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Player’s number. If you haven’t gotten around
Game Terms to painting your models yet then you might
In DreadBall, the real people playing the game want to write the Player’s number underneath
are known as the team’s Coaches. This his base instead.
distinguishes them from the Players who are
the individual model playing pieces that make Counters
up the teams themselves. DreadBall uses a small number of counters to
keep track of things during play.
The game is played in a series of turns, called
Rushes. Within each Rush a Coach takes Actions Each Coach has 5 Team Action Tokens. These
with his Players in an effort to take control of enable you to keep track of how much you’ve
the ball and score points by making a Strike. The done so far in your Rush. These counters are
Player with the most points at the end of 14 colour-coded for the Home team (white) and
Rushes, or the first to 7 points at any time, wins the Visitors (red).
the match.
The two game tracks on the pitch also need a
counter each to keep track of what Rush it is
Components and who is winning.
In the DreadBall game box you’ll find all the
models, dice and other pieces that you need to Some events affect a specific Player for a time,
play the game. and these counters are used to show which
Player this is.
Before you start going through the rules, it’s
worth quickly looking at each component and Dice
finding out what the different colours, markings There are three different colours of standard
and poses mean. This will make it much easier six-sided dice in DreadBall. The Home team uses
to understand the rules later. the white dice – this matches the colour of their
sub’s bench, score tracker and so on. Similarly,
Between the board and counters you will notice
the Visitors use the red dice.
a red and white theme. This distinguishes things
that belong to the Home team (in white) from The blue dice are used by both Players and are
the Visiting team (in red). Once you know this called Coaching Dice.
it’s much easier to see at a glance which team
each element belongs to. Usually, you will be rolling these dice in tests to
determine if a Player’s Actions are a success or
Roster Pad failure. The rules will also ask you to roll one or
Before you play you will need to fill out a roster more of these dice to determine the bounce of
sheet for your chosen team. You might also the ball, or the results of a chance event. Be
want to think of a name for your team, and sure to read the rules for each test carefully, as
perhaps even names for the individual Players. dice can be used differently depending on the
test or reason for rolling.
During a game it’s sometimes important to
know which Player is which, so each one must Note that the word “dice” is used for any
be allocated a number from 1-14. You will need number of the unpredictable little cubes.
to mark the models so you can tell which one Normally the singular would be “die” but in a
corresponds to each line of your roster. Many game where people get killed as well, this can
models have a space on their backs for you to be a little confusing in places…
paint on a number or apply a transfer if you
want. Shoulder pads or the base of the
miniature can also be good places to apply the

pg. 1 Playtest Packet 4.0


The Board The hex in which the Referee begins each match
The board represents a typical modern is marked with a line of black and white checks.
DreadBall pitch in one of the specially-built Simply place the model here at the start of a
arenas of the central planets. game.

The pitch is divided into hexagons, each formed At each end of the pitch is a bright white or red
from a high-impact neodurium compound that hex, with 4 adjacent hexes shaded a light white
is sometimes shaped into a tread or grip to or red. These are the entry points for Players
provide sure footing for moving Players. The moving onto the pitch from the Subs' Bench, or
basic colour of the pitch is black, but many off the pitch into it.
hexes are coloured or marked differently to The bright hex is the Entry Hex. You can only
signify special zones. move onto or off the pitch from this hex, and
The most important of these zones are the only if it is not blocked by a Player from either
Strike Zones. There are 6 Strike Zones on the team. When you move on you count this bright
pitch, 3 red and 3 white, corresponding with the hex as the first hex in your move, and the Player
Home team and the Visitor team. Each is made may choose any facing when moving into this
up of 8 hexes attached to a single Strike Hex. hex.
The red and white hexes that make up these Players standing on their opponent’s Entry Hex
zones are all marked with concentric circles, like or on any of the 4 adjacent hexes are
bulls’ eyes. The target you try to hit to make a committing a Stall foul.
Strike is the Strike Hex, which is marked in a
solid version of that zone’s colour. Note that you only need to move Players off in
this way if you choose to retire them from play
A Player can only Throw a Strike (and score yourself. If they are injured or sent off for
points) if he is standing in the Strike Zone that is fouling then they are immediately placed in the
attached to the Strike Hex he is aiming at, and if appropriate area of the Sin Bin - they do not
the Strike Hex is in his front arc. need to move off as described.
Each Player defends the Strike Zones/Hexes in In the centre of the pitch are a series of five
his own colour and tries to score in the Strike hexes containing a blue DB logo. These mark
Hexes in his opponent’s colour. Of the three the path of the ball when it is launched into
Strike Hexes you can score in, the two nearer play.
ones are worth 1 point each per Strike, and the
further one is worth 3 points per Strike because The two dashed lines along the hex edges
it’s harder to get to. across the centre of the pitch mark the forward
starting line for each team, with a small area
In addition, you can gain an extra point per between them in which no Player from either
Strike if you make it from the bonus hex, side may set up. These only matter during the
because it is a harder throw. This is the hex in initial Face Off set up before a match starts.
the Strike Zone that is furthest from the Strike Once the match is underway the action never
Hex and is marked in an intermediate shade of pauses!
red or white for clarity. A bonus Strike is
therefore worth either 2 or 4 points depending Placing and Moving Models on the Board
on which Strike Hex you target. Each Player model occupies one hex and you
As well as the Strike Zones and Strike Hexes, should position each one so that it is clear
there are some other markings on the board. which hex they are in and which of the six edges
they are facing. If a model is knocked down

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then it still occupies a single hex though it no The unusual shape of the sides can make the
longer has a facing. ball bounce dramatically. When a ball scatters
into the edge of the pitch and hits the wall it
The ball is the only model that can share a hex will ricochet one of two ways, depending on
with another model (and only when it has been which bit of wall it hits.
picked up and is being carried). A ball may also
be thrown over a model that is lying on the Measuring distance is very simple. You don’t
floor. No other model may move through a hex count the hex you start in, but you do count the
with another model in it, whether it is friendly hex you end in.
or opposing, standing or on the floor. This
restriction also stops a model from being
pushed back into a hex containing another
model.

When a ball hits the edge of the pitch it will bounce off the wall.
Depending on which wall it hits, the undulating surface will cause it
to bounce in one of two ways. The following examples look at the
direction the ball will bounce in (ignoring the distance it will go for Measuring distances is easy. Simply count the number
now). of hexes from the model to the target. Do not count
the hex that the model starts in, but do include the
The most common situation is when a ball hits an angled part of
target hex.
the wall, shown here as moving from hex B to C. This works both
ways round, so a ball moving from the direction of hex C would For example, in this diagram the Goblin in hex A is 3
bounce back towards B. Most of the edge of the pitch is like this. hexes away from the Strike Hex B. A is 7 hexes away
from his teammate in hex C who is 2 hexes away from
The other possible situation only happens from 6 specific directions
D.
on the pitch and is illustrated here by directions A & D. In these
cases the ball comes straight back in the direction it went. When you count distance for any reason you must
take the shortest route possible. However, you will
notice that there is almost always more than one
route that is equally short, so which one do you take?
The choice is made by the Coach controlling the active
Player. Many times the exact route is not important,
but it can be crucial, for example during a Throw. The
diagram shows two possible routes between A and B
(blue and green) that are both 3 hexes long. There is a
third 3-hex route that is not marked – can you spot it?

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Ends of the Pitch The opposite side of the board has the scoring
Off the hexagonal grid we have two more vital track. This is unusual because you track the
areas of the board, one at each end: the Subs’ difference in scores instead of what each team
Benches and Sin Bins. Again, these are colour- has scored in total. The score marker starts on
coded with the white end belonging to the the 0 space and moves towards the Player that
Home team and the red to the Visitors. scored by the number of points each Strike they
make is worth. For example, if Anne has scored
The Subs’ Bench is simply a holding area for a 2 point Strike and Bob has scored a 4 point
healthy Players to wait in. With an 8 Player Strike then the track would show 2 in Bob’s
roster and 6 Players allowed to start on the favour. This is why there is only one counter for
pitch, a starting team will begin each game with this track.
2 Players on their Subs’ Bench.
Again, note that a Player’s score is in their own
The Sin Bins are where Players get sent when colour – white for the Home team and red for
they have fouled and been spotted, and is also the Visitors. So, a red 2 on the score track
used for Players who are injured and need means that the Visitors are 2 points in the lead.
medical attention before they can come back
into play. The Sin Bin is a collective term for the Last Man Standing
areas marked 1, 2 & 3 – together they make up DreadBall is a violent game, and it is possible for
the whole Sin Bin. a team to end up with no Players left on the
When a Player is sent off for fouling, or because pitch. In this case, the team still takes its Rushes
he is injured, he is placed in that team’s Sin Bin. as normal, hoping its injured Players recover
The area he is placed in (1-3) denotes the before the opposition scores too many Strikes.
number of his own team’s Rushes he is out of Of course, in the bizarre history of the game it
the match for. At the end of each of your team’s has been known for teams to win games with
Rushes, move everyone in the Sin Bin into the nobody left alive to collect the trophy if they
next lowest numbered section. Start with those racked up a big enough lead in advance.
in section 1 and move them into the Subs’
Bench, ready for your next Rush. Then move
Winning the Game
those in section 2 down into section 1, and If a match ever reaches 7 points in one team’s
those in section 3 into section 2. favour then they win by a landslide
immediately. The other team is clearly
Note that a Player can never move onto the outclassed and there is no point in continuing
pitch if they are still in the Sin Bin. their embarrassment.

Keeping Track If the game reaches the end of the 14th Rush
The board has spaces to track two values: Rush without either side gaining a 7 point lead then
and score. the team with the higher score wins.

Along one edge of the board you can see If the score difference is 0 at the end of 14
numbers 0-14 to keep track of which Rush is Rushes then things are clearly well-matched.
currently being played. Remember that a Rush However, the DreadBall Governing Body
is DreadBall’s term for one side’s “turn” and doesn’t like a draw so you now have a Sudden
usually consists of several Actions. The Home Death playoff. Carry on the game from where
team always takes the first Rush, which is why it you are at the end of the 14th Rush, moving the
is in white as are all its other Rushes. The marker back to Rush 1 so you can keep track.
Visitors Rushes are all in red. In Sudden Death you continue to play as normal
with the following exceptions:

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 No Player may come onto the pitch. It
doesn’t matter if they were sent off for
a foul, an injury, or moved off through
choice. Nobody comes back on.
 At the end of any Visiting team’s Rush,
if one team has more points than the
other, that team wins.
 At the end of any Visiting team’s Rush
the scores are tied but only one team
still has Players left on the pitch who
can Throw the ball (and therefore make
a Strike), then they win.
 In the rare event of both teams losing
their last Jack or Striker at the same
point, or neither team having any when
Sudden Death is called, while the scores
are still tied, the game actually is a
draw. Both teams get a single point if
this is a league game, but no Man of the
Match is awarded as the fans are
disappointed.

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Player Roles Fans love the Jacks for their willingness to try
anything, and many a desperate gamble by a
There are three Player positions in the game of
Jack has saved a team from certain defeat.
Dreadball: Guard, Jack, and Striker. Some teams
use all three while others specialise on only one Striker
or two of the standard roles. Often seen as the golden boys of the game, the
Over time a Player who survives enough games Strikers are typically the ones who score the
will learn new tricks and skills, making him ever most points. However, without the protection
more deadly on the pitch, and ever larger a of their teammates they are quickly taken out
target for the opposing Guards. Regardless of of the game as they are only lightly protected,
any additional skills he may gain, a Player is sacrificing armour for speed and
always known by their core role. manoeuvrability.
Strikers have been described as simply a means
Guard
of getting a DreadBall glove into the right place
The biggest and strongest Players take to the
at the right time to make a Strike. This is a little
pitch as Guards. These are the most heavily-
harsh, but contains an element of truth. It is
armoured, and they need every bit of that
certainly their signature piece of equipment.
protection because their role is both to flatten
the opposing Strikers and protect their own Everyone loves a winner, and scoring points is
lightly-armoured Strikers from the opposing the easiest way to capture the attention of the
Guards doing the same to them. adoring fans. It is also the riskiest position to
play as the opposing Guards will be only too
Guards rarely wear DreadBall gloves and
happy to crush any opposing Striker they can
therefore cannot typically Pick up or Throw the
reach.
ball. They’re too busy cracking heads!
Strikers gain a bonus die on Agility, Speed and
The brute simplicity of the Guard’s role appeals
Skill tests.
to many fans who love to see their favourites
crashing through the opposition lines.
Guards gain a bonus die on Strength and
Armour tests.

Jack
The “jack of all trades”, or Jack for short, is the
all-rounder of the game. They are able to fill any
role, whether that is holding the line against the
opposing Guards, or passing the ball about like
a Striker. Naturally they sacrifice the finesse of
the specialists, but they allow a team to adapt
quickly to the rapidly changing nature of the
game.
Their armour is a compromise between the
protection needed by the Guards and the
lightness needed by the Strikers. They also wear
DreadBall gloves and can throw Strikes with the
best of them (on a good day).

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Rules of DreadBall Standing Player models (not the Ref or the ball)
also have 3 Threat Hexes in front of them.
The rules for playing DreadBall are simple,
These are important as opponents in these
though there is a great deal of tactical depth to
hexes risk being tripped, grabbed or otherwise
be found by combining them cleverly. Don’t
hindered. Threat Hexes allow a Player to exert
worry about that for now though, just begin
some influence on the area of the pitch around
with the basics. Once you start rolling dice and
him. The fact that fallen Players do not have
moving the models around the board it all clicks
Threat Hexes only encourages the Guards to
into place very quickly, and you’ll be throwing
knock them down.
your first Strike in no time.

Facing and Threat Hexes


In the game, all Player models (not the Ref or
ball) have a facing as long as they are standing
up. This simply means that the Player they
represent is looking in a particular direction.
Models that have fallen over do not have a
facing. Facing is very important in the game.

The Player is facing in the direction of the arrow.

The three adjacent hexes in a Player’s front arc are called Threat
Hexes (shown here in red). When an opposing Player is standing in
one of these hexes they may suffer penalties to their dice rolls. See
the later rules for details.

The Player is facing in the direction of the arrow.

A Player has a front and a rear arc, divided as shown here by


drawing an imaginary line through the model at right angles
to the direction he is facing. This imaginary line extends to the
edges of the board. Each hex on the pitch counts as being in
either the front or rear arc of a Player. If a hex is divided by this
imaginary line (such as hexes A and B here) it always counts as
part of the front arc.

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Dice Rolls and Tests is a success. If you get at least one success then
you have passed the test.
With only a few exceptions (explained in their
own sections) all dice rolls are resolved the To give another example, a Player can attempt
same way. Normal tests are written in a to get extra movement by making a Dash:
standard format that describes: Speed test (123). This means that you roll 3 dice
and each one that equals or beats the Player’s
1. The name of the test to be performed
Speed value is a success. If this is the first time
2. The type of test to be performed. you have made this test in this Player’s Action
then you need only 1 success to pass the test; if
3. The target number (in brackets) of this is the second time in this Player’s Action he
successful dice rolls to achieve the aim has attempted to Dash then you will need 2
of the dice roll. successes; and so on.
a. If the target number is (1), you If a test has a difficulty given as (X), this means
only need a single successful that this is an opposed test, where both
dice roll to pass the check. Coaches roll simultaneously and the number of
Likewise, a target number of (2) successes in each roll is compared. Whoever
requires two successful dice, a rolls the most successes wins the test. If an
(3) three successful dice, and so Action offers a choice between two or more
on. stats to roll against for a test, Coaches must
b. If the target number is an (X), decide which one to use before rolling any dice.
the result is compared to your Game values, also known as ‘stats’ or statistics,
opponent’s score to see who vary from Player to Player. Most Players will
has won. only roll three dice when making tests, but
c. If the target number is (123) some Players – usually Guards or Strikers – are
then the first attempt in a more proficient, and will roll an extra dice when
Player’s Action needs a 1, and testing against certain stats. Additionally,
each subsequent attempt in the certain modifiers will make a test more or less
same Action needs 1 more; the difficult, this will further affect the number of
second attempt needs 2, the dice rolled in a test. These bonuses and
third needs 3, the fourth 4, and penalties are collectively known as “modifiers”.
so on. This is true even if the Dice Rolling Sequence
attempts are not in consecutive
If a rule says a dice roll is resolved “as normal”,
hexes, as long as they are
it means in the following manner:
within the same Action.
 Determine how many dice to roll. This is
To make a normal test, take 3 dice and roll
usually 3 dice per test, but may vary.
them. Compare the values on the dice to the
value listed for the given stat. For each dice roll o Apply any modifiers to the roll.
that equals or exceeds the value listed, one These are listed with the
success is scored. The number of successes explanation of the test.
scored determine the result of the roll.
o Important! Modifiers always
For example, a Throw: Skill test (1) is the test add or subtract from the
made to Throw a Strike. To make this test you number of dice to be rolled.
roll 3 dice (plus/minus any modifiers) and each They never modify the target
dice that equals or beats the Player’s Skill value number of successes.

