utilize, so choose carefully. Bearing in mind this
requirement, a cast will contain: Some Extras are available to purchase in units see
the unit cards for details of units and the models you
Stars can choose to include in them. Any models available to
Your Stars are the most capable models in your cast, purchase in units can also be purchased individually.
whether they excel in leading other models, fighting,
shooting, or are just great at getting the job done on Guest Stars or Co-Stars
their own. Stars cost the most ratings, but each brings a Characters from one 7TV show often appear in other 7TV
unique star quality to each episode they are in, and can shows. You can include any one Star or Co-Star from
be quite hard to eliminate. Each Star will allow certain one of the Programme Guides, as long as that models
Extras to be included in your cast. affiliation (hero or villain) matches your casts. These
models count as having no genres when guest-starring.
Co-Stars
Co-Stars cost less ratings than a Star, and have NEUTRALS
correspondingly less impressive capabilities, but they Neutrals are allies who will work for both heroic and
are still powerful models, no matter their abilities. Co- villainous casts. These models can be included in your
Stars are ideal for leading small forces, or for backing cast subject to the normal genre rules (see page 41).
up your Stars. Each Co-Star will allow certain Extras to
be included in your cast. Vehicles
If you feel the need for speed, include some vehicles.
Vehicles are fairly durable, can transport models across
the playing area quickly, and can provide a place to hide
behind when the shooting starts. You cannot choose more
vehicles than you have Stars and Co-Stars combined.

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Genres Civilian Military


Each Star and Co-Star in your cast allows you to choose A common genre and one which will This genre is outrageously ready for
certain types of Extras and Vehicles. A Military Mind invariably be available to any cast. a fight. If you bring Military models
will gravitate to bringing Soldier Extras in a Land Rover, Some Civilian models may be quite to the table you are likely to come in
while a Flamboyant Agent will more likely bring along mundane, but they can bring highly all guns blazing.
some Ninjas or drive a Flash Motor. Choosing your Stars useful abilities to your cast.
and Co-Stars wisely will allow your cast to include a Science
suitable range of Extra models or vehicles. Crime Hard thinking has allowed mankind
This eclectic collection of neer-do- to invent keg beer and fondue.
Each Star, Co-Star and Extra profile lists their genres. wells is the villainous flip side to the Bringing some brains can reap great
These are broad categories, so for example the Secret Law & Order genre. These models benefits, and let you field some
genre applies to Cultist and Ninja Extras. To field either tend to like their violence nasty and exotic creations.
of those types of Extras, or a Cultist Coven unit, you need brutish. Only the villains can gain
to have a Star or Co-Star in your cast who also has the access to the Crime genre. Secret
Secret genre listed on their profile. These models excel in staying out
Law & Order of the limelight, but this genre is as
The 7TV rules support the following genres: Unsurprisingly, this genre is dangerous as it is hidden.
available only to heroic casts.
Models in this genre are typically Unknown
equipped to handle themselves Models within this genre are in
when the fighting starts, so dont touch with creatures and entities
overlook the long arm not of this world. They themselves
may indeed be from another planet!

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THE CASTING COUCH


Each profile offers different special effect and attack
options to choose from when building your cast. There Tomorrow Person |10 RATINGS Crackpot Inventor |5 RATINGS
are twelve Star and Co-Star profiles and over A genetic anomaly, you have been born with mental Too little time and too many ideas! Locked away in a
60 Extras to choose from. gifts a thousand years before their time, psychic military lab, cutting-edge foundation or dusty attic, you
abilities that mark you out as an evolutionary freak are always tinkering with madcap devices. Some are
Full details are provided on the profile cards, but we of nature. Whether a fragile loner in blood-drenched mundane, but some can swing a battle and save the world!
have summarised the descriptions, genres and ratings clothes or the arrogant herald of a new mutant master
costs below. The appendix also lists all profiles in quick- race, the power within you cannot be denied. Dependable Deputy |6 RATINGS
to-read tables. A right hand man or a dedicated Girl Friday. Loyal
Tough Detective |10 RATINGS and brave, you might be a stalwart sergeant or an

Heroic STARS You may be a maverick police detective, a resourceful


private eye, a government agent, or maybe just a
fugitive trying to clear his name. Whoever you are, one
unflappable physician. But you are always at your
leaders side - and often thinking one step ahead.

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

MILITARY MIND |10 RATINGS


The armed forces are in your blood possibly as an ex-
Heroic C0-STARS down.