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o If the modifiers reduce the If the Coach decides that the Jack needs to Dash
number of dice to zero or less another hex then he have to roll again. The dice
then count this as no dice, and roll will be the same: 3 dice with each one
therefore no successes on the needing to equal or beat the Jack’s Speed value.
test. All tests must be However, as it is a (123) test, the second
attempted on at least one dice, attempt in the same turn will need 2 successes
and so you cannot make this to pass.
roll without using Coaching
Dice. Let’s say he rolls 2, 3, and 6. So far he has only 1
success, so it has failed. But wait! He also rolled
 Roll all the dice at once. a 6 which counts as the success and also allows
him to roll an extra dice. He does so and rolls a
o Each dice is read separately. 4, so he gets 2 successes in total and makes the
o A result of anything other than Dash safely. If he had rolled a 6 again with the
a 6 is compared to your value. If extra dice he would have rolled yet another
you have equaled or beaten the dice, and so on until the dice was not a 6. In this
value you needed then you way a lucky Player can roll more successes than
have scored a success. If not they had dice!
then that dice is a failure. Check Your Modifiers
o Each dice that shows a 6 counts It’s always worth checking the exact wording of
as one success and you may roll the modifiers before you roll. The one to watch
an extra dice. If you roll a 6 on for is when you are being penalised for enemy
this dice too then it is another threat hexes. In tests where you have a clear
success and you get another opponent against whom you are rolling directly
extra dice. Keep rolling again you will usually not count their threat hex, for
until you roll something other example, in a Slam. However, if you are not
than a 6. For this reason a 6 is rolling an opposed test then it is usual for all the
sometimes called a Roll Up or threat hexes to count, for example in a Dash.
an Exploding Success. It’s a subtle, but important difference.
 Add up the number of successes to find
Doubling
your total score.
In some instances, doubling the target number
o Important! Some abilities will or doubling your opponent’s total causes an
add to or subtract from the improved effect. These are listed where they
total number of successes after apply.
all dice have been rolled. These
are called bonuses or penalties So, a result of 2 or more successes when you
need (1) is doubling; as is 4 to (2) 6 to (3) and so
and are distinct from modifiers
on. For the purposes of this game, if your
described above.
opponent scores zero successes then all you
For example: “Brawling” Bob Flash, a Neo-Bot need to double them is 1.
Jack with an Speed of 4+ attempts a Dash. This
is a Speed test (123), so he rolls 3 dice and gets For example, a Human Guard and a Marauder
1, 2, and 4. The 1 and 2 is less than his Speed Guard are facing off, and the Marauder Slams
the Human. The Human chooses a Slamback
value and so these dice are not successes.
However, the 4 is equal to his value and so it’s a Action, which is described later. Basically it’s a
success. As this is his first Dash this Action, he bit of a fight. Slam and Slamback are both
only needs 1 success, so he has passed the test. Strength test (X) rolls. The Human has a

pg. 9 Playtest Packet 4.0


Strength of 4+, and the Marauder has 3+. Both Once a Coaching Dice has been rolled it is
Players are Guards, and Guards get a bonus die removed from the game. It is possible however,
on Strength tests. Therefore, both Players roll to earn more Coaching Dice later in the match.
four dice, and let’s assume that no other
modifiers apply. The Marauder Guard rolls 2, 3,
3, 4 for a total of 3 successes.
The Human rolls 2, 3, 6, 6 for a total of 2
successes, but he has rolled two exploding
successes, and so rolls 2 more dice. These come
up as 5 and 6 so he rolls one more dice for yet
another exploding success. This final roll is a 2,
and so his total number of successes is 4.
Since this is an (X) test, you compare the total
numbers of successes. The Human wins, 4 to 3.
If the results of the dice rolls had been the
other way round then the Marauder would
have won 5 to 1 and would have doubled the
Human’s score, gaining a more powerful effect.

Coaching Dice
Teams may start each match with the number
of Coaching Dice listed on their roster. Each
Coaching Dice can be used once per game.
Coaching Dice can be added to any Player’s
normal test during your turn or your
opponent’s. This can be any test that uses the
normal dice mechanic as explained above. For
example, a Slam, Dodge, Evade, Dash, Throw,
etc. They cannot be used for Ref checks or
scattering the ball, for example, as these are not
normal tests.
Coaching Dice are added after all other
modifiers have been applied. Note that
modifiers cannot reduce the number of dice
below zero. If negative modifiers had reduced
the number of dice you could roll for a test to
zero then Coaching Dice may be used to make
this otherwise “impossible” roll.
Simply choose as many Coaching Dice as you
want from those available to you, and add them
to the pool of dice before you roll any. They are
treated just like your other dice and may roll up
if they score a 6 and so on.

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Starting a Game Launching the Ball
Getting ready to play is quick and easy – just At the start of the match and after every
follow these steps. successful Strike, a new ball is launched onto
the pitch. This is done in the following way:
1. Separate the two Fan Support cards
from the deck and shuffle them face 1. The ball is launched along the
down. Each Coach takes one and places centreline of the pitch from the left
it beside them, face up. This determines hand side of the Coach who is starting
which team is Visiting and which team their Rush. Roll 1 dice to see how far it
is playing at Home. goes. Only count the hexes containing a
2. Place the pitch between the Coaches, green DB logo. One of three things will
with the Home and Visitor’s ends next happen:
to their respective teams. a. The ball will move 1-5 hexes
3. Shuffle the rest of the DreadBall card without hitting anything. It will
deck and place it face down next to the then stop. Go to step 2.
board. Put the event counter next to it. b. The ball will move 5 hexes
4. Deal each Coach the number of cards without hitting anything, but
shown on their roster. The Coaches get will have rolled a 6. This means
a single chance to discard some or all of that it hits the opposite wall
these cards and take replacements. This and then ricochets. Roll a
option to swap cards only applies once second dice. On a 1-3 it is
and only at the start of the game. deflected towards the Rushing
5. Put the score counter on the zero, and Coach; on a 4-6 it is deflected
the Rush track counter on Rush 0. away. The final hex of
6. Place the Referee on the chequered hex movement is taken in that
near the centerline. direction.
7. Give each Coach the 5 Team Action c. There will be a Player on one of
Tokens of their colour. the hexes into which the ball
8. The Home team Coach then places up needs to travel (this cannot
to 6 Players anywhere he wants on his happen during the first ball
side of the starting line. The remainder launch of the game, but could
of his team are placed on their Subs’ happen on subsequent
bench. Note that 6 Players is the legal launches). The ball hits the
maximum on the pitch at any one time. Player regardless of their role
9. The Visiting team Coach places up to 6 and facing. Treat this as if the
of his Players anywhere he wants on his ball had been Thrown at the
side of the starting line. The remainder Player. The direction of launch
of his team are placed on their Subs’ relative to the Player’s front arc
Bench. Note that 6 Players is the legal determines whether they can
maximum on the pitch at any one time. attempt to Dodge or not. The
10. The ball is launched onto the pitch and number of dice rolled for Throw
the Home team Coach starts the game depends on the distance it has
by moving the Rush counter onto the travelled: 6 dice if the ball
number 1, and taking the first Rush. struck a Player in its first hex of
movement, then 5, 4, 3, 2, and
1 dice as it moves across the
board. The launched ball is
treated as having a 4+ Skill

pg. 11 Playtest Packet 4.0


for the purposes of this Player can double the Catch for
test.The ball can be caught by a scattered ball, with the
another Player only after it has normal benefits, even during
bounced off the unfortunate the opponent’s Rush. If this
Player that has been struck. happens, then your opponent
Being struck by a launched ball will resume his interrupted
does not end the Rush. Rush once all your Free
2. Unless a Player from the Rushing team Action(s) have been resolved.
failed in an attempt to catch the ball, b. The Player cannot try to Catch
the Rush continues as normal. the ball because they are a
Guard or are facing the wrong
Scattering the Ball way. Scatter the ball again from
Much of the time the ball will be safely that hex.
c. Fallen Players do not stop a
controlled by a Player. However, this is not
ball scattering straight over
always the case, and whether because of a
them, but if the ball finishes
missed Strike or because it is knocked from a
on top of one it will scatter
Player’s grasp by a Slam, it scatters in the same again.
way. d. Note that if the Player
1. Declare which is direction 1. This holding the ball is sent off or
depends on whether the ball is leaves the pitch while holding
the ball, the ball will scatter
scattering from a standing Player or
as above from the hex they
not.
were occupying.
a. If scattering from a standing
Player then direction 1 is the
way the model is facing. Playing a Rush
b. If scattering from a fallen Player A Rush consists of the following steps:
or from an empty hex then
1. Move the Rush marker one step along
direction 1 is always straight
the track.
down the pitch, directly away
2. Spend a Team Action Token or Special
from the Coach rolling the dice.
Move card on a Player.
2. Roll a dice for direction. Starting at
3. Resolve the Action.
direction 1, count clockwise around the
4. Repeat steps 2 and 3 until your Rush
hex the ball is scattering from until you
ends.
get to the number you rolled. This is the
5. End of Rush:
direction the ball scatters in.
a. Move your models one step
3. Roll a dice for distance. The ball scatters
along in the Sin Bin, towards
this far (in hexes).
the Subs’ Bench.
4. If the ball hits a standing Player before
b. Take back your 5 Team Action
it goes its full distance then either:
Tokens
a. The Player must try to Catch
c. Turn over the top card of the
the ball if they would normally
draw deck and move the Ref
be allowed to. This counts as an
accordingly
inaccurate pass. When working
out if the Player can see the ball
coming to catch it, count the
hex the ball originally scattered
from as if it was the Thrower. A

pg. 12 Playtest Packet 4.0


Ending a Rush Important: in all variations of case (3), if a
scattering ball is caught by a member of the
A Rush can end in one of three ways:
team that dropped it (even the same Player)
1. The team makes a successful Strike. then the Rush is not ended after all.
2. The Coach runs out of Players he can
Also, note the distinction between falling over
act with or Actions he can or wishes to
with the ball in your hands, and onto the ball on
spend.
the floor.
 Each Player can potentially act
more than once, but the Falling over into a hex that already contains a
maximum for a single Player is 2 ball lying on the floor will scatter it but will not
Team Actions and 1 Special end your Rush. The same is true for a Guard
Move in each Rush. that moves onto a hex containing a ball.
 There is no set order to playing
Falling over when you are carrying the ball will
Special Move cards and Team
make you drop it, which will also scatter the ball
Action Tokens. A Rush may
and will end the Rush.
continue as long as a Coach can
play either.
3. The team loses the ball. This can be by:
 Failing to Pick up the Ball
 Failing to make a Catch
 Missing a Strike
 Throwing the ball at another
Player
 Falling over while carrying the
ball
In all of these cases the ball will scatter.
As soon as one of these is true, the current Rush
ends. Complete any remaining parts of the
current Action (scattering the ball, etc.) and
then resolve the End of Rush step. The opposing
Coach then starts their next Rush by moving the
marker along the Rush track.

pg. 13 Playtest Packet 4.0


Stats protected he will be from injury by the ball or
other Players.
Each Player is represented on the table by a set
of stats as shown on the Team’s Roster. These Cost
stats are Move, Strength, Agility, Speed, Skill, This indicates the cost (in MC, or megacredits)
and Armour. The Team Roster also outlines the of purchasing a particular Player for a team.
Player’s Cost, Starting Number, and Notes as This is used in Exhibition matches, where
well. Each of these is outlined below to explain Coaches purchase their starting teams, and in
what they represent and how they are used. Leagues, where Coaches purchase their starting
teams and upkeep them over many games. For
Move
pick-up games this number is disregarded.
This represents the distance the model can
move on the pitch during a standard Run action. Starting Number
The larger the Player’s move, the more distance This number specifies how many of a given
he can cover during an Action. model are included with a team automatically
in a pick-up game. As an example, the Trontek
Strength
29ers Jack has a Starting number of x3, meaning
Strength represents a Player’s physical brawn or
that the Coach starts with 3 such Jacks if he
his knowledge of how to best leverage his
chooses to play the 29ers team. In Exhibition
power. This is typically used by Players
Matches and Leagues Players build their own
performing violent actions such as Slam,
teams, so these numbers are ignored.
Slamback, and Run Interference.
Notes
Agility
This gives a list of abilities the Players start with,
Agility represents a Player’s grace, nimbleness
along with any other important information
and sure-footedness. Agile Players are good at
that Coaches should keep in mind.
Evading through a press of bodies, Jumping,
Stealing and Standing Up after being knocked to
the ground.

Speed
Speed represents a Player’s quickness and
reflexes in reaction. A Player with a high Speed
can Dash around the pitch more quickly, Dodge
their opponent’s attacks, and sometimes even
Feint their opponents into going the wrong way.

Skill
Skill represents a Player’s ability to handle the
ball. A Player with a higher skill will be better
able to manipulate the ball on the pitch,
whether it’s through Stealing, Throwing,
Catching, or simply Picking Up the ball.

Armour
Players are outfitted with armour to protect
them while playing the game. The type of
armour a Player wears depends on his role and
training. The better a Player’s armour the more

pg. 14 Playtest Packet 4.0


Actions Run (Any Player)
During a Rush you can spend your 5 Team The Player moves a number of hexes up to a
Action Tokens and as many Special Move cards maximum equal to their movement value. They
as you have and want to. Each Team Action may only move further than this if they choose
Token and Special Move card you spend “buys” to risk a Dash.
an Action for a Player. At the end of your Rush In a Run Action a Player can turn freely, and
you take your Team Action Tokens (not cards) turning does not count towards the distance
back for the next Rush. moved.
In a single Rush, each Player may have a Moving Onto the Pitch
maximum of 2 Actions from Team Action
In order to move onto the board, a model must
Tokens, and 1 from a Special Move card. Free
be in the Subs’ Bench (not the Sin Bin) and have
Actions do not count towards this limit.
an Action played on them that allows them to
Once you have spent your Team Action Token move at least 1 hex. This first hex must be one
or Special Move card then nominate a Player of the yellow entry hexes adjacent to their Subs’
and declare what type of Action he will make Bench. This costs a movement point to enter,
from the list below. Note that many Actions are just like any other hex. The rest of their Action
restricted to one or two Player roles (listed in is resolved as normal. Note that a Player can
brackets after the Action’s name). In no only Slam, etc. when they are actually standing
circumstance may a Player who is not of the on the board – this is not possible whilst they
correct role perform that Action. are still standing in the Subs’ Bench.

Note also that although a Player can act more Moving off the pitch is like entering the pitch in
than once in a Rush, these Actions do not have reverse. You must move off through the yellow
to be consecutive. A Coach may therefore select entry hex, and must have enough movement to
Player A and act with him, then select Player B continue into the Subs’ Bench as if it was a
and use an Action on him before returning to separate hex. You may only move onto your
Player A. However, any Free Actions must be own Subs’ Bench, never your opponent’s.
taken immediately by the Player that earned
Note that you only have to move off in this way
them, otherwise they are lost.
if you are spending an Action to move a Player
Free Actions off by choice. Players sent off for fouls or
through injury are immediately removed and
In some cases, when a Player does an Action placed in the appropriate section of the Sin Bin.
particularly well he will be given a Free Action.
This is just what it sounds like: an Action that If any Players from the opposing team are
doesn’t cost a Team Action Token or Special standing in their opponent’s entry hex, or in
Move card. one of the 4 hexes adjacent to it, then that
Player is committing a Stall foul.
Clever use of this can allow an individual Player
to do far more than his normal limit of 3 Actions Sprint (Any Player)
per Rush (2 from Team Action Tokens and 1 The Player moves a number of hexes up to a
from a Special Move card). In fact, it is even maximum equal to double their movement
possible to score without buying any Actions at value. They may only move further than this if
all! they choose to risk a Dash.
Remember! Modifiers always add or subtract In a Sprint Action, a Player must move into the
from the number of dice to be rolled. They hex directly in front of him (i.e. the center hex
never modify the target number of successes. in his front arc). Each 60 degree turn (one side

pg. 15 Playtest Packet 4.0


of a hex) a Player makes counts as one hex  -1 per opposing Player threatening the
towards his movement. A Sprint Action must hex you are in (ignoring the Player who
pay for turning so is best at moving in a straight initiated the Slam, maximum of -2).
line.
Compare the total numbers of successes to find
Slam (Jack or Guard) the outcome:
A Slam is a brutal attempt to move an opponent Draw: the Players both turn to face directly at
out of the way, or take him out of the game for each other.
good!
Slam/Slamback wins: the losing Player is
A Guard or a Jack can make a full Run Action as pushed into one of the 3 hexes directly away
part of a Slam. This counts as a single Slam from the winner. The winning Player chooses
Action for purposes of modifiers, opponents which one and may choose whether or not to
Running Interference, etc. The Player can Dash follow up into the vacated hex himself. The
and may need to Evade as normal during this losing Player is turned to face directly at the hex
Run Action. he just vacated. The winning Player is turned to
When you have finished moving, nominate a face the target (if he followed up) or the hex the
target. This must be a single standing opponent target was in (if he didn’t follow up).
in one of the Slamming Player’s 3 threat hexes. Slam/Slamback doubles opponent: the losing
The target can choose to Dodge or Slamback. Player is pushed back as above, then they are
Dodge is available to any Player. Slamback is knocked down and must make an Armour
available if the target Player is a Jack or Guard, Check. The difference in successes between the
and the Slamming Player is in one of their winning Slam/Slamback and the losing Player’s
Threat Hexes. roll is the amount of potential damage.

The Player initiating the Slam rolls: Dodge wins: the Dodging Player may turn to
face any direction. The Slamming Player turns
Slam: Strength test (X). to face directly at the Dodging Player.
 +1 if the Player did not start adjacent to Dodge doubles opponent: the Dodging Player
the target, but moved adjacent during may move 1 hex in any direction and does not
this Action. need to Evade to do so. They may choose to
 -1 per opposing Player threatening the face any direction. The Slamming Player turns
hex you are in. (Ignoring your target, to face directly at the hex the Dodging Player
maximum of -2). just vacated.
If the target of the Slam is a Jack or a Guard, Pushing Back
they may choose to fight back (known as a
Slamback), and roll: Sometimes one or more of the hexes behind an
opponent are already occupied. In these cases
Slamback: Strength test (X). you cannot push a model into a hex it couldn’t
move into normally. If all 3 hexes behind an
 -1 per opposing Player threating the hex
opponent are already occupied, then they
you are in. (Ignoring the Player initiating
cannot be pushed back. If you double them
the Slam, maximum of -2.
then they will fall down in the hex they started
Any Player may choose to Dodge: in. If a Player is pushed onto a hex containing
the ball, they must try to Catch it, if they can.
Dodge: Speed test (X). This Catch test occurs after any follow up by the

pg. 16 Playtest Packet 4.0


Slammer. If they can’t Catch or fail their Catch, Steal (Jack or Striker)
or fall onto the ball, it scatters as normal. A Steal is a sneaky way to turn the game around
Fighting Dirty by grabbing the ball from an opponent before
they can score.
If a Player wishes to kick an opponent while
they are down, or starts an activation in an A Striker or Jack can make a full Run Action as
opponent’s front arc and uses a single part of a Steal. This counts as a single Steal
activation to Run behind them and Slam them Action for purposes of opponents Running
in the back, then these are Stomp and Sucker Interference, etc. The Player can Dash and may
Punch fouls respectively. need to Evade as normal during this Run Action.
When you have finished moving, nominate a
Armour Checks
target. This must be a single standing opponent
In DreadBall, Players are subjected to a huge who is carrying the ball and is in one of the
amount of physical punishment, whether from
Stealing Player’s threat hexes.
the 200mph weapons-grade titanium ball itself
or the gentle ministrations of their fellow The target can choose to Dodge, or Slamback.
Players. To prevent their star attractions from Dodge is available to any Player. Slamback is
becoming a smear on the neodurium five only available if the target Player is a Jack, or a
minutes into a match, all teams invest large Guard with the Keeper ability, and only if the
sums of money into personal armour for their Stealing Player is in one of their Threat Hexes.
Players.
Depending on what each Player chooses, they
The armour that Players wear is a function of roll different tests.
their role on the pitch, and the DGB sets out
regulations for the maximum levels of Steal: Agility test (X)
protection available.  -1 per opposing Player threating the hex
Whenever a Player might suffer damage, such you are in. (Ignoring the target Player,
as being on the receiving end of a vicious Slam, maximum of -2).
the Player must make an Armour Check. All Slamback: Strength test (X)
Armour Checks are resolved the same way:
 -1 per opposing Player threating the hex
The Player suffering potential damage rolls a: you are in. (Ignoring the target Player,
Armour Check: Armour test (X). maximum of -2).

Each success on this roll cancels out one point Dodge: Speed test (X)
of potential damage. If the total number of  -1 per opposing Player threating the hex
successes equals or beats the amount of you are in. (Ignoring the Player initiating
potential damage then the Player is unharmed. the Steal, maximum of -2).
If not all damage has been deflected then the Compare the number of successes to find the
Player is sent off the pitch to recover. The outcome.
number of turns he needs to recover (and the
part of the Sin Bin in which he is placed) is equal Steal wins: The ball is knocked out of the hands
to the number of unsaved potential damage. If of the losing Player. Scatter the ball from the
this is 4 or more then the Player has been target Player’s hex.
seriously injured and is removed from the
Steal doubles opponent: the winning Player
game.
takes the ball from the losing Player.

pg. 17 Playtest Packet 4.0


Slamback wins: As per rules for always measure distance by the shortest route,
Slam/Slamback. but that there will often be a choice of routes. If
all of the possible shortest routes must cross a
Slamback doubles opponent: As per rules for standing Player or the Ref then the Throw is
Slam/Slamback. blocked. If at least one of the shortest routes
Dodge wins: the Dodging Player may turn to passes only over empty hexes or fallen Players
face any direction. The Stealing Player turns to then the target can be seen and the Throw
face directly at the Dodging Player. attempted. The route must also stay within the
Thrower’s front arc, if it leaves this arc at any
Dodge doubles opponent: the Dodging Player point then the route is also invalid.
may move 1 hex in any direction and does not
need to Evade to do so. They may choose to If the Throw is to a teammate, then they must
face any direction. The Stealing Player turns to be able to see the Throwing Player, and cannot
face directly at the hex the Dodging Player just be a Guard, unless they also have the Keeper
vacated. ability. You cannot Throw to a teammate who
cannot try to catch the ball. This is completely
Throw (Jack or Striker) against the Player’s training as it would lose
The acting Player tries to Throw the ball to a control of the ball for nothing.
teammate, at the Strike Hex to score, or at an
opponent to injure them. Throw test Modifiers

A Striker or a Jack can make a full Run Action as The Throwing Player rolls a Skill test, with
part of a Throw. This counts as a single Throw modifiers based on the distance between the
Action for purposes of modifiers, opponents Throwing Player, and the target hex as follows:
Running Interference, etc. The Player can Dash
and may need to Evade as normal during this  1-3 hexes: No modifier
Run Action.
 4-6 hexes: -1 Dice
When you have finished moving, nominate a  7-9 hexes: -2 Dice
target. This must be a teammate or an The maximum distance a Player can Throw a
opponent; or, if you are attempting to Throw a ball is 9 hexes.
Strike, your target is the Strike Hex attached to
the Strike Zone you are standing in. You can This test can also be modified by:
target a Strike Hex even if it has an opposing
Player in, but not if the Throwing Player is  -1 dice if the target is a Strike Hex
standing on it themselves.  -1 dice if the Player moved or turned
Note that if an opposing Player is standing in during this Throw Action
the Strike Hex you will resolve the Strike  -1 dice per opposing Player threatening
attempt first, and then if you fail to score the hex you are in (maximum of –2).
resolve it as if it had been a Throw at the A Throw that gets no successes is called
opposing Player all along (rolling the dice again “inaccurate”.
with the appropriate modifiers).
Throwing a Strike (Jack or Striker)
So how do you know if you can see your target?
Throwing a Strike is a
First, regardless of whether it is a Player or a
Strike Hex, it must lie in your front arc. Throw: Skill test (1)
Secondly, you must have a clear route between
you and your target. Remember that you must

pg. 18 Playtest Packet 4.0


Throw scores no successes: scatter the ball Modifiers are:
from the Strike Hex. If the team has lost control
of the ball, end the current Rush.  -3 Moving Target: For the sheer speed
and unpredictability of the ball
Throw scores one success: Strike! Mark the  -1 per opposing Player threatening the
points on the score track, and end the current hex you are in.
Rush. Your opponent will launch a new ball at  +1 per success scored on the Throw
the start of their Rush. test.
Throw doubles: Strike! Mark the points on the Catch scores no successes: Scatter the ball from
score track, end the current Rush and launch a the Catching Player’s hex. If the team has lost
new ball as above. In addition, the Throwing control of the ball, end the current Rush.
Player manages to score with such style that
they immediately get to make a Fan check for Catch succeeds: The Catching Player now has
showboating. This is in addition to any they get the ball. The Rush continues if the Coach has
for making a 3 or 4 point Strike. any more Team Action Tokens or Special Move
cards to spend.
Note that if a Player is standing on a Strike hex
and you wish to Throw a Strike at that hex, you Catch doubles: The Catching Player now has the
must explicitly state that you are not Throwing ball and gets an immediate Free Action. This
to or Throwing at that Player. If you score then may be either a Run or Throw.
all is well and the game continues as normal. If Note that Strikers will have at least four dice for
you miss then an opponent or a teammate their Skill tests and as such will usually be able
without the Throwing player in his front arc to attempt to Catch even an inaccurate pass
standing on the hex is hit as if the ball was (one in which the Thrower scored no successes).
Thrown at them. You can also use Coaching Dice to try to catch
Also note that there is nothing to stop you from inaccurate Throws with any Striker, Jack or
scoring a Strike in your opponent's Rush should Keeper. A Guard that has not been trained as a
you gain enough free actions. If you do, the Keeper can never Catch a ball.
original Coach only loses the Rush if he would Throwing the Ball at Opposing Players (Jack
have done so anyway (by losing the ball etc).
or Striker)
Passing to Teammates (Jack or Striker) Sometimes, a desperate situation calls for
If your target was a teammate, then Throwing desperate measures, and this is one of them.
the ball is not enough. The other Player must Throwing the ball at an opponent is not a foul,
try to Catch it. but it will end your Rush, so it’s not to be tried
lightly. Still, there are times when using the ball
This is easier said than done: Remember that as a weapon is the only sane thing to do.
the ball is a titanium projectile hurtling through
the air at speeds over 200mph propelled by The Throw is worked out as above. If the target
starship-grade anti-gravity tech. There’s a Player has the Thrower in their front arc, then
reason why the most common career-ending the target may try to Dodge the incoming ball. If
ailment for Strikers is repetitive head injury the target cannot Dodge then they count as
syndrome (known as “Fumblemitt’s Disease” in rolling zero successes.
the less-kind corners of DreadBall journalism).
Dodge: Speed test (X)
Catching the ball is a:
Catch: Skill test (1).

pg. 19 Playtest Packet 4.0


 -1 dice per opposing Player threatening  -1 dice per opposing Player threatening
the hex you are in (ignoring the the hex you are in (maximum of –2).
Throwing Player, maximum of -2).
Stand Up fails: the Player is still groggy from the
Throw wins: the losing Player is pushed into fall. They remain on the floor where they were.
one of the 3 hexes directly away from the
winner. The winning Player chooses which one. Stand Up succeeds: The Player stands up in the
The losing Player is turned to face directly at the hex they were in, facing the direction their
hex he just vacated. Scatter the ball from the Coach chooses.
target’s original hex. The Rush ends.
Stand Up doubles: The Player stands up in the
Throw doubles opponent: the losing Player is hex they were in, facing the direction their
pushed back as above, plus they are knocked Coach chooses. They get an immediate Free
down and must make an Armour Check. The Action. This may be any Action available to the
potential damage for the Armour Check is equal Player except for a Sprint.
to the difference in total successes between the
winning Throw and the losing Player’s roll. Running Interference (Jacks)
Scatter the ball from the target’s original hex. Jacks may not be as strong as Guards or as
The Rush ends. nimble as Strikers, but they do have a knack for
being in the right place at the right time. (Or the
Draw or Dodge wins: the ball hits the target, wrong place at the wrong time, depending on
but it’s only a glancing blow and the target which team you’re betting on).
Player is unhurt. Scatter the ball from the
target’s hex. The Rush ends. Running Interference is not a normal Action and
cannot normally be chosen. The only time a
Dodge doubles opponent: the Dodging Player Player may choose Running Interference is
may move 1 hex in any direction without when he has the appropriate Special Move card
needing to Evade. They may choose to face any played on him, or if he has the Ability. The
direction. Scatter the ball from the original Ability allows him to Run Interference once per
target hex. The Rush ends. game in addition to any allowed by Special
Move cards.
Note that you can Throw at an opponent who is
on the floor and they will be unable to Dodge as Running Interference is something you do in
they have no front arc. your opponent’s Rush, to interrupt one of their
Player’s Actions.
Note also that should a Player injure an
opponent for 3 or more turns or kill them by At any point during an opposing Player’s Action
Throwing the ball at them, this will generate you may declare you are Running Interference.
Fan checks and player experience exactly as if The opposing Coach stops what he’s doing
they had done so by Slamming. while you perform your Action, and then
continues with his declared Action once you
Stand Up (Any Player) have finished.
A Player that has been knocked down can try to
recover and Stand Up as an Action. This is a Each Action may only be interrupted by a single
attempt of Running Interference. Each attempt
Stand Up: Agility test (1). to Run Interference is done by a single Jack and
that Player cannot be carrying the ball.
This is modified by:
Running Interference is similar to a Slam from
the Jack and follows many of the same rules,

pg. 20 Playtest Packet 4.0


however the Jack may only move 1 hex whilst Running Interference/Slamback wins: the
Running Interference. He may need to Evade as losing Player is pushed into one of the 3 hexes
normal. The Jack may not Dash as part of this directly away from the winner. The winning
Action. Player chooses which one and may choose
whether or not to follow up into the vacated
Note: The Jack may choose to make the one- hex himself. The losing Player is turned to face
hex move without rolling the Running directly at the hex he just vacated. The winning
Interference test against another Player. Also, Player is turned to face the target (if he
because the Running Interference test is not a followed up) or the hex the target was in (if he
Slam it is not modified by abilities that modify didn’t follow up).
Slam tests.
Running Interference/Slamback doubles
The target can choose to Dodge or Slamback. opponent: the losing Player is pushed back as
Dodge is available to any Player. Slamback is above, then they are knocked down and must
available if the target Player is a Jack or Guard, finally make an Armour Check. The difference in
and the Interfering Player is in one of their successes between the winning Running
Threat Hexes. Interference/Slamback and the losing Player’s
Depending on what each Player chooses, they roll is the amount of potential damage.
roll different tests. Dodge wins: the Dodging Player may turn to
Running Interference: Strength test (X). face any direction. The other Player turns to
face directly at the Dodging Player.
 +1 if the Player did not start adjacent to
the target, but moved adjacent during Dodge doubles opponent: the Dodging Player
this Action. may move 1 hex in any direction and does not
 -1 per opposing Player threatening the need to Evade to do so. They may choose to
hex you are in. (Ignoring your target, face any direction. The other Player turns to
maximum of -2). face directly at the hex the Dodging Player just
vacated.
If the target of the Running Interference is a
Jack or a Guard, they may choose to fight back The Player Running Interference need not target
(known as a Slamback), and roll: the Player taking the current action.

Slamback: Strength test (X). Note that the interrupted Player’s action ends if
the Run Interference test wins or doubles the
 -1 per opposing Player threating the hex target Player. Additionally, the opposing team’s
you are in (ignoring the Player Running Rush is over if any of their Players loses the ball
Interference, maximum of -2). as the result of Running Interference.
Any Player may choose to Dodge: Also note that should an Interfering Player
move to block the path of a Strike attempt, the
Dodge: Speed test (X).
active Player will then continue their action
 -1 per opposing Player threatening the (including any remaining movement) but may
hex you are in (ignoring the Player be unable to Throw a Strike if they cannot find a
Running Interference, maximum of -2). clear path to the Strike hex.

Compare the total numbers of successes to find Also note that a Player with this ability can use
the outcome: it with an “Any Action” Card, even if they have
already used the ability this game.
Draw: the Players both turn to face directly at
each other.

pg. 21 Playtest Packet 4.0


Buy a Card a target number one higher) to move another
hex or turn again depending on the Action.
A Coach can spend a Team Action Token to buy
the top card of the draw deck. This may be kept A Player can Dash to get on the Subs
secret from their opponent until it is played. Bench, and this would mean that their final
Each team can buy up to the number of cards hex Dash to get off the pitch onto the Subs
they have written on their roster in a single Bench would be without penalty as they'd
Rush. For example, a starting Human team already be off the pitch when they fell over.
would be able to buy 2 cards per Rush; for a
Marauder team the starting limit is 1. This Note that a Player falling over as a result of a
number can be increased during league play. failed Dash test does not make an Armour
There is no hand size limit. Check and will not be injured.