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.

ALIEN WAR PRIEST 3 RATINGS ARMY DOG HANDLER 2 RATINGS


Armed with hokey religions and ancient weapons, these Unleash the dogs of war! Whether guarding a base or
interstellar zealots help drive their troops into a spiritual sniffing out the enemy, a dog handler will keep our four-
fervour during battle. legged friends in check.

ALIEN WARRIOR 2 RATINGS ARMY PRIVATE 2 RATINGS


Be they inquisitive greys, martial brutes or emotionally The military forces of the government can be handy as
challenged war machines, aliens come in many and their training normally allows them to keep fighting in
varied forms. sticky situations.

ALIEN HEAVY 4 RATINGS ARMY SUPPORT WEAPON TEAM 7 RATINGS


A special weapons alien is always a fan favourite - just To face more substantial threats, troops can be
add a parabolic dish or oily cannon and get blasting! bolstered with support weaponry, to literally get more
bang for your buck.

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ASTRONAUT 3 RATINGS Criminal 2 RATINGs EXPLOSIVE EXPERT 3 RATINGS


Whether in orbit or on the moon, the fight never stops, A cut above your common leg-breaker, these Safecracker, bomb disposal or demolitions crew? This
no matter the gravity of the situation. professional criminals dream of a day when their finally expert has been trained to defuse or destroy.
pull one big heist and retire to the Costa Patata.
ATTACK DOG 1 RATING FAILED EXPERIMENT 2 RATINGS
Sometimes dogs are not mans best friends especially Criminal DOG HANDLER 2 RATINGs Those who dabble at the fringes of science often fail
if that man is pointing a gun at you from behind a wall. As rough and vicious as the beasts they use to guard before making a breakthrough and the result may be a
Quick and with one end very full of sharp teeth, dogs their lock-ups, boozers and mock-tudor mansions. twisted abomination, rampaging robot or transformed
can bring down the hardest of foes. lab assistant.
CULTIST LEADER 3 RATINGS
BODYGUARD BRUISER 3 RATINGS This charismatic leader holds sway over his fervant FEMDROID 3 RATINGS
Barely contained in a suit and impassive behind dark followers through willpower, brainwashing or a cocktail These alluring aluminium killer robots are a new threat
glasses, the Bruiser is in charge of security and the of dubious narcotics. on the international criminal scene. They specialise in
ranking officer in a protective detail. surprise attacks against soft targets.
CULTIST 2 RATINGS
BODYGUARD 2 RATINGS Cultists are hard-line followers of some exotic religion or FIRST MATE 3 RATINGs
Bodyguards excel at protecting others, even being mesmeric figurehead. Usually drugged or indoctrinated, Life on the ocean waves brings adventure, danger and
prepared to lay down their lives if necessary. their fanaticism is difficult to break. a healthy respect for the cruel sea. It is the First Mates
role to keep their salty seamen in check.
BYSTANDER 1 RATING or 2 for 3 models CULTIST DOG HANDLER 2 RATINGS
Civilians can get mixed up in 7TV affairs, although they Seen patrolling the cults compound with their snarling GHOST 3 RATINGS
are invariably more of a hindrance than a benefit to canines, the dog handler is tasked with deterring These lost souls may be summoned for good or ill,
whoever has to deal with them. unwelcome visitors from uncovering the truth behind either haunting the place of their death to drive off
the esoteric secrets. meddling mortals, or seeking out some person or object
Criminal Boss 3 RATINGs to assist their journey to the next world.
Specialising in low-level robbery and violence, the DOCTOR 1 RATING
Criminal Boss menaces their manor looking for the next The deft hands of a dreamy surgeon or the quick wits of Hitman 4 RATINGS
big score for their motley crew of career villains. a battlefield medic can be a deciding factor in keeping Hitmen cultivate few friendships but if you need
your cast going in the heat of battle. someone taken out without getting your hands dirty,
they are the masters of the long-range sniper shot.