Evade
Extra Actions A model must Evade whenever they move out
Extra Actions are not Actions in their own right, of a hex that is threatened by an opposing
but instead modify or add to other Actions. Player. Turning within a single hex does not
require an Evade test. You must state out loud
Dash which hex you are intending to move into
A Dash modifies a Run or a Sprint Action. This before you roll to see if you have got there
includes Run Actions that are part of Slams or safely.
Throws. Dash works the same way in both
cases. Move as far as you can with the normal Evade: Agility test (123). Roll each time you
movement allowance for the chosen Action. need to Evade separately.
Then declare that the Player will Dash. You
must state out loud which hex you are This is modified by:
intending to move into (or if the extra
movement is for a turn and in which direction)  -1 dice per opposing Player threatening
before you roll to see if you have done it safely. the hex you are moving FROM
(maximum of –2).
Dash: Speed test (123). Roll for each hex/ turn
separately. Evade fails: the Player falls over in the hex they
were moving to. If a loose ball is in that hex
This is modified by: then it scatters. The Action ends, but the Rush
does not. If the Player was carrying the ball
 -1 dice per opposing Player threatening when they fell then the Rush ends.
the hex you are moving FROM
(maximum of –2). Evade succeeds: The Player moves into the new
hex safely. If they want to then they can roll to
Dash fails: the Player falls over in the hex he Evade again later on in the same Action (with a
was moving to. If a loose ball is in that hex then target number one higher).
it scatters. The Action ends, but the Rush does
not. If the Player was carrying the ball when Note that a Player falling over as a result of a
they fell then the Rush ends. failed Evade test does not have to make and
Armour Check and will not be injured.
Dash succeeds: The Player gets one extra hex
worth of movement. If this is extending a Sprint Also note that it is possible that a Player will
Action then it could alternatively be spent on need to both Dash and Evade to move to a new
turning a single hex side, as normal. If the hex. In this case, both tests must succeed in
Player wants to they can roll to Dash again (with

pg. 22 Playtest Packet 4.0


order for the move to be made. Roll each Holding the ball has no effect on a Player’s
separately. game values or tests other than allowing them
to Throw it.
Pick Up the Ball (Jack, Striker, Keeper)
Picking up the Ball must be part of the Action of
any Jack, Striker or Guard with the Keeper
ability that involves moving onto a new hex that
contains a loose ball.

If you Sprint onto the hex containing the ball


then you stop in the hex with the ball,
maintaining your current facing, and try to Pick
Up the Ball. If you Run onto the hex with the
ball then you should decide on your facing
before you roll to Pick Up the Ball.

The Player attempting to Pick up rolls a:

Pick Up: Skill test (1).

This is modified by:

 -1 dice per opposing Player threatening


the hex you are in (maximum of -2).
 -1 dice if the Action you are doing is a
Sprint.

Pick Up fails: the Player bobbles the ball and it


scatters. The Rush ends.

Pick Up succeeds: The Player gains control of


the ball. Their Action ends.

Pick Up doubles: The Player gains control of the


ball and gets an immediate Free Action. This
may be either Run or Throw.

Note that if a Guard without the Keeper ability


moves onto a hex containing the ball then it
scatters immediately without ending that
Player’s Action or that team’s Rush.

A model will keep the ball until they choose to


Throw it, the ball is Stolen, or they are knocked
(or fall) down. If a model is knocked or falls
down then the ball scatters from the hex they
land in.

pg. 23 Playtest Packet 4.0


The Art of the Foul A Coach can call Foul! at any point during the
Action, before or at the point when the Ref
DreadBall is an amazingly fast and brutal sport,
check is indicated. If you miss it and a Player has
but even DreadBall has rules. Each game is
been nominated for the next Action (of either
overseen by two match officials: the Eye and
side), then you are out of luck. The foul has
the Ref. It is the job of these two to ensure that
been missed and play continues. You’ll just have
the game is played fairly, or at least that those
to find another way to get your own back…
who break the rules are punished.
For example, Bob is playing his Rush and
The “Eye in the Sky”, or Eye for short, is a
decides to Stomp one of Anne’s fallen Strikers.
floating surveillance pod that hovers out of
As he declares the Action and picks up his dice,
harm’s way above the pitch. It can see the
Anne shouts “Foul!” This doesn’t stop the
whole pitch at once and there is no hiding from
Action, but they will now roll a Ref check
its gaze.
afterwards.
The Ref, on the other hand, is on the pitch with
Anne could have called Foul! at any point during
the Players, and can’t be everywhere at once.
the Action with the same result. However, if she
Although they sometimes literally have eyes in
had not been paying attention then it would
the back of their heads, they can be distracted,
have gone unpunished. You’ll be surprised how
and if their attention is focussed elsewhere it’s
easy it is to miss fouls.
possible to sneak a foul past them.

A Ref may never be the target of any Action


Ref Checks
except Distract the Ref. A Ref check is called for when a Player commits
a foul. See the foul description for the point at
A foul is the term for an illegal action – which this should be made. All Ref checks work
something that breaks the rules of sporting the same way, but note that Ref checks do not
conduct. This is a game term and refers to the work the same way as normal tests.
Players on the pitch, not to Coaches palming
cards and other real-world cheating. In the real 1. Determine the number of dice to roll:
world Coaches should play entirely fairly. What  Roll 1d6 for the Eye
their Players get up to on the pitch is another  Roll 1d6 for the Refbot if she is
matter… within 7 hexes of the Player
committing the foul. In the case
of Sneak, this is any Player on
Referees and Fouls the Sneaking team. Note that
Fouls are Actions and are described below in the Ref has a 360o facing and
the same format. But before we look at the can see in every direction
possible fouls your Players can commit, we  This number may be further
need to understand Ref checks. modified by event cards.
2. Roll all the dice at once. The dice are
Calling Foul rolled by the Coach who called Foul!
In the hurly-burly of the game, it’s easy to miss 3. Each dice is read separately:
a foul. To keep the game moving (and because  1 is a 1 turn penalty
it’s fun) a Coach has to call Foul! when one of
 2 is a 2 turn penalty
his opponent’s Players breaks the rules. The
 3 is a 3 turn penalty
description of the individual fouls tells you
 4-6 means no penalty
when to roll the Ref check to see if anyone was
4. Add together all the dice that rolled 1-3.
sent off. However, this check is not automatic:
The Player is sent to the Sin Bin for that
you must call for it.

pg. 24 Playtest Packet 4.0


many turns. If this adds up to 4 or more  -1 dice per opposing Player threatening
then the Player is sent off for the rest of the hex you are in (maximum of –2).
the match.
If more than one foul needs to be checked at
the same time, then resolve them in the order Dodge: Speed test (X):
they are listed here. For example, if a Player
 -1 dice per opposing Player threatening
Stomps an opponent, but the team is also
the hex you are in (ignoring the
Sneaking, resolve the Stomp first.
Stomping Player, maximum of -2).
Foul: Sucker Punch (Jack or Guard)  -1 dice for being on the floor
Sucker Punch is a type of Slam. The only Compare the total numbers of successes to find
difference from a normal Slam is where the the outcome:
Player starts their Action relative to their target. Stomp doubles opponent: the losing Player
Running around behind someone to Slam them must make an Armour Check. The target
in the back is considered unsporting and is a number for the Armour Check is equal to the
foul. So, if a Player begins their Action in their difference in total successes between the
target’s front arc and Slams the target from Stomp and the losing Player’s Dodge.
their back arc, then the Slam is a foul and is
called a Sucker Punch. Dodge doubles opponent: the Dodging Player
may move 1 hex in any direction and does not
Any abilities that modify a Slam also apply when
need to Evade to do so. They remain on the
making a Sucker Punch.
floor. The Stomping Player turns to face directly
Note that moving behind someone with one at the hex the Dodging Player just vacated.
Action, then Slamming them from behind with a
Any other result: the Stomping Player turns to
second Action is not a foul, nor is Slamming
face directly at his victim.
someone from behind if they just happen to be
facing away from you. It is only a foul when a Roll a Ref check after the Stomp has been
Player starts in their target’s front and moves resolved
behind them to Slam in a single Action.
Foul: Stall (Any Player)
Roll a Ref check after the Sucker Punch has been
The gate by the Subs’ Bench opens onto the
resolved.
bright red or yellow hex, and an unscrupulous
Foul: Stomp (Jack or Guard) Player can deliberately block this so that the
opposing Coach can’t reinforce his team.
Stomp is a type of Slam. Some Players just find
the sight of an opponent on the floor in front of At the end of any Action by the opposing team,
them too tempting, and they put the boot in to if one of their Players is on the red or yellow
ensure that their opponents stay down. hex next to your Subs’ Bench, or any of the
immediately adjacent 4 hexes.
Any abilities that modify a Slam also apply when
(blocking/threatening your route on and off the
making a Stomp.
pitch) then it is a Stall foul. This is true even if
The Stomping Player may not move at all, and the Player has fallen over.
the target must be in one of his threat hexes.
Stall is any type of Action that allows a Player to
The only response the target can make is to
move one or more hexes. It continues to be a
Dodge.
foul (and may be called as such) until the Player
Stomp: Strength test (X): is no longer committing it.

pg. 25 Playtest Packet 4.0


Make a Ref check at the end of every Action by  +1 if the Player is a Guard.
the opposing team that any of these hexes are
blocked by one of their Players, whether the Remain Calm: 4+ test (X)
Action was spent on that Player or not.
 -1 per Player from the distracting
Foul: Sneak (Any Player) Player’s team threatening the hex the
The legal maximum number of Players on the Ref is in (ignoring the Distracting Player,
pitch at any one time is 6. However, this isn’t maximum of -2).
always enough for a desperate Coach. Compare the total numbers of successes to find
the outcome:
At the end of any Action by the opposing team,
if they have more than 6 Players on the pitch Draw or Distract wins: the Ref ignores the rest
then it is a Sneaking foul. of both teams for the moment and focuses on
the Player in front of him. For the rest of this
Sneak is initially any type of Action that allows a Rush the Ref will only roll dice in a Ref check
Player to move one or more hexes and against the Distracting Player. After this Rush
therefore move onto the pitch. After that, it the Ref returns to normal. Roll a Ref check
continues to be a foul until the team is no against the Distracting Player immediately, but
longer committing it. This means that as long as do not add a dice for the Eye.
you have 7 or more Players on the pitch every
Action is a foul (and may be called as such). Distract doubles opponent: as above, but the
Distracting Player is so convincing that you do
Make a Ref check at the end of every Action by not make an immediate Ref check against him.
the opposing team if they end the Action with
more than 6 Players on the pitch. Add the Ref Remain Calm wins: the Ref is unimpressed. Roll
dice if any Player of the offending is within 7 a normal Ref check against the Distracting
hexes of the Ref. If the Ref check results in a Player immediately.
Player being sent off then choose the Player at
Remain Calm doubles opponent: the
random from those on the pitch by drawing a
Distracting Player is sent off for the rest of the
card.
match.
Foul: Distract the Ref (Any Player)
Foul: Ball Hog (Any Player)
Distract the Ref is a type of Run or Sprint. The
There are a number of dubious strategies that
Player harangues the Ref with threats, bribes,
slow down the game and are dull and
promises and anything else he can think of to
frustrating for the opponent and crowds alike.
distract her from the fouls his teammates are
The DGB is dedicated to keeping the game fast
about to commit.
and fun and so these are strategies it would like
The Distracting Player must move adjacent to to see removed from everyone’s playbooks.
the Ref using the normal rules, and then This foul is part of that deterrent.
attempt to Distract them while the Ref tries to
It is possible for a team to completely block
Remain Calm. This is done as a normal opposed
access to the ball by the other side. This slows
test, but instead of being on one of the usual
down play and reduces a normally fluid game to
game values it is done on a fixed 4+ for
a stalemate.
everyone. Guards get a bonus dice because they
are more intimidating. At the end of any Action by the opposing team,
you may call the Ball Hog foul if no clear route
Distract: 4+ test (X).
exists between any of your Players and the ball

pg. 26 Playtest Packet 4.0


or opposing ball carrier. You cannot call this foul
if one of your own Players is holding the ball or
if you have no Players on the pitch at the time.

A clear route is defined as an unbroken path of


empty hexes between any of your Players and
the hex containing the ball or the opposing
team’s Player who is carrying the ball. It is not a
foul if such a route is longer than a Player can
move in a single Action – only if such a route is
not available at all.

Make a Ref check at the end of every Action by


the opposing team in which the route to the
ball is blocked in this manner, whether the
Action causes this situation or not.

If the Ref check results in a Player being sent off


then choose him at random from those on the
pitch.

pg. 27 Playtest Packet 4.0


DreadBall Cards This is in addition to the limit of 2 Team Action
Tokens per Rush.
These are a 54 card deck consisting of four
types of card: Fan Support cards, Special cards, Trigger Events
Event cards, and Special Move cards. The card If a Coach buys a DreadBall card that turns out
type is clearly marked at the top. to be an event then this goes into his hand as
At the start of the match, separate out the two normal. He may play it whenever he wishes to
fan support cards and shuffle all the remaining put that event into effect. This can be during
cards together. These will form a face-down either Coach’s turn and it takes effect as soon
draw deck for Coaches to take cards from as the current Action and all associated dice
during the match. Any cards that have been rolls and card draws have been completed.
used are placed next to the draw deck in a face- If an event card is turned over as part of a Fan
up discard pile. If the draw deck ever runs out check, Ref move or random Player selection
then shuffle the discard pile to make a new then it takes effect as soon as the Fan check,
draw deck. Ref move or random Player selection has been
completed.
Your Hand of Cards
Each Coach starts each match with the number With the sole exception of The Ball Shatters, all
of cards written on their roster, drawn at events remain in play until another event is
random from the top of the draw deck. During played. When a new event is drawn or played
each one of their Rushes they may buy the old card is discarded. The Ball Shatters is an
additional cards. Each card drawn costs one instant event. It is resolved and then discarded.
Team Action Token. A Coach can buy a Any event that was in play before it was drawn
maximum of the card number on their roster remains in play.
per Rush.
Note that if a card says “your team” or
There is no limit to the number of cards a Coach “opposing Player” then this is from the point of
may have at one time. view of the Coach that drew or played the card.

The Cards in Play If a Player who is the subject of an event is


The cards are used in a number of ways, and it removed from the pitch due to injury or fouling,
is important to understand the differences. they remain the subject of the event.

Cards can be used to: Make Fan Checks


The fans like to see their teams trying their
 Make Special Moves hardest, and the Players like to hear the roar of
 Trigger Events approval from the crowd. Each feeds off the
 Make Fan Checks other. When a Player does something dramatic
 Move the Ref you make a Fan check. Each Coach has a Fan
 Select a Player at Random Support card to track the level of support he
has from his team’s fans.
Make Special Moves
If a Coach has a Special Move card in his hand Make a Fan check each time one of your
then he can play it as he would a Team Action Players:
Token. Most Special Move cards allow a defined
type(s) of Player to make a defined type(s) of  Scores a 3 or 4 point Strike.
Action. Each Player may have a maximum of 1  Injures an opponent for 3 or more
Special Move card played on them in each Rush. turns.

pg. 28 Playtest Packet 4.0


 Struts his stuff in a display of Move the Ref
Showboating. The Ref moves at the end of each Rush. The
Coach who has just finished his Rush takes the
Fan Checks are also made the first time during top card from the draw deck and places it in
the game that any Player succeeds at any of the front of him, face up.
following:
He may move the Ref up to the number of
 Throwing a 9 hex pass that is caught by hexes shown on the red panel at the top left of
the intended target. the card. There is no minimum move required.
 Dashing through 3 consecutive hexes in However, because the Ref is trying not to get in
the same Action without falling. the way she can only end her move on a plain
 Evading through 3 consecutive hexes in black hex or her starting chequered hex – not
the same Action without falling. any other colour. Moving through coloured
 Triples the number of successes of his hexes is fine, just not ending her move on one.
opponent in a Slam. In addition, she will never move onto the ball.
 Triples the number of successes of his As the Ref is a neutral party they never need to
opponent in a Steal roll to Evade and can move freely. A Ref cannot
 Catches a scattering ball with a result of Dash.
3 or more successes.
Note also that the Ref does her best to stay out
A Fan check simply means turning over the top of the way and will never try to catch the ball. If
card of the draw pile and looking at the number it scatters onto her then scatter it again.
of Fan “Cheers” (red dots) on the bottom. This If the card is an event then this is now resolved.
card is placed underneath the team’s Fan
Support card with the cheers sticking out from If the card is a Special or Special Move then it is
underneath discarded.