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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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RIOT POLICE SERGEANT 4 RATINGS SCUBA DIVER 4 RATINGs SURVIVALIST 4 RATINGs


Armed with shield, baton and nerves of steel, this senior Divers can sneak aboard enemy vessels, perform These grizzled outdoorsmen are well suited to life in the
officer will mobilise his squad to quell unrest. underwater reconnaissance and retrieval missions or wilds, snowy wastes or amongst the peaks of the world.
just get stuck in to a cinematic underwater sea battle! They may be a brave mountain rescue team, trusty Inuit
RIOT POLICE MOUNTED SERGEANT 5 RATINGS trappers or a deranged band of survivalist hunters who
Horseback offers a better vantage point and can put the SECURITY GUARD COMMANDER 3 RATINGs want to hear you squeal!
fear of God into looters when their mounts charge! Ensuring regular patrols and that the uniforms of
his colour-coded troops dont clash is the key to the TECHNICIAN 1 RATING
RIOT POLICE CONSTABLE 3 RATINGS performance of a good commander. A vital piece of a military machine, Technicians are
These policemen have been trained to deal with all invaluable when youre faced with a bit of equipment
manner of urban disturbances, from football violence to SECURITY GUARD 2 RATINGS or 5 for 3 MODELS with more dials than the Rolling Stones mixing desk,
full-scale civil riots. Guarding VIPs, private organisations and top secret or allies which need constant attention to keep them
installations is all in days work for the Security Guard. functioning and happy.
RIOT POLICE MOUNTED CONSTABLE 4 RATINGS
Mounted constables help maintain order over large SECURITY GUARD DOG HANDLER 2 RATINGs THUG BRUISER 4 RATINGS
crowds. Sugar lumps are essential kit. Spending days walking the perimeter makes the dog Only slightly less mindless than his leg-breaking
handler an expert in canine behaviour and the variations brothers, the Thug Bruiser is wily as well as destructive
ROBO-RODENT 1 RATING in the construction of the chain link fence. - always looking for new opportunities to engage the
These mechanical menaces look like foot-and-a- gang in a bit of wanton violence.
half-long silverfish. They are used to infiltrate enemy SPAWN 3 RATINGs
locations and to perform covert surveillance and These near mindless amorphous cross-dimensional THUG 2 RATINGS
assassination missions, often prior to a main attack. monstrosities are created to serve unspeakable elder Getting up close and personal and leaving some kind of
gods as unstoppable titans of destruction. broken face calling card is what Thugs are good at. The
SAILOR 2 RATINGs simpler and more violent the job at hand the better for
Sailors may be merchant seamen, a secret submarine SPY 4 RATINGs these beauties.
crew, modern-day pirates or even the crew of an Battles can be won or lost through the intelligence
experimental deep-sea mining rig. brought back from behind enemy lines by these VIP 0 RATINGs
duplicitous agents. Ambassadors, celebrities, or heads of industry or
SCIENTIST 2 RATINGs academia can be handy to have around - or at the very
These scholarly types have turned their intelligence to least protect from the fight.
either the advancement of good or evil through choice,
ignorance or coercion.

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Customising your Stars and Co-StarS


Although we provide 24 Stars and Co-Stars, you dont have to buy them off the peg. You can
customise them to create the hero or villain youve always dreamt of, or to match a model that you
already own. Simply follow the steps below, and apply the modifiers to that Star or Co-Stars ratings.

Choose a Star or Co-Star Adjust Genres Adjust Attacks


Pick the Star or Co-Star which is the closest to the final Swap up to 1 listed Genre
result youre after. Ratings +1 Swap up to 1 attack for another
for another FREE
attack from the same category*
Remember that if you want the final result to be heroic,
youll have to pick a heroic Star or Co-Star to start with. Add up to 1 new attack* Ratings +1
And vice versa for the villains. 4 Adjust Special Effects
No Stars or Co-Stars can take heavy shoot attacks,
Ratings are for each instance of a change. or the shield bash attack (unless they have the
Swap 12 special effects for
Shield special effect).
another special effect from any
FREE Only Stars and Co-Stars with the Crime or Military
category where the model has 1+
Adjust Statistics special effects in genres can take military shoot attacks.
Only Stars and Co-Stars with the Unknown genre
Adjust 12 statistics by +1 Ratings +1 Swap 12 special effects for any can take advanced shoot attacks.
Ratings +1 The following attacks have an additional Ratings
Adjust 12 statistics by 1 Ratings 1 other special effect
cost, if you swapped or added any of the following
attacks:
Add 12 special effects from any
Models cannot adjust Health. category the model already has 1+ Ratings +1
For each +1 Defence increase, adjust the models Alien Pistol, Alien Rifle, Elephant
special effects Ratings +1
Gun, High Explosive
ratings by 2.
If the model does not already have the Move special Remove up to 1 special effect Ratings 1 Disintegrator Gun Ratings +4
effect, count its Move as a statistic with a rating of
6. If it does have the Move special effect, count its * Calculate the Strike number of the new attack
Move as the rating in brackets. according to the attack tables (see pages 2930).
If the final Move statistic is greater or less then 6,
gain the Move special effect, noting the new Move
rate, i.e. Move 5