However, if the card you have just drawn takes Select a Player at Random
the total number of cheers visible to 3 or more Several different events and other rules require
then all the visible cards are turned over and you to select a Player at random. The process is
placed face down under the Fan Support card the same every time. There are 4 steps:
instead. In return, your team is so inspired by
the crowd’s support that you gain an extra 1. Agree on which Players are eligible to
Coaching Dice. be selected. This is not always the same
group of Players. For example, it could
If you are playing a DreadBall League then the be anyone currently on the pitch (if
total number of cheers (including face-down being sent off for Sneak), or anyone
cheers) you have at the end of the match is who played in that match (for Man of
important. the Match). The Player selected for
Events MUST be presently on the pitch
Note that some Actions can result in more than
to qualify. If there are no Players that
one Fan check being due. In these cases, simply
qualify, then ignore the event.
make each Fan check in turn, taking Coaching
2. Turn over the top card of the draw
Dice as they are earned.
deck.
3. Starting at the top, go down the
random sequence of Player numbers on
the right, one at a time, until the

pg. 29 Playtest Packet 4.0


number matches one of the eligible mean that you “waste” some cheers as you
Players. might draw a 3 cheer card when you already
4. Apply the effect to that Player and if the have 2 showing. This is just the luck of the draw.
effect is ongoing, mark them with the
counter provided. Team Captains
If you are resolving an event and the card you
Team Captains are gifted Players, and are often
turn over to determine a random Player is a
the marketing ‘face’ of their team, adorning
new event card, then use the random number
posters, lunch boxes, billboards, and magazine
as normal and complete the first event before
covers across the galaxy.
resolving the second.
Each team may hire one Team Captain at a
Card Commentary time. The Team Captain has their own stat line
The cards are usually self-explanatory. in the team’s profile, and will have a cost in MC
However, a small number can give rise to odd listed there.
situations and it’s worthwhile explaining how to
deal with them. Depending on the team, a Captain might be a
Player type that the team might not ordinarily
Bored Fans: the card lost can be face down be able to take, or have improved stats or an
under the Fan Support card (i.e. already used to ability not ordinarily available to that team’s
claim a Coaching Dice). It’s a random choice Players. Apart from this, a Team Captain
from all the cards that team has. behaves like and is treated by the rules as an
ordinary Player with a standard role (Jack Guard
The Ego has Landed: it is the opposing Coach’s or Striker), and is not considered an MVP.
responsibility to ensure that his opponent
follows this rule, just as it is with fouls. If When a Team Captain is on the field, they add a
someone tries to move the Ego second or later, +1 modifier to tests for Coaching Plays made on
then they should be reminded that they cannot behalf of their team – see the rules for Coaching
do this. If both Coaches miss this then that’s Plays for more details.
tough – you can’t rewind the game. You should In a League, Team Captains earn experience and
be paying more attention! Also, if the Ego takes can qualify for advances just like any other
the first Action, then they can take further Player with the exception that a Captain starts
Actions later. These do not all have to be done their career at Rank 2 with 0 experience –
at the start of the Rush, just the first one. meaning that they must earn 3XP before their
Fan Support & “Cheers”: The Fan Support cards first advance.
are laid out as shown here, with “unspent” Oh Captain My Captain
cheers showing from underneath. When you
get a Coaching Dice for 3 cheers then the cards The team captain models represent the most
that “bought” it are flipped face down and are famous captain of that team – for example,
placed completely under the Fan Support card, N’Huatl, the captain of the Ninth Moon Tree
out of sight. They are used at the end of League Sharks, is the most recognizable Yndij Player in
games to see which side fielded the Man of the the galaxy and winner of Total DreadBall’s
Match. “Cockiest Player” poll six years running, but
when creating your own team you should feel
Note that you don’t get to choose which cards free to choose your own name, personality and
and when they are traded in – they just get history for your Captain, and chart their own
swapped for a Coaching Dice automatically as story through the trials and tribulations of your
soon as you get a card that brings your total of personalized team.
“unspent” cheers to 3 or greater. This could

pg. 30 Playtest Packet 4.0


Coaching Staff Game On (Using Coaching Staff in Game)
Coaches are busy people. Before a game they If your team has 1 or more Coaching Staff to
are arranging the advertising, tasting the help out the Head Coach, then you get an
canapés, scheduling training, counting additional phase at the start of each of your
equipment, booking transport, arranging Rushes.
interviews, approving merchandising and a
After you have moved the marker to show the
thousand other details. They have to schmooze
new Rush, but before you do anything else, one
with the sponsors, argue with the arena staff
of your Coaching Staff may choose to Call a Play
and deal with the many divas among their
to try to influence the Rush. This would come
highly-strung Players. It seems that nothing can
between steps 1 and 2 in playing a Rush.
be done without them, and everyone feels free
to demand a little of their time. There are 3 types of Plays to choose from –
Offensive, Defensive and Support, and two
To make all this possible, the bigger teams hire
options for each type of Play. Coaching staff can
assistants to help the Coach out. Their jobs and
only choose to Call a Play that matches their
titles vary from team to team, but their overall
role - Offensive, Defensive, and Support.
aim is to make things a little easier for the
Declare which Coaching Play you are calling
Coach. To differentiate between these
before rolling the dice. You may only Call one
individuals, the Coach (the person represented
play per Rush regardless of the number of
by the real world gamer) is usually called the
Coaching Staff available.
Head Coach. Their assistants are known
collectively as Coaching Staff. You may want to Calling a Play is a normal test that uses a fixed
make up more interesting titles for your own value of 5+.
teams to reflect their history, luck and exact
duties. Coaching Play: 5+ test (1)

Hiring Coaching Staff  +1 dice if a Team Captain is on the pitch


All teams have a Head Coach but few teams
Consult the relevant play below for the
start with Coaching Staff. In a league, a Head
outcome of the test.
Coach may add Coaching Staff to his team when
they are considering other purchases such as
extra Players, more Coaching Dice, etc. Each
Coaching Staff model costs 8mc, and each team
can have up to 3 in total: one each of Offensive,
Defensive and Support. Each member of the
Coaching Staff only needs to be paid for once.

You must clearly state which role the Coaching


Staff you are hiring fills when they are bought
into the team. They may not change role later.

Setting up Coaching Staff


At the start of a match, as part of setting up
your Players on the pitch, you should place all
of your Coaching Staff in your Subs’ Bench.

pg. 31 Playtest Packet 4.0


Offensive Plays Blitz succeeds: choose one of your Jacks on the
pitch. Treat them as having Run Interference
Hustle!:
until the start of your next Rush.
Come on team! Move it move it move it!
Hustle! Play fails: no effect
Support Plays

Hustle! Play succeeds: for this Rush a single Entertain:


Player may have 3 Team Action Tokens played Looks like we’re about to score – get ready to
on them instead of the normal maximum of 2. wow me!

Note in all cases that while the number of Team Entertain fails: no effect
Action Tokens playable on a single Player may
Entertain succeeds: you may place 1
be changed, any rules covering the sequence in
Cheerleader into play from those remaining on
which Actions must be done remains
your Subs’ Bench, or move one Cheerleader
unchanged.
already in play to a new position. Normal rules
Playbook: for placing Cheerleaders apply.
Cydonia Megalith play, on three! 1-2-HUT! Entertain doubles: as above, but you may place
Playbook fails: no effect and/or move up to 2 Cheerleader models.

Playbook succeeds: discard any number of Physio:


DreadBall cards from your hand to draw the It’s just a scratch – let me get some nerve
same number of new ones. staples on that thing…

Defensive Plays Physio fails: no effect


Prevent: Physio succeeds: move one Player in your own
We’re getting clobbered out there! Keep your Sin Bin one space toward your Subs’ Bench. If
head up! that puts them back on the bench, they are
good to go!
Prevent fails: no effect
Prevent succeeds: in your opponent’s next Rush
you get 1 Defence Dice. A Defence Dice is a
Coaching Dice that may only be used in the
opponent’s next Rush, and may only be used to
boost Slambacks and Dodges. If the dice is not
used then it is discarded at the end of the
opposing Coach’s next Rush.
Prevent doubles: in your opponent’s next Rush
you get 2 Defence Dice. See above.
It’s best to keep Defense dice separate from
normal Coaching Dice, to avoid confusion.

Blitz:
They’re making a break for it! Get ready…
Blitz fails: no effect

pg. 32 Playtest Packet 4.0


Cheerleaders Cheerleaders that are “in play” do not go onto
the pitch itself. Instead they are placed on the
scoring track, with up to one model per space.
Sometimes, it just isn’t your day on the pitch. A
Cheerleaders from opposing teams cannot
team may find itself missing every shot,
occupy the same space. You can place a
fumbling every pass and coming off worst in
Cheerleader on any free space on either side of
every slam. On days like these, the
the scoring track. You may also choose to place
Cheerleaders really come into their own, their
up to one Cheerleader behind one of the
routines and cheering rousing the crowd and
numbered sections in the opposing team’s Sin
keeping them happy when the action on the
Bin.
pitch isn’t. If the match is going well, the
Cheerleaders are an asset, helping to excite the Cheerleaders may be put into play from the
crowd further and generate the buzz. When the Sub’s Bench by spending a Team Action token.
match is going poorly, they become a lifeline, However, a Coach has a lot to take care of
essential to the survival of the team and the during a match, so often times this is left to
Players (sometimes in a literal as well as a Support Staff to take care of--allowing the Head
metaphorical sense) Coach to focus on winning the game.

Acquiring Cheerleaders Go Team!


Cheerleaders respond to the Actions of the
Teams do not start with Cheerleaders. In a team on the pitch and cheer on the crowd
league, a Coach may add Cheerleaders to his accordingly.
team when he is considering other purchases
When a Strike is scored, in addition to the
such as extra Players, more Coaching Dice, etc.
normal fan checks, the Cheerleaders may
Each Cheerleader model costs 4mc, and each
inspire another. Move the score marker as
team can have up to 4 in their troupe. Each
normal. If it ends on a space with a Cheerleader
Cheerleader only needs to be paid for once.
on it then the Cheerleader is removed and
replaced in its own Subs’ Bench. If the model
Placing Cheerleaders
was from the side that scored the Strike then
that team makes an immediate fan check in
At the start of a match, as part of setting up
addition to any other fan check(s) associated
your Players on the pitch, you may place a
with that Strike. If the model was from the
maximum of 1 or 2 Cheerleaders from your
opposing team then there is no further effect. If
team’s troupe into play. This number depends
the Strike is worth more than 1 point then the
on your respective team rankings and how
scoring marker may move over other models to
many you have available in your team. The
reach the space it needs to. These models
underdog may place up to 2 and his opponent
remain in place. Cheerleaders are only removed
up to 1. In the case of equal rankings, both
when the score marker stops exactly on their
Players may place just 1. Cheerleaders that are
space.
not currently in play wait in the Subs’ Bench.

pg. 33 Playtest Packet 4.0


Likewise, if a member from the opposing team
is placed into a space in the Sin Bin where you
have placed a Cheerleader, make an immediate
Fan Check and place the Cheerleader back on
your Subs' Bench. Note, this effect only occurs
when a model is removed from the pitch and
placed in the Sin Bin--not as a result of moving
through the Sin Bin later.

However, there are times when Cheerleaders


take the initiative to try and rally their team.
This is called "Working the Crowd" and
represents the efforts of the Cheerleaders to
boost the enthusiasm of the fans and gain
momentum for their team. During their Rush, a
Coach may remove any number of Cheerleaders
from play and place them back on the Subs'
Bench. For each Cheerleader removed in this
fashion, roll 1d6: Each result of 5 or more
generates a Fan Check.

Lastly, the team with the most cheerleaders in


play gets an additional benefit from having such
a strong cheering section. Whenever this team
gets a Fan Check, they draw two cards and
choose which to apply. The other is discarded.
An event revealed in this manner only occurs if
it is the card selected.

pg. 34 Playtest Packet 4.0


Exhibition Matches Another option for Exhibition matches is to
allow Coaches to purchase more experienced
Sometimes you don’t have time or the
Players. Each advancement for a Player costs
inclination to play a whole League, but you still
5mc. Work out these advancements, one at a
want to try out an MVP or a Free Agent, have a
time, as normal.
game with lots of well-trained and highly skilled
players. Maybe you simply want to try a The important thing is that you and your
different configuration of starting Players than a opponent agree on a team value, and what
team normally starts with, or try playing with options are available for purchase before
Support Staff or Cheerleaders. In this situation beginning the game.
you want to be playing a special kind of one-off
game called an Exhibition Match. We don’t recommend using these rules to build
a League team. If you want to play in a League
Exhibition Matches are games that the then use the League rules and develop your
DreadBall Governing Body arranges to team and hone your Coaching skills on the
showcase all that is exciting about the sport. pitch. Exhibition Matches are intended to allow
They are often widely broadcast and range from you to play with the full range of models and
stage-managed posturing to real grudge abilities in a one-off game, not to get an
matches between old rivals. In all cases they are experienced team for a League without any
characterised by high quality presentation, effort!
state-of-the-art equipment and highly
motivated, handpicked teams. In game terms, Keep in mind the following limitations when
the differences are simple. You play a one-off you are purchasing your teams:
game as normal, but instead of taking a basic  Teams are only allowed 1 Captain.
100mc starter team, you agree beforehand on a  A Team may have a maximum of 14
budget of 120, 130 or more mc. There are a players at a time, including MVPs and
number of ways you can spend this money, Free Agents.
depending on what kind of game you want.  A Team is limited to a maximum of
Have a chat with your opposing Coach to decide double its standard starting number of
what kind of value and limits you want to set. Players of any given role (e.g. a Trontek
One option is to take a normal starting team 29ers team may not have more than 6
and then spend the extra money on MVPs and Jacks).
Free Agents. Decide which MVPs are available  DreadBall Cards cost 10mc each, and
and bid for them as normal. This is likely to Coaching Dice cost 6mc each. A team
bring some cheap MVPs into the game, so be may have a maximum of 7 DreadBall
careful not to let them overpower the rest of Cards and 7 Coaching Dice
the Players. Similarly if both Coaches agree, the  Support Staff costs 8mc each and each
extra money can also be used to buy more Cheerleader costs 4mc. A Team may
Players, including a Captain from the team’s have only one of each Support Staff,
Roster. and up to 4 Cheerleaders.

Alternatively, you can use Exhibition matches to The Corporation being what it is, much of the
purchase different configurations of standard League organization revolves around money –
teams. Maybe you’d like to try a 100mc Brokkr lots of money. DreadBall uses millions of credits
team trading one Striker for an extra Jack, or (mc) for all transactions, as anything smaller is
you want to try using a Support coach and some too tiny for the big leagues to notice.
cheerleaders.

pg. 35 Playtest Packet 4.0


DreadBall Leagues Setting Up a League
Early in the development of DreadBall as a In order to play a DreadBall League, you need a
professional sport, it quickly became apparent few simple things. First, each Coach needs a
that the galaxy was so big – and the sport so team of models, preferably painted in their
popular – that trying to manage every planet’s chosen team colours. These teams can consist
conference from a central office would be of the standard team setups, or can be drafted
impossible. according to the Exhibition rules if all Coaches
agree. You will also need enough sets of
The answer was simple, and characteristic of DreadBall to be able to play several games at
the essential human spirit that drives the once so everyone can join in. The final
Galactic Co-Prosperity Sphere: Franchising. ingredient is also important: you need a League
Sponsor to organize everything.
For a very large fee and a percentage of the
revenue, any sufficiently well-connected The Co-Prosperity Sphere encompasses a vast
individual or Corporation can sponsor their very area and is made up of innumerable races and
own DreadBall League. Some conferences are cultures. The ways in which DreadBall Leagues
set up to service a single planet or system, while are run are equally varied. From amateur clubs,
the largest hold games in stadiums on dozens of to collegiate or company conferences, setup
worlds. Games are broadcast over the and organization depends upon the needs of
InfoSphere and the biggest Leagues are the Players and the Sponsors. Naturally, the
household names, while the smaller Leagues larger the organizations running the League, the
serve as a developmental programme for the more intricate the DreadBall association is. The
talent of tomorrow. rules for League play presented here are simply
With the trillions of credits that can be made in one option for League Sponsors to use in their
DreadBall, there is no shortage of Leagues for local gaming clubs.
teams to play in. These rules will show you how Round-Robins
to create a League of your very own.
A round-robin is a League setup where each
In a DreadBall League the Players gain team plays each other team in the League.
experience and the teams become more Similarly, a double round-robin is a round-robin
powerful. This is because you keep the same in which each team plays each other team
Players in the same team over many games twice, once as a home team, and once as a
instead of starting each new match with a set of visitor. This helps eliminate home team
fresh Players. advantage from the results of the League, but
also doubles the number of games that must be
It’s not just the extra abilities though. What’s completed. The results of these games earn
even more fun is the stories that a team gains participating teams League Points which are
as it wins and loses, plays easy matches and used to determine standings, and can also be
hard-fought losses, and rises to the top or used in the final championship. Ties in League
struggles valiantly against fickle luck. Everyone Points are broken first by total points scored,
remembers the highly-trained Striker that and then further ties are broken by Team
always misses, or the Orx Guard that loses 4 Ranking. Have the winner of each game fill out a
Slams in a row against a human Jack. In a game result card after each game and turn it in
League the Players and the teams take on a life to the League Sponsor.
of their own and the game comes alive in a
whole new way. Unlike real-life sports leagues, Dreadball
schedules need not be run with exact
mechanical precision. Rather than setting

pg. 36 Playtest Packet 4.0


specific dates for different teams to play against It can be disappointing to be eliminated from a
each other, simply set a League end deadline. championship in one of the early rounds, so it is
Coaches will have until this deadline to recommended to match eliminated players
complete all of their League games. They can together so that they can continue to play.
work out amongst themselves when to play Results of such games can still count towards
their required games. Any uncompleted games secondary prizes, giving eliminated players a
are simply forfeit: neither Coach earns anything reason to want to continue the championship!
from a forfeit game. Since game results
determine League Points, and League Points Possible secondary prizes could include: Most
determine League standing, it is in each Coach’s violent (most total kills), Highest Team Ranking,
own interests to complete as many games as Richest (most remaining mc), Best Offensive
possible. This also allows for additional teams to Team (highest total points scored) or any other
come in part-way through the League, though metric the League Sponsor decides to use.
they will have a lot of games to catch up on if
they want to move up in the table! Only the Recordkeeping
first game (or first two games in a double There is a lot of information to keep track of
round-robin) played against a particular team during a League. Coaches must track their
will count towards the team’s League standing. team’s ranking, experience and team roster,
At the League Sponsor’s discretion, additional and the League Sponsor needs to track the
exhibition matches may be played between different team’s standings as well as various
teams that have already finished their League performance metrics. This section describes the
games. Exhibition matches allow teams to gain major performance metrics used in this league
extra experience and revenue as well as to format. Feel free to add metrics you want to
increase their Team Ranking. However, League track for awarding additional prizes.
Points and total points scored are determined
only from League games, never from exhibition League Points
matches. League Points are the foremost decider in
determining a Team’s standing in the League.
Once the League end deadline is reached, or all The Team with the most points is the leader.
teams have completed their Round Robin After each game, depending on the results of
circuits, the final standings can be calculated the match, a team will earn between 0 and 4
and a League winner announced. Additionally, League Points. The possible results are listed
to add further spectacle, a Championship can below, along with their corresponding League
be played at the end of the league. This ruleset Point values.
uses a seeded single-elimination tournament. A
seeded tournament is one in which a Team’s  Landslide Victory = 4
“seed” determines which team he will play  Win = 3
against during each championship round. The  Draw = 2
seed used in this league is simply the team’s  Loss = 1
League standing. The highest-seeded team is  Landslide Loss = 0
pitted against the lowest-seeded team, second
highest with second lowest, and so on. Note Add the League Points earned from the game to
that “byes” may be necessary for any earned previously to determine the team’s
championships with a certain number of Teams. total League Points. For example, if the
Tournament brackets are easy to find for free Valhallan Valiants thrash the Greenmoon
online. Simply print one out (make sure it is set Smackers in their first game of the League,
up for the correct number of teams!) and fill it succeeding in securing a Landslide Victory, they
in according to each Team’s standing. would gain 4 points. As this is the first match of

pg. 37 Playtest Packet 4.0


the league, 4 is now their total League Points. If Note that MVPs and Free Agents do not count
they lost their second league game (though towards a team’s ranking, because they are not
prevented a landslide) we would add 1 point to a regular part of the team.
their League Points, taking them to total of 5.
League Tables
Points Scored Every League needs a table that shows the
In addition to tracking League Points, the total team’s rankings and standings. This changes as
points scored are tracked for use as a tie- games are played, players die or gain abilities
breaker. Simply sum the total number of points and new teams join the fun.
scored by each team during the match with that
team’s current total points scored. Note that a A League table should keep a tally of the team
team adds its total number of points scored rankings, the League Points from wins and
during the game, not the final score of the losses, and the total points scored for that
game. Continuing the previous example, if at team. This means you can see who has the
the end of the hard-fought second league overall toughest team, who wins the most
game, the Valhallan Valiants lost even after matches and who gets the highest scores. It’s
managing to score 4 points, the Valiants would not always the same team.
still add 4 points to their total points scored.
The table itself can be done on computer and
Assuming their previous total points scored was
printed out, it could be on a club website, or
7, their new score would be 11. A team’s total
just written out on a piece of paper. There is no
points scored will never decrease, and will
right or wrong way to do it. All that is important
never be negative.
is that the Sponsor keeps it up to date and that
Team Ranking everyone can see it when they want to.
Sometimes even total points scored is not If you have a regular club you might want to put
enough to determine a clear leader. In this case, the table up on the wall. Perhaps you always
Team Ranking is used as a secondary tie- play at your local games store or in the garage
breaker (but only amongst teams that are equal at a particular friend’s house. Alternatively,
in both League Points and total points scored). your club might have its own website, in which
Team Ranking is also used in determining any case you could put it on that. Or you could
applicable Underdog Bonus. As DreadBall is email the Coaches once a week once you’ve got
primarily a Corporation-based sport, it is the results of that round’s matches. Pick the
unsurprising that DreadBall teams are ranked system that suits your gaming group.
simply by their value in mc. This is equal to the
total of a team’s: Keeping Track of Games
 Players (basic cost plus 5mc per Player This is perhaps the hardest part. It’s not that
rank gained) there is really a lot to do, it’s just that people
 DreadBall cards (10mc each) tend to forget to tell you.
 Coaching dice (6mc each) In order for you to keep track of team rankings
 Assistant coaches (8mc each) and League standing, you need to find out the
 Cheerleaders (4mc each) results from the Coaches involved (team
 Spare (unspent) cash rankings, match result and total points scored).
Simply add these together to determine Team There are many ways to do this. If your club
Ranking. Make sure to add each team’s new meets regularly, it is very convenient to have
ranking to the game result card before turning Coaches give you the results immediately
it in to the League Sponsor. following each game. Otherwise it might be
better to have Coaches fill out match result

pg. 38 Playtest Packet 4.0


cards together and turn those into you when
they can. Whatever method you choose, make
sure that all Coaches are aware of how the
process works.

Experience
Players in a League are ranked as well. All
Players start at rank 1 and earn experience
points for doing certain things during games.
Once they gain enough experience they
increase in rank and gain bonuses. A Player
gains 1 experience anytime they generate a Fan
check during a game. Each Player may gain a
maximum of 3 experience per game (not
including Man of the Match and Underdog
bonuses)
MVPs and Free Agents never gain experience.

All Players that performed at least one Action


during a game in which their team received an
Underdog bonus of 10mc or more gain one
additional experience.

pg. 39 Playtest Packet 4.0


League Games 112mc, then the Ronton Rooks have an
Underdog Bonus of 22mc (134-112).
Because Leagues are so much more complex
than normal games there are a number of steps The Underdog Bonus can be spent in two ways:
that need to be carried out both before and MVPs and Free Agents. You might as well spend
after a match in order to keep things running it too as you cannot save it. Any Underdog
smoothly. The following rules describe how to Bonus that is not spent at the start of a game is
set up a League match as well as how to take lost.
care of the after-match bookkeeping.
MVPs
Pre-Match Sequence In addition to the normal Players you start the
Before a League game begins, each Coach game with, you can also buy the services of the
performs a few additional steps. First, any famous names in DreadBall. These legendary
Underdog bonus is calculated and applied, and figures are known as Most Valuable Players, or
then Coaches may opt to pay for Free Agents or just MVPs. They hire themselves out like
MVPs to assist them in the game. mercenaries happy to play for anyone willing to
pay their exorbitant prices.
1. Underdog Bonus
 Calculate if either Coach gains Unlike normal players who only need to be paid
an underdog bonus for the for once, MVPs need to be paid for every
match. match. This pays for them to play the next
2. MVPs match, but doesn’t guarantee their loyalty after
 Both Coaches may spend that. Their only loyalty is to a fat paycheck.
money from their team’s Cash
The League Sponsor determines which MVPs
(and Underdog bonus, if
are available in the League. The League Sponsor
applicable) to hire MVPs for the
can choose to use as many or as few MVPs as
listed cost.
he likes, but must make sure everyone is aware
3. Free Agents
of which ones are available.
 Both Coaches may spend
money from the team’s Cash There are many Players that have reached MVP
(and Underdog bonus, if status, and many of them share similar
applicable) to hire Free Agents playstyles and abilities. Because of this, the
(10mc each). same MVP may be hired by more than one
team at a time, sometimes even by two teams
Underdog Bonus
facing off against each other. These are
When two teams of different rankings meet, obviously different Players, or perhaps one is an
the lower rated team is known as the underdog. imposter, the only way to be sure which is
In order to keep things entertaining for the which is by playing the game! A team may hire
crowds, the DGB organises a handicap system as many MVPs at once as it can afford, though
that gives a temporary boost to the underdog each MVP takes up one slot on the team roster.
by means of Free Agents and easier access to Remember that each team may only have up to
MVPs. This is the Underdog Bonus. 14 Players.
The Underdog Bonus is measured in mc and is The cost to hire an MVP is listed on his entry. All
simply the higher team’s ranking minus the MVP fees are per match and must be paid up
lower team’s. So, for example, if the front. After each match, the MVP is removed
Skittersneak Stealers are ranked at 134mc and from the Team roster.
play the Ronton Rooks who are only ranked at

pg. 40 Playtest Packet 4.0


Free Agents (Roll 1d6)

At the League Sponsor’s discretion, MVPs may 1 – Kalyshi Jack


be available to the team that hired them for the 2 – Corp. (2) Jack
whole round, rather than just the League 3 – Sphyr Striker
match. This usually means that Coaches which
4 – Yndij Reaver
purchase the services of powerful MVPs will be
really keen to play as many games as they can 5 – Nameless (Sticky) Guard
organise that round, but their opponents will 6 – Marauder Guard
not be so sure!

MVPs never gain experience, and never gain Free Agents (Roll 1d6)
advances. 1 – Brokkr Jack
Free Agents 2 – Z’zor Jack
Free Agents are paid for by Digby (via your 3 – Yndij Striker
Underdog Bonus) to play for a team on a single 4 – Corp. (1) Striker
match basis. This gives the team another Player 5 – Teraton Guard
or two and makes the whole match that much
more exciting. However, their experience is lost 6 – Neo-bot Guard
to the team, so you have to balance letting
them take the lead with getting your own Free Agents (Roll 1d6)
Players to gain experience. Note that even if 1 – Tsudochan Jack
you play two matches in a row with the same
type of Free Agent they never gain experience. 2 – Koris Jack
In reality, they are different individuals as Digby 3 – Z’zor Striker
makes a point of rotating all their Free Agents 4 – Convict Striker
to keep as many as possible at game fitness.
5 – Rin Guard
Make one dice roll on any of the Free Agents 6 – Matsudan Guard
tables below for every whole 10mc you have
left of your Underdog Bonus. Anything less than
10mc is lost. Like every other team member, Free Agents (Roll 1d6)
they are included in the team limit of 14 1 – Robot Jack
Players. Add them to your roster temporarily. A
2 – Zee Jacks (x2)
Free Agent will only ever play for a team for a
single match. If you need another Free Agent 3 – Vlorox Spinpede
for your next match, you must purchase them 4 – Veer-myn Striker
again and roll again.
5 – Forge Father Guard
Free Agent Tables: 6 – Jetari Brawler

Free Agents (Roll 1d6) Free Agents (Roll 1d6)


1 – Nameless Bloodsucker 1 – Hobgoblin Jack
2 – Avaran Treebeast 2 – Zee Buccaneers (x2)
3 – Judwan Striker 3 – Jetari Thrower
4 – Asterian Striker 4 – Ada-Lorana Striker
5 – Pusk Rampager 5 – Crystallan Guard
6 – Convict Guard 6 – Cyborg Guard

pg. 41 Playtest Packet 4.0


Post-Match Sequence Man of the Match
There is some record keeping that must be Count up the total number of cheers each team
performed between matches when playing in a has had during the match. This includes “spent”
League. This should be done immediately after cheers as well as cheers that did not generate
the match whenever possible. Doing so allows coaching dice.
Coaches to witness each other’s rolls, and
A random player from team with the greatest
ensures that nothing is misremembered. If you
number of cheers gets an extra point of
are using the League rules included here, feel
experience.
free to copy and distribute the sample game
result card, otherwise feel free to make your Do not count any players that were removed
own to track whatever metrics are important to due to injury or were never on the pitch during
your League. The sequence between matches the game.
follows these steps:
If neither team has earned any cheers at all
4. Man of the Match then the Man of the Match is not awarded.
 Determine the Man of the
Match, and allocate extra If both teams have drawn an even number of
experience to him. cheers, greater than zero, then both teams get
5. Results a Man of the Match award, as above.
 Fill in the relevant results on
the game result card. Results
6. Player Advancement Coaches should fill in the Winner, and the
 Dead Players Strikes Scored sections of the game result card.
 Cut Players The card still needs updated team rankings, so
 Player Advancements should not be turned it yet.
7. Team Revenue
 Calculate earnings
 Purchases
8. Team Ranking
 Calculate new Team Ranking
 Turn in game result card to
League Sponsor

Home Coach Name: Team Name:


Result LV W D L LL
(Circle One) 4 3 2 1 0
Total Points Scored:
New Team Ranking:

Visitor Coach Name: Team Name:


Result LV W D L LL
(Circle One) 4 3 2 1 0
Total Points Scored:
New Team Ranking:

pg. 42 Playtest Packet 4.0


Dead Players Player Advancements
The first thing that must be checked is the Any remaining Players add experience gained to
status of any Players sent off the pitch due to their total experience. If their total experience
injury. These Players have been seriously equals their current Rank plus 1, the Player has
injured and only immediate and extensive earned enough experience to advance in rank.
medical care is likely to keep them breathing for Deduct their current rank plus 1 from their total
another game. Roll once on the following table experience, and then increase their rank by 1.
for each Player that was removed from the When a Player goes up in rank they make a
game due to injuries. Before any dice are rolled, single roll on one o fhe advancement tables.
the Coach may opt to spend up to 8mc per
Player from the team’s cash reserves. For each Roll 1 dice and look up your result on the
4mc paid, the Coach may reroll one of a Player’s chosen table. There are no modifiers for this
injury dice (each dice may only be rerolled roll.
once). Sum the dice to determine the result: If the Player cannot have the result rolled then
2-3 – Fatal: Despite best efforts, the Player they may choose any result from that table.
could not be saved, remove them from the Note that a Player may only ever gain one point
Team roster. on each game value (Strength, Speed, Agility
and Skill) to a maximum value of 3+. Players
4 – Vestibular Damage: -1 Agility
that start with a 3+ or better on a given stat
5 – Spinal Misalignment: -1 Speed may not further increase that stat. Additionally,
a Player may not gain the same ability more
6-8 – Full Recovery: The Player recovers fully in than once, with the exception of Lucky. When
time for the Team’s next game. obtained a second time, Lucky is replaced with
9 – Brain Trauma: -1 Skill Really Lucky.

10 – Muscle Wasting: -1 Strength Finally, increase the Player’s cost by 5mc.

11-12 – Blank Spots: Player loses 1 random A Player may only advance a single rank
ability gained from an advancement. If no such between each game.
ability exists, treat this as a Full Recovery, as
above.
Skill Tables
Under Construction
If a Player suffers a penalty to a stat, increase
the number of the stat by one. For example, a Team Revenue
Goblin that lost one point in Skill would go from Revenue and all expenses are measured in
a Skill of 4+ to 5+ (thus becoming worse). If a millions of credits (mc). The money available to
Player gains a penalty in a stat that was already Head Coaches for team development is only a
at 6+, the Player dies and is removed as if they fraction of the total amount of money flowing
had rolled the Fatal result above. around the team – Sponsors, owners,
shareholders, all take a slice of the action, and
Cut Players the various demands on a team’s balance sheet
Additionally, before calculating advances, the mean that the amount of money a coach can
Coach has the opportunity to cut Players from use to build the team might vary for any
his team. Simply select any Players you would number of reasons.
like to fire, and remove them from your Roster.
Team revenue for a match is somewhat
unpredictable as it depends on merchandise
sales, re-broadcast contracts as well as simple

pg. 43 Playtest Packet 4.0


attendance numbers. Most venues offer a flat
attendance fee for competing teams,
amounting to 3mc. Additionally, each Coach
gains a number of dice to roll, earning them 1-
6mc each. When determining the number of
dice rolled, each team starts with the following:
Win: 2 dice for revenue
Any other result: 1 dice for revenue
Underdogs are also granted an additional
commission from Digby for playing in games
where they are outmatched. When a team’s
ranking is 10mc or more under their opponent’s
they receive a bonus revenue die.
Roll all your dice, sum the scores and add 3. This
is how many mc you have earned for that
match. Add it to your team’s cash.