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Playing 7TV Episodes THE PROLOGUE


Games of 7TV are called episodes, just like a Size oF YOUR Playing area Determine your Episode
television show. Before playing an episode both 7TV is designed to be played on a playing area 4 feet One player should roll 1D6 and consult the table
sides will pick their casts (you may want to use square. This allows a degree of manoeuvring and long- below to see which episode is to be played. If players
the same cast for more than one episode) up to range shooting before opposing models get to grips in specifically want to play one episode, just skip the die
a ratings value both you and your opponent can melee. A smaller playing area will emphasise short- roll and play that episode.
agree on. range fight attacks, while a large playing area will take
A typical starting game is best played with 25 ratings longer to play. 1D6 Episode
per cast. This will allow you six to ten models in your 1 The Battle
cast, and will take inexperienced players about two During the prologue, players determine which episode 2 The Escape
hours to play, or half that if you know what youre they will play. We provide six episodes suitable for any cast 3 The Race
doing. For a medium-sized game you might want size. Or you can create your own, either from your own 4 The Ambush
to choose 50ratings, and for a full-on cinematic fevered imaginations, or using a Crooked Dice cast as a 5 The Hit
production go for 75-100 ratings, but be prepared to starting point, or maybe theres a particularly brilliant bit 6 The Steal
spend several hours on an episode of this magnitude. of a TV show or film you want to play out. Follow this
sequence when preparing for play. The rules for each episode are detailed on pages 53-55.
An episode recreates just one part of a television show.
The playing area represents the set. The objectives are Determine the episode
what each player is trying to achieve to advance the Place objective tokens Determine the attacker
story and allow further episodes to present themselves
further down the line. Maybe the objective tokens


Place the Maguffin (optional)
Determine start locations
and the defender
represent clues to the villains secret base, or parts of Place models on the playing area (in order) Both players should roll 1D6 and add the highest
the stolen nuclear launch codes that the heroes are Create the countdown deck Mind statistic of any model in their cast. The player
trying to recover. Create each players gadget pool with the highest result can choose to be the attacker or
Roll for initiative the defender. This is important as it might
An episode is divided into before, during and after influence where a players models can start.
segments, called the:

prologue;
feature; and
epilogue.

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Objective Tokens THE MAGUFFIN


There are 5 objective tokens. each Some episodes feature the maguffin the item the whole The maguffin counts as a normal objective token apart
episode uses these tokens to represent episode centres around. it might be top secret plans, an from the following:
items of value which can be collected alien device or the recipe for 7TV Cola. Getting the
during the episode. Try to take as many maguffin is of critical importance to everyone! The player whose side gains it can add one random
as you can, and prevent your opponent from doing the gadget from the unused cards to their gadget pool
same. They will gain you victory points at the end of an if the maguffin is being used then it will be listed in the The maguffin is worth 1D6 victory points at the end
episode, and a Star or Co-Star taking one will win their directors cut section of each episode. Some episodes of the game
side some much needed . may have special rules covering how the maguffin can
be claimed, used or passed between models, so read if you like narrative play, then the maguffin adds some
The defender places the first token face down then this before the episode begins. Then just replace the extra tone to your 7TV games. The list below, divided
players alternate placing them until they are all placed. objective token furthest from any models with the by genre, suggests some maguffin ideas that may help
Tokens cannot be placed within 12 of any playing area maguffin token. theme your games - but feel free to make up your own!
edge, or within 6 of another token.

any model can collect objective tokens. When a model


comes into base contact with a token, they can use a CRIME MILITARY SECRET
special action to pick it up. The player whose model picks Briefcase full of money Compromising photos of the identity of the mole
it up should place it off the playing area but close to hand. Forged old master generals wife Lost treasure map
Golden ticket to the Costa Patata Location of enemy hQ Missing microfilm
any Star or Co-Star collecting an objective token will holdall of shooters Missile defence codes Nuclear release codes
gain their side immediately. hostage Troop deployment plans undercover agents identities
Keys to the lock-up Transport route for warhead Ventilation shaft schematics
Weapons cache
LAW & ORDER UNKNOWN
25-year-old malt whisky SCIENCE Crystal skull
Dossier of informants Flux capacitor Cyclopean relic
eyewitness evidence Formula for clean energy reactor Dinosaur DNa
Security plans for the royal visit Robot arm from the future extraterrestrial seed pod
Signed confession Stolen plutonium Fake moon landing photographs
Superintendents prize beagle Super-weapon blueprints Shakespeares signature in biro
Vial of deadly pathogen