Purchases
With an account full of additional funds,
Coaches may now outfit their teams with new
Players, Coaching Staff, Cheerleaders, or
purchase up to one additional DreadBall card
and one additional Coaching Dice between each
match. This is done just as it would be done in
an Exhibition Match, paying all the same costs
and changing the Team roster accordingly.
Make sure to save some money for hiring Free
Agents and MVPs for your next game!

Team Ranking
Now that all of your purchases have been
completed, it is time to recalculate your Team
Ranking. This is described earlier, simply
recalculate it according to your new Player
costs, Coaching Staff, Cheerleaders, number of
DreadBall cards and Coaching dice, and unspent
cash. Mark this down on your Team roster as
well as on the results card. The card should be
fully filled in at this point, so can be turned over
to the League Sponsor.

pg. 44 Playtest Packet 4.0


Abilities
360 Vision (Any Player) them to carry on moving rather than ending
their action.
The Player has no rear arc. Every direction
counts as being in their front arc. In effect it You can only use Brush Aside if there is a space
does not matter which direction the model you can push that Player into. You cannot use
faces, though it usually looks better to turn the Brush Aside on the Referee, or the ball.
model as appropriate. The model has 6 Threat
Brush Aside: Strength test (2)
Hexes instead of 3. For the purposes of
Sprinting, use the model’s facing, as if it did not This is modified by:
have this ability.  -1 if the target Player is a Guard.
A Safe Pair of Hands (Striker or Jack)  +1 Dice if the Player using Brush Aside is
a Guard
A Player with this ability gets +1 dice to Catch
inaccurate passes, (a scattering ball or a Throw Brush Aside fails: The Player’s action ends. Turn
with no successes). He gets no bonus to Catch the target model to face the Player.
accurate passes.
Brush Aside succeeds: The target Player is
Backflip (Any Player) pushed into a hex of the Player’s choosing
directly away from him, and he then moves to
A Player with this ability who tries to Stand Up occupy the hex himself. This move is not
will automatically do so as if he doubled the optional. He may then continue his action.
test. Note that no test is actually rolled. In
effect, knocking down a Player with this ability Brush Aside doubles: : The target Player is
merely stops them using Sprint as their next pushed into a hex of the Player’s choosing
action. directly away from him, and he then moves to
occupy the hex himself. This move is not
Backstab (Guard or Jack) optional. The target Player is knocked over. Do
not make an Armour check for the fallen Player.
The Player is adept at causing maximum
The Player using Brush Aside may then continue
damage to vulnerable areas. When the Player
his action as normal.
makes a Slam against an opponent that does
not project a Threat Hex onto the Slamming Can’t Feel a Thing (any Player)
Player, then add +1 dice in addition to any other
modifiers. A Player with this ability gets 1 additional
automatic success whenever they make an
Brush Aside (Any Player) Armour Check, in effect ignoring one extra
injury each time.
This is an action, completed as part of moving a
Player in a similar way to Evade, and is done as Charge! (Gaelians or Jacks)
and when necessary during the move. It may be
done as many times as is required in a single If the Player makes a Slam and would normally
action. Roll separately each time you need to gain the +1 modifier for moving adjacent during
use Brush Aside. this action, they instead gain a +2 modifier.

If a Player with this ability wants to move into a Dirty Tricks (Any Player)
hex that is occupied by a standing, opposing
Off pitch and on, this Player is renowned for
non-GIANT Player they may try to Brush Aside
rather than Slamming them. This will allow playing a dirty game.

pg. 45 Playtest Packet 4.0


Once per match, whilst this player is on the A Jack or Striker can make a full Run action as
pitch, they may call Foul! against a single part of a Feint. This counts as a single Feint
opposing Player of their choice who is also on action for purposes of modifiers, opponents
the pitch, and within 7 hexes of the Player using Running Interference, etc. The Player can Dash
Dirty Tricks. This is a ruse. The other Player has and may need to Evade as normal during this
done nothing wrong and has not committed a Run action.
foul at all, but Dirty Tricks can make it look
When you have finished moving, nominate a
otherwise.
target. This must be a single standing opponent
Make a Ref check exactly as if the opposing in one of the Feinting Player’s Threat Hexes.
Player were guilty of a foul, and if they are
spotted they are sent off as normal. Whilst the The target can choose to Dodge or Slamback.
post-match analysis may exonerate the Player, Dodge is available to any Player. Slamback is
available if the target Player is a Jack or Guard,
that won’t help them now.
and the Feinting Player is in one of their Threat
Does This Hurt? (Jack or Guard) Hexes.

The Player treats Stomp as if it were a Slam, Depending on what each Player chooses, they
being able to make a full Run before making the roll different tests:
attack. If the Player did not start adjacent to the
Feint: Speed test (X).
target, but moved adjacent during this action
then they add 1 dice to their Stomp roll. Note  +1 Dice if the Player is Judwan
that in the eyes of the Ref this is still a Stomp  +1 Dice if the Player started adjacent to
and is still a foul. the target.
Duck and Weave (Any Player)  -1 dice per opposing Player threatening
the hex you are in (ignoring your target,
This Player gets +1 dice on any attempts to maximum of -2).
Dodge.
Driller (Robot/Guard & Jack) Slamback: Strength test (X):

A Player with this ability attacks with their drill  -1 dice per opposing Player threatening
as part of a normal Slam. When a Player with the hex you are in (ignoring your target,
this ability doubles a Slam, their opponent maximum of -2).
makes any resultant Armour Check with a -1
modifier to their roll.
Dodge: Speed Test (X):
Feint (Striker or Jack)
 -1 dice per opposing Player threatening
Sometimes, getting out of a tight corner is more the hex you are in (ignoring the Feinting
a matter of balance and poise than bluster and
Player, maximum of -2).
noise. Some Players have developed the skill of
wrong-footing their opponents just long enough
to slip past unmolested. Compare the total number of successes to find
the outcome:
On the pitch, a Player with this ability has the
option to attempt a new type of action called Draw: the Players both turn to face directly at
Feint. each other.
A Feint works as follows:

pg. 46 Playtest Packet 4.0


Feint wins: the winning Coach chooses the Count the number of other Players (from either
direction of facing for both Players. This may be team) with this ability within 3 hexes. Look up
the same or different as he decides. this number on the following list to find the
benefit to the player.
Feint doubles opponent: as above. In addition,
the target Player is moved 1 hex in any direction 1 Harmonic nearby: +1 Move, +1 dice to any
and does not need to Evade to do so. The Speed or Agility based test.
Feinting Player’s Coach chooses the hex the
target Player moves to. Note that the Feinting 2 Harmonics nearby: +1 Move, +1 dice to any
Player does not move (other than to change Strength, Speed or Agility based test.
facing).
3+ Harmonics nearby: +1 Move, +1 dice to any
Treat all other results as if the target Player had
Strength, Speed, Agility, or Skill based test.
been reacting to a Slam action.
Fragile (Any Player) This benefit is calculated afresh at the start of
each action and applies for that whole action.
The Player counts as rolling 1 fewer successes
on each Armour check. Work out the check as A Player with this ability moving onto the pitch
normal and then reduce the final total of counts as having 1 Harmonics nearby for that
successes by 1, to a minimum of zero. particular action.
Gotcha! (Any Player)
Honorable (Matsudan/Any Player)
Some Players are very tricky to get away from.
Whether it is a Warrior Code, religious teaching
This ability has two game effects. Firstly, or just that they are too nice, Players with this
whenever a Player with this ability would cause skill will not perform Sucker Punches or Stomps.
a -1 penalty for an opponent being in their
Threat Hex, this is doubled to a -2 penalty It Wasn’t Me (Zee/Any Player)
instead. The maximum penalty for Threat This ability does a number of things.
Hexes is still -2.
Secondly, if an opposing Player fails to Evade 1. The Player cannot Distract the Ref. In
out of a Threat Hex of a Player with this ability, effect they are doing this all the time
then they do not move at all and their action and the Ref simply wouldn’t notice a
ends. special attempt to catch their attention.

Grizzled (Any Player) 2. Only one Foul! may be called per Team
A Player with this ability is a particularly tough Action Token spent on Players with this
veteran who takes little notice of physical pain. ability. If more than one foul is being
Any opponent making a Slam against this Player perpetrated by the team then the
loses 1 dice in addition to any other modifiers. Coach calling the foul decides which
one to bring to the Ref’s attention.
Foul! cannot be called against Players
Harmonics (Crystallan/any Player)
with this ability when they take actions
from other sources such as free actions
The Player is more powerful if he has other
or cards. However, this limit does not
members of his race nearby.
stop an opposing Coach from also
calling Foul! using Dirty Tricks or Take a
Dive. Note that even though Runaround

pg. 47 Playtest Packet 4.0


allows two actions only one Foul! may Jump succeeds: The Player moves into the new
be called. Do this at the end of either hex safely and may face any direction he wants
action (at the discretion of the Coach (even if Jumping whilst Sprinting). If he wants to
calling the foul). then he can roll to Jump again later on in the
same action (with a target number one higher).
3. When a Ref check is made, if a specific
Player is accused of the foul (i.e. the A Player making a Jump does not need to roll to
foul is not Sneak or Ball Hog) that Evade for that part of their movement, though
Player’s Coach may decide if that Player they are subject to those rules as normal both
or another Player with this ability within before and after the Jump.
3 hexes is the target of the Ref check. Keeper (Guard)
Roll the Ref check as normal, but
subtract 2 from the number of turns the A Keeper is a type of Guard, and unless a rule
Player is sent off the pitch for, to a specifically differentiates between the two, or is
minimum of 0. overridden here, the Player should still be
treated as a Guard.
Jump (Striker or Jack) The Player is issued a DreadBall glove.
The most agile Players can leap over their Unfortunately, he is not really trained in its
friends or opponents in dramatic displays of proper use and simply uses it to cannon the ball
acrobatic skill. downfield.

A Jump is a 2 hex move (and costs 2 hexes of Unlike regular Guards who cannot Pick up the
movement) and can be part of either a Run or Ball or Catch, a Keeper can (at -1 dice). A Keeper
Sprint action. The first hex you jump over must cannot Throw the ball like a Jack or a Striker,
be occupied by a Player (either standing or on but they do have a unique action called Punt.
the floor). Roll each time you need to Jump If a Keeper wishes to Punt the ball, he simply
separately. places it wherever he wants on the pitch. This is
Jump: Agility test (123). a hugely inaccurate means of getting rid of the
ball. The ball is scattered once, and then once
 -1 Dice for each Threat Hex you are in at more from its new position before coming to
the start of your Jump. rest. A Punt can never be used to make a Strike,
and does not end a Rush, unless the ball
Jump fails: the Player falls over in the hex he scatters onto a friendly Player that fails to Catch
was moving to. If a loose ball is in that hex then the ball.
it scatters. The action ends, but the Rush does
not. Note that a Player falling over as a result of Keepers are also trained in interfering with
a failed Jump test does not have to check his Strike attempts. To do this, the Keeper must be
armour and will not be injured. However, if he both inside the Strike Zone, and have the
is carrying the ball then he will drop it and end Throwing Player in their line of sight. If these
the Rush. criteria are met, then the Keeper applies a -1
dice penalty to the Strike attempt, as if they
It is also possible that a Player will need to Dash were threatening the opposing Player. Note
in order to gain the extra movement to Jump that this DOES count towards the maximum
into a new hex. In this case, all Dash tests must threat penalty of -2.
succeed in order for the Jump to be successful.
Roll each separately. If the Player fails any Dash In order to better protect the added investment
attempts that are required for the Jump, the of a Keeper, teams outfit Keepers with
test fails, as above.

pg. 48 Playtest Packet 4.0


additional armour protection. A model with Whatever result it rolled initially is ignored.
this ability gains an Armour value of 3+. Only the result of the re-roll counts. If the re-
rolled dice is a 6, then it counts as a success and
Linked (Neo-Bots/Player) generates an extra dice as normal.
Players with this ability have an uncanny knack Mighty (any Player)
of being able to predict what their teammates
might do. A Player with this ability rolls an additional dice
for Armour Checks, Slams and Slambacks
Once per turn, when a Player with this skill against non-GIANT opponents.
generates a free action they may forfeit it and
allow another Player of their type to take the Pacifist (Judwan or Any Player)
free action instead. The Player taking the free
The Player will not intentionally harm another.
action is still limited by the free actions
They will not commit Sucker Punch or Stomp
available from the initial test. This free action
fouls. They will not Slam, Slamback, or
can generate additional free actions as normal,
deliberately Throw the ball at another Player,
which are used by the Player that generated
though they can inadvertently harm another
them. This ability can only affect a Player once
Player if they Throw and miss a Strike while a
per Rush and cannot be generated off of cards,
Player is standing on a Strike Hex.
only when dice are rolled.
Phaser (Ada-Lorana/Any Player)
Long Arms (Judwan or Mechanites, Any Player)
A Player with this ability may become ghost-like
Some Players have extremely long arms
and insubstantial and move through other
allowing them to Throw further, providing a
Players as if they were not there. Even when
distinct advantage on the pitch.
they are trying to remain solid they have a
Players with this ability have a maximum range slightly translucent, misty appearance, like
of 12 hexes rather than 9 when Throwing the solidified fog.
ball. Any Throws performed at a range of 10-12 A Player with Phaser can exist in two distinct
hexes are made at a -3 dice modifier (meaning states: solid and insubstantial.
that unless they are a Striker they will need
Solid. When a solid Phaser is involved in a Slam,
Coaching dice to be able to succeed).
Slamback or Stomp, both players are at -1 dice
Apart from the additional range band, a Throw for Strength tests.
from a Player with Long Arms is worked out as Insubstantial. When a Player with this ability
normal. takes an action they may choose to become
Lucky (Any Player) insubstantial. If they become insubstantial then
it must be for their entire action. A Player
Once per Rush the Player may re-roll any one cannot become insubstantial if they are already
dice that they have rolled for a normal test. carrying the ball. An insubstantial Player returns
Declare that you will do this after you and any to solidity at their end of their action.
opponent have both rolled your dice, but
An insubstantial Player has partly Phased into
before you apply any results. If you both have
another dimension and retains only the most
the Lucky or Really Lucky ability then the active
tenuous connection to the normal three
Player chooses first whether to re-roll or not.
dimensions.
Re-rolling the dice means just that: pick up the
They cannot interact with the ball or another
dice you want to roll again and roll it again!
Player or the Ref in any way while insubstantial.
They may only take Run, Sprint or Stand Up

pg. 49 Playtest Packet 4.0


actions, though they may Dash if they choose portal has no empty hexes adjacent to it then it
to. They ignore threat hexes. They may not end cannot be used as a destination and is also
an action in the same hex as another Player. considered to be inactive. No player may move
They may move through the ball without it onto the hex containing an inactive portal, and
scattering. However, if they end their action in the ball will simply bounce off of it.
the same hex as the ball then they must Any model that is not a single hex player treats
attempt to Pick it up at -1 Dice as they become all portals as inactive. For example, this includes
solid again. the ball, GIANTs, and the Ref.
Pile-Driver (Any Player) A portal is Active if it has at least one empty hex
When a Player with this ability beats an adjacent to it, and there is at least one other
opponent with a Slam then they may choose to portal on the pitch that also has at least one
use the following Pile-Driver result instead. empty hex adjacent to it.
A portal blocks lines of sight in the same way as
Pile-Driver wins: the losing Player is smashed to
a player.
the ground in the hex they are in. The winning
Player is turned to face the target. Active portals are linked by invisible, inter-
dimensional tunnels that allow instantaneous
Pile-Driver doubles: the losing Player is
movement between them. A Player moves onto
smashed to the ground in the hex they are in.
an active portal hex as if it was an empty hex.
The winning Player is turned to face the target.
Calculate any Evades or Dashes required to get
The losing Player must then make their armour
to the first portal hex as normal. If the Dash or
check with a -1 Dice penalty.
Evade test to enter the portal hex is failed then
Portal (Koris/Any Player) the player will fall down in the hex they emerge
into. When working out the number of hexes
A Coach that has any Players with this ability in moved by the Player in that action, count the
his team may place a single portal counter on hex adjacent to the second portal as the same
the pitch before the match starts. Place this on hex as the first portal. Movement through a
your half of the pitch, behind the starting line. portal does not automatically end an action,
Portals may only be placed on any empty though it may. This depends on the result of a
regular hex (i.e. any that the ref can enter, not Confusion test (below).
the Strike Zones, Entry Hexes or Ball Launch
A Player may be pushed into an active portal.
hexes).
This will transport him in the same way as an
During a match, a Player with this ability may intentional movement. They will need to make
place an additional portal counter on the pitch a Confusion test as normal.
as one of his actions. This must be placed
A player that moves onto a hex containing a
adjacent to the model spending the action, and
portal immediately disappears. Where he ends
on an empty regular hex. A maximum of three
up depends on his training, experience and luck.
portals may be on the pitch at any one time
This is determined by making a confusion test.
(even if more than one team can place them).
Confusion Test: 4+ test (2)
Portal counters may not be moved. If a Player
with this ability wants to place a portal and Confusion test passed: the Player reappears in
there are already three on the pitch, then he an empty hex adjacent to another portal of his
must remove one of the existing ones and place choice, facing in the direction of his choice. The
it in a new location following the rules above. Player may continue their action from that
When only one portal is on the pitch then it point.
leads nowhere and is said to be inactive. If a