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CAST START LOCATIONS Create the Countdown Deck Set Up


Some episodes state where each cast will begin. This See page 14 for details on how to create the countdown All the episodes in this book are designed to be played on
is usually close to one playing area edge or corner, with deck you will use for your episode. Place the deck an area 4 feet by 4 feet. If there are any additional rules
the opposing cast setting up likewise on the opposite somewhere within the reach of both players. on how to set up or where to place objective tokens this
edge or in the opposite corner. If an episode states cast will be given here.
start location, use the following rules:
Create your Gadget Pool And Action!
The defending player chooses one playing area See page 36 for details on how to create gadget pools Initiative is determined normally for all episodes unless
edge. The attacking player automatically gets the for each side. noted here. Players normally each roll 1D6 and reroll ties.
opposite playing area edge.
Each sides start location is an area from the back Special Rules
of their playing area edge up to 10 forwards from ROLL FOR INITIATIVE If an episode uses any special rules these will be noted
that edge. Action! Both sides should roll for initiative as described in this section.
Models are set up in the order below, anywhere in on page 13. The episode has now started!
their sides start location. End Credits
Models can be placed anywhere in the start location, An episode normally ends when one player has no
but remember that models from the same unit are
usually best placed together, and some other models
might be better placed near to each other.
THE FEATURE models left in play, or when there are no countdown
cards left. Find any other conditions which would end
an episode here.
Youre ready to go. Players will begin the episode with the
Placing models on the playing area first initiative roll of the game. Each episode detailed on Victory Points
Players place their models on the playing area in their pages 53-55 follows a standard format, which contains Victory points (VPs) are used to determine the winner of
start locations in this order: the basic information you need to set up and play the an episode. The rules for victory points are given in this
episode in question: section, and if the episode uses any additional rules for
1. The defending player places their non-Spy models gaining VPs this will be detailed here.
2. The attacking player places their non-Spy models Synopsis
3. The defending player places their Spy models This is the outline of the episode, detailing whats going DIRECTORS CUT
4. The attacking player places their Spy models on in the episode and giving general details on what If you want a different way to play an episode, use this
each side is meant to be doing during the game. optional section. If the maguffin (see page 50) is used
For details on the Spy special effect, see page 32. in the episode, it will be listed here.

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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.

Victory Condition Notes VPs Gained


Enemy has no models in play Do not also gain VP for axing the opponent cast +2
Enemy cast is axed +1
Each objective token held +1
Each enemy Star or Co-Star removed from play Per Health that model had at the start of the episode +1
Episode special victory conditions Varies by episode + varies
Each enemy Star or Co-Star with one or more statuses +1
You hold the maguffin +1D6

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THE BATTLE THE ESCAPE


Synopsis Synopsis DIRECTORS CUT
An out-and-out fight between the heroes and villains, One cast has been discovered in enemy territory. Whether The defenders start with the maguffin in their
normally the major turning point in or the climax of theyre discovered while trying to slip through an airport possession - they do get the gadget but dont get any
a film. Whether it is the conflict that begins it all or unseen or attempting to infiltrate an embassy, their plan extra for having it!
the final scene in which the volcano lair is stormed, has failed and the only course of action left is to fight
nothing will be the same after this battle. and evade capture. If the side with the maguffin loses a model roll 1D6.
On the roll of 5+ replace the removed model with the
Set Up Set Up maguffin token, showing that it has been dropped (Yes,
Both sides set up their models according to the cast The escaping cast are the defenders. Both sides set up it gets passed around in the heat of the action!). The
start locations rules on page 51. their models according to the cast start locations rules defenders dont get the VP for their Stars and Co-Stars
on page 51. The defenders must escape off any playing escaping. If the attackers dont claim the maguffin
And Action! area edge in the attackers start location area to escape. during play then the defenders are assumed to have it
Determine initiative as normal. at the end of the episode.
And Action!
Special Rules Determine initiative as normal.
Models within 6 of an objective token can each reroll
one die every turn. Special Rules
A model in the escaping cast can move off the playing
Victory Points area edge of their chosen escape route. Models doing
Use the standard victory point rules to determine the so are considered to have escaped, and do not count
winner of this episode. as removed from play when determining axed tests.
Vehicles cannot exit the playing area in this episode.
DIRECTORS CUT
For a different scenario add in the maguffin. Victory Points
If the defenders manage to escape with half their
models or more they gain +2 VP. If the attackers
manage to prevent this they gain +2 VP. The defenders
do not gain VP for removing attacking Stars or Co-Stars
from play. Instead they gain +1 VP for each Star and
Co-Star that manages to escape.

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THE RACE THE HIT


Synopsis Synopsis DIRECTORS CUT
Both casts are attempting to reach the goal before One cast is seeking to assassinate or defeat a member Instead of gaining the free VIP model, the attacker
the other cast can claim it. To compound matters, the of the opposing cast. Whether it is a personal vendetta secretly chooses any opposing model to be the target
location is highly unstable, either the roof is threatening or the culmination of a deep cover mission, they mean of the hit and writes the chosen model down and
to collapse or the whole area is about to be destroyed at to confront and defeat their enemy at all costs. keeps it hidden. Reveal the chosen model at the end
any moment. of the turn that they are reduced to 0 Health or the
Set Up game ends. If this model has been removed from play
Set Up Both sides set up their models according to the cast the attacker gains VP equal to that models starting
Both sides set up their models according to the cast start locations rules on page 51. Health. If the model is still in play the defender gains
start locations rules on page 51. this amount of VP.
And Action!
And Action! Determine initiative as normal.
Determine initiative as normal.
Special Rules
Special Rules The defending side gains one free VIP Extra to add to
Players gain if they choose to turn over two their cast, if they dont already have one. This model is
countdown cards. the target of the hit.

Victory Points Victory Points


Use the standard victory point rules to determine the Use the standard victory point rules to determine the
winner of this episode. winner of this episode. In addition, the defenders gain
+2 VP if the VIP is still alive, while the attackers gain
DIRECTORS CUT +2 VP if they remove the VIP from play.
If two countdown cards are turned over and then an
objective token is taken in the same turn, roll 1D6.
This roll cannot be rerolled or altered in any way. On
the roll of 5+ discard the objective token and take the
maguffin instead. Once the maguffin has been found,
stop making these rolls.

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THE STEAL THE AMBUSH


Synopsis DIRECTORS CUT Synopsis
One cast is attempting to steal a technological Each side has infiltrated the other. When a player steals Whether it is a planned ambush or a chance encounter,
breakthrough that is being transported in secret by the the scene (see page 13), nominate an opposing Extra this minor skirmish takes either one or both casts by
opposing cast. model with no more than 1 Health. That model counts complete surprise.
as being in play in your cast for the rest of the episode.
Set Up Set Up
Both sides set up their models according to the cast Both sides set up their models according to the cast
start locations rules on page 51. start locations rules on page 51.

And Action! And Action!


Determine initiative as normal. The attacking side automatically wins the initiative.

Special Rules Special Rules


After gadgets have been chosen, the defender should The defender cannot use any Leader or Unit Leader
draw 4 gadget cards and choose one to be the maguffin. special effects during their first turn.
The gadget/maguffin is given to one model, and it
should be made clear who has it. Only this model can Victory Points
use the gadget represented by the maguffin, and then Use the standard victory point rules to determine the
only if they are able to use gadgets at all. A friendly winner of this episode.
model in play can take the maguffin by using a special
action if it hasnt already been passed to another model DIRECTORS CUT
in the same turn. If any model carrying the maguffin Add in the maguffin. If one side has it and the other
is reduced to 0 Health replace their model with the doesnt then the side which doesnt have it becomes more
maguffin token. determined and can reroll one die in each of their turns.

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

Model Type Ratings Civilian Crime Military Science Secret Unknown


Double Agent Co-Star 6
Faithful Lackey Co-Star 6
Inhuman Servitor Co-Star 6
Jackbooted Sadist Co-Star 6
Mad Scientist Co-Star 6
Marauding Monster Co-Star 5

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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.

For more information contact: Stay tuned...

Crooked Dice Game Design Studio


www.crooked-dice.co.uk
mail@crooked-dice.co.uk

14 Mill Lane, Woodhall Spa


Lincolnshire, Ln10 6qz

filmed in TECHNICOLOR

Version 1.0 01 November 2015 Crooked Dice Game Design Studio 2015
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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