pg. 50 Playtest Packet 4.0


Confusion test failed: the opposing Coach may A Player with this ability is able to move other
place the confused player in any empty hex that Players without touching them.
is adjacent to another active portal, facing in a When a Player with this ability takes any action
random direction (use the scatter rules to other than Sprint, they may use some or all of
determine facing). The confused Player’s action their own movement to pay to attempt to move
ends and that Player cannot act again in the other non-GIANT Players from either team, that
current Rush. are currently on the pitch. Each attempt to
Portal Master (Koris/Any Player) move another Player costs 2 movement from
the Player using Push.
This ability works the same way as Portal with
For example, a Player with Push and a Move of
the following modification:
5 takes a Run action. They move 1 hex, move an
A Player with this ability may place one portal opposing Player 1 hex (at a cost of 2
counter per Rush at no cost in Team Action movement), and then move one of their
Tokens. teammates 1 hex (at a cost of 2 movement).
This uses all 5 of their Move for the Run.
Prognostic (Neo-bot/Any Player)
The target Player must be in line of sight of the
This Player is never caught off-guard by their Player using Push. Work this out as if you were
opponent’s actions. Throwing the ball at the target Player.
Whenever an opposing Player performs a Slam, Push: Strength (1) (against opposing Players)
Steal, Stomp or Sucker Punch against this Player
Push: Skill (1) (against Players on the same
they are able to predict that it is coming and
team as the player using Push)
prepare for it. This means that this Player’s dice
pool starts as the same as the opposing Player’s Push has a maximum range of 9 hexes. First,
before any deductions are taken into account. depending on range, apply to following
So if a Guard were to perform a running Slam
penalties:
against a Jack with Prognostic, the Guard would
 1-3 Hexes: No Modifier
initially generate 5 dice for this action. The Jack
 4-6 Hexes: -1 Dice
would copy this before both parties would take
into account any other factors. In this instance,  7-9 Hexes: -2 Dice
if the Slamming Guard had no negative
modifiers then he would retain all 5 dice. If the Once range is determined, roll the test with the
Jack is threatened by two opposing Players then following modifiers:
his dice pool would be reduced from 5 to 3 dice.  +1 Dice if the Player using Push is a
Tsudochan
Pummel (Rin Nomad or Guard)
 -1 Dice per opposing Player’s threat hex
If a Player with this ability fails to knock down the Player using Push is in (Up to a
an opponent with a Slam action and ends that maximum of -2)
action with the target Player still in a Threat
 -1 Dice if the Player being Pushed is a
Hex, they may immediately make a free Slam
action against the same target as before. If they Guard
gained +1 for moving adjacent during their first It is not possible to Dodge or Slamback against a
Slam action they gain the same +1 during this Push attempt.
free Slam action.
When a Player with this ability moves another
Push (Tsudochan/Any Player) Player into a new hex they may choose its

pg. 51 Playtest Packet 4.0


direction of facing. Players that are moved by If the opposing Player wins or the result is a
Push do not need to make Evade tests. draw then follow the normal rules. If the
A Player can only Dash to move themselves into Shoving Player wins by any amount then their
new hexes, not to increase the distance they opponent is automatically pushed back as
can move other players. described in the rules for Slamming, but will not
be knocked over, or take injury. The Shoving
You cannot Push the Ref or the ball. Player must turn to face the hex the opponent
Quick Recovery (Any Player) has just vacated, but may not follow up.
Slippery Customer (Any Player)
A Player with Quick Recovery is never placed in
the 2 or 3 turn Sin Bin locations due to failing an A Player with this ability is either physically hard
Armour check. If a Player with this ability suffers to grab hold of, or simply too agile to easily pin
2 or 3 unsaved damage treat them as if they down.
suffered only 1 unsaved damage. A Player with
this ability that suffers 4 or more unsaved If the player Dodges as his response to a Slam,
damage is removed from the game as normal. and neither Player doubles the other, then the
Rule of Law (Any Player) following applies. The Slippery Customer may
move 1 hex in any direction and does not need
The Player is carefully law-abiding and follows to Evade to do so. They may choose to face any
the rules to the letter. If the Player commits a direction. The Slamming Player does not move.
Foul then they voluntarily leave the match Resolve this movement after the normal result
permanently without needing to roll for the Ref. of the Slam.
This includes being part of a team that commits
Spinner (Koris/Any Player)
a Sneak Foul.
A Player with this ability gains a +2 modifier to
Run Around (Any Player)
Confusion tests.
A single Team Action Token can buy a Run
Steady (Guard or Jack)
action for two Players with this ability instead of
the normal one. Both Players must have this A Steady Player cannot be knocked down as a
ability and they must take their actions result of a Slam. They can be pushed back and
immediately one after the other. This action they can be injured, but they cannot be
counts towards both the Players’ total actions knocked down. This means that a Steady Player
for that Rush. who is doubled by a Slam will be pushed back
and must make an Armour check as normal. If
Running Interference (Jack Only)
this fails then they will be removed from the
A Player with this ability may use the action of pitch to recover from their injuries as normal.
the same name once per match. However, if their armour protects them then
they will remain standing in the hex to which
Shove (Any Player) they were pushed.
If a Player with this ability takes a Slam or Note that a Steady Player can fall down on their
Slamback option against an opposing Player in own, for example if they fail a Dash test or an
one of their Threat Hexes then they may choose Evade test.
to Shove them instead of rolling the test as
normal. Both Players roll their test as normal, Stench (Hobgoblin/Any Player)
with the Shoving Player getting an additional +2
modifier.

pg. 52 Playtest Packet 4.0


The Player counts as projecting a Threat Hex Whilst taking any action that involves
into every adjacent hex, not just those to their movement, the Player may decide to Take a
front arc. Dive. The Player chooses to deliberately fall to
the ground either in the hex he begins the
The player still has a front and rear arc, unlike action in, or as he moves into a new hex. If this
players with the 360 Degrees ability; it’s just hex is adjacent to one or more opposing
that their overwhelming odour makes it difficult Players, then the falling Player’s Coach may call
for nearby Players to focus on the job at hand. Foul! against one of those Players. Resolve this
In addition, the Player’s Threat Hexes always Ref check as normal. As with Dirty Tricks, the
modify a test (up to the maximum for that test) opposing player hasn’t actually committed a
if the modifier is listed at all. foul (this time), they are just made to look as if
they have.
Stretch (Any Player)
The Player may choose to Take a Dive while
The Player is either exceptionally long-limbed or Running Interference, as this is an action that
has explosive reserves of energy with sprinting. involves movement. The Player may not choose
The Player gets +1 dice on any attempts to to Take a Dive if he has fallen over for any other
Dash. reason, such as failing a Dash or being
Slammed. He could, however, declare that he is
Stubborn (Any Player)
Taking a Dive instead of making a Dash attempt
A Player with this ability ignores a single threat whilst moving to a hex that would normally
hex when involved in a Slam, or having Running require one. If so, he must decide to do so
Interference used against them. before any dice are rolled for the Dash.

For example, if the Player with Stubborn was If the Player falls over in a hex containing a
under 2 threat hexes, (whether from a single loose ball then it scatters. This does not end the
opposing Player with Gotcha, or two opposing current Rush. If the Player was carrying the ball
Players), then they would only suffer -1 to their when he Takes a Dive then the ball scatters and
dice pools rather than -2. If the Player was the Rush ends.
under 3 threat hexes, then they would suffer Teleport (Teraton/Any Player)
the maximum of -2 from threat hexes.
This is used in two ways. In either case, Teleport
is considered a type of movement for purposes
of interacting with other rules.
Tail (Sphyr or Any Player)
1) If a Player with this ability could make a Run
The Player with this ability can use their tail to action then they may choose to use Teleport
fend off attacks from behind. instead. The Player immediately disappears and
reappears up to 4 hexes away facing any
Tail only affects an opponent who is standing in direction. Count the distance for this move as
the Player’s rear arc. A Slam or Steal attempt normal, but ignoring any Players or other
against the Player with Tail is at an additional -1 obstructions on the pitch (effectively allowing
dice modifier. you to Teleport “through” other Players). Note
that Players may Teleport as part of an action
Taking a Dive (Jack or Striker) that includes a “full Run action” and Teleport
may be used in place of a Run.
Each player with this ability may use it once per
match, and each team may use it a maximum of A Player may choose to Teleport onto the pitch
once per Rush (of either side). from the Subs’ Bench. Measure this as normal

pg. 53 Playtest Packet 4.0


for a Player moving back on, counting the check then the Toxic effect would not apply and
yellow entry hex as the first space of the move. they would suffer no damage.
Teleport is an instant move that does not Transform (Robot/any Player)
require any Evade tests and cannot be
interrupted by Running Interference. Simply The robot has been designed to modify its
pick up the model from its starting hex and appearance and refocus its energies to best suit
place it in a different empty hex (or hexes if the the task at hand.
Player is a GIANT) at least one and up to a During the game Players with this ability change
maximum of four away. The Teleporting Player their role by using the Transform action below.
may choose to end up facing in any direction. If Once they have changed to another role they
the Teleporting Player has the ball when they remain in that role until they perform another
Teleport then it goes with them. A Player that successful Transform. A single Player can
Teleports cannot Dash as part of that action. change as many times as they like during a
The second use of this ability is defensive. match.
When the Player is Slammed in his rear arc he During a game a Player with the Transform
automatically Teleports instead of making a ability is counted as being the role they are
normal Dodge roll. The Slam is not resolved. currently in for purposes of all game rules. For
Immediately move the Teleporting player to a example, the Player may only use the actions
new hex as described above. The Slam action is and abilities that are appropriate to the role he
ended as soon as the Teleport move is is currently in. A Player that is currently a Guard
complete, though the Coach of the Slamming cannot Throw the ball, but he can Slam. If the
Player may then continue with the rest of his same Player in the same game later became a
Rush if he has remaining actions to perform. Jack then he could also both Throw and Run
Note that if a player has both the Teleport and Interference. However, if he continued to
360 Vision abilities then this second function change and took on the role of a Striker then he
does not work. If a Player has no rear arc they could no longer neither Slam nor Run
cannot be Slammed in it! Also note that you Interference, but he could still Throw the ball.
cannot commit a Sucker Punch foul against a
player with the Teleport ability. In a league, a Player with the Transform ability
earns and records experience just like any other
Toxic (Guard or Jack) Player, based on whichever role he is in at that
moment. When it comes to making
When a Player with this ability doubles a Slam,
advancement rolls, he may advance as though
their opponent makes the resulting Armour
he were any of the roles. This means that he
check as normal. If any damage is not saved by
may end up with abilities that are exclusive to
the Armour then Toxic adds +1 to the final total
several different Player roles. However, he can
suffered.
only use the abilities that apply to the role he is
For example, if a Player loses a Slam with only 2 in at the time, and the options available to the
successes to 5, then they have been doubled Player will change with his role.
and must make an Armour check to reduce the
When the Player with the Transform ability
potential 3 damage. If they roll 2 successes they
wants to change role, make a test as defined
would normally take just a single point of
below. This is done as a normal test, but instead
damage. However, if the Slam was by a Player
of being on one of the usual game values it is
with Toxic they would suffer +1 damage for a
done on a fixed 4+ everyone.
total of 2 as the Armour has not stopped it all. If
they had rolled 3 successes on their Armour Transform: 4+ test (1)

pg. 54 Playtest Packet 4.0


Transform fails: the Player has problems and
cannot change roles. This is probably temporary
and they may try again in a subsequent Action if
they wish.
Transform succeeds: The Player immediately
changes roles by one step: from Jack to Guard
or Striker, or back from Guard or Striker to Jack.
Transform doubles: The Player immediately
changes one step as above, and gains a free
Run, Throw, Transform or Slam action, if the
role would allow such (So no Throw for Guards,
no Slam for Strikers). If a Player is carrying the
ball when he Transforms into a Guard, and he
does not have the Keeper ability, then the ball
scatters immediately, ending the Rush.
Otherwise, a Player with the ball retains it
whilst they Transform.
A Player may Transform whilst they are on the
ground. This is an exception to the normal rule
that limits a Player on the ground to only Stand
Up actions.
Actions spent Transforming a Player to a new
role do not allow any other movement
(including turning). It is entirely used up in the
change of role.

pg. 55 Playtest Packet 4.0


Teams
Trontek 29ers

Jack 5 4+ 4+ 4+ 4+ 4+ 8 x3
Striker 5 4+ 4+ 4+ 4+ 5+ 10 x3
Guard 5 4+ 4+ 4+ 4+ 4+ 10 x2
Captain (Jack) 5 4+ 4+ 4+ 4+ 4+ 10 - Lucky
Extras: 1 Coaching Die, 2 DreadBall cards

Greenmoon Smackers

Jack 5 5+ 3+ 3+ 4+ 4+ 9 x5
Guard 5 3+ 4+ 4+ 5+ 4+ 13 x3
Captain (Striker) 5 5+ 3+ 3+ 4+ 5+ 11 - A Safe Pair of Hands
Extras: 1 Coaching Dice, 1 DreadBall card

Skittersneak Stealers

Striker 7 4+ 3+ 3+ 5+ 5+ 11 x6
Guard 7 4+ 3+ 3+ 5+ 4+ 12 x2
Captain (Guard) 7 3+ 3+ 4+ 5+ 4+ 14 - Can't Feel a Thing
Extra: 1 DreadBall card

Midgard Delvers

Jack 4 3+ 4+ 5+ 4+ 4+ 9 x3 Stubborn
Striker 4 3+ 4+ 5+ 4+ 5+ 9 x2 Stubborn
Guard 4 3+ 5+ 5+ 4+ 4+ 13 x3 Stubborn
Captain (Striker) 4 3+ 4+ 5+ 4+ 5+ 11 - Stubborn, Grizzled
Extras: 1 Coaching Dice, 1 DreadBall card

pg. 56 Playtest Packet 4.0


Chromium Chargers

Jack 6 4+ 4+ 4+ 4+ 4+ 14 x6 Transform
Striker 5 5+ 4+ 3+ 4+ 5+ - - Transform
Guard 5 3+ 4+ 5+ 4+ 4+ - - Transform
Captain (Guard) 5 3+ 4+ 5+ 4+ 3+ 12 - Steady, Keeper
Extras: 1 Coaching Dice, 1 Dreadball card

Pelgar Mystics

Striker 6 5+ 4+ 3+ 4+ 5+ 15 x6 Pacifist, Long Arms, Feint


Captain (Striker) 6 5+ 4+ 3+ 4+ 5+ 16 - Pacifist, Long Arms, Feint,
360 Vision
Extras: 1 DreadBall Card

Nemion Oceanics

Jack 6 4+ 4+ 4+ 4+ 4+ 9 x2 Tail
Striker 6 4+ 4+ 4+ 4+ 5+ 12 x4 Tail
Guard 6 4+ 4+ 4+ 4+ 4+ 12 x2 Tail
Captain (Jack) 5 4+ 4+ 3+ 4+ 4+ 12 - Toxic, Gotcha!
Extras: 1 DreadBall card

Rotatek Rockslides

Jack 4 3+ 4+ 5+ 4+ 4+ 9 x2 Steady
Striker 4 3+ 4+ 5+ 4+ 5+ 9 x2 Steady, Grizzled
Guard 4 3+ 4+ 5+ 4+ 4+ 12 x4 Steady
Captain (Guard) 4 3+ 5+ 5+ 6+ 4+ 13 - Driller, Can't Feel a Thing
Extras: 1 Coaching Dice, 1 DreadBall card

pg. 57 Playtest Packet 4.0


Bremlin Nebulas

Jack 6 5+ 4+ 3+ 4+ 4+ 11 x4 Shove, Backstab


Striker 6 5+ 4+ 3+ 4+ 5+ 14 x4 Jump
Captain (Guard) 6 4+ 4+ 3+ 5+ 4+ 15 - Shove, Backstab, Does
this Hurt?
Extras: None

Draconis All-Stars

Jack 5 4+ 4+ 4+ 4+ 4+ 11 x2 Prognostic
Striker 5 4+ 4+ 4+ 4+ 5+ 13 x3 Prognostic
Guard 5 4+ 4+ 4+ 4+ 4+ 13 x3 Prognostic
Captain (Jack) 5 4+ 4+ 4+ 4+ 4+ 4+ - Prognostic, Linked
Extras: None

Tenth Moon Tree-Sharks

Jack 6 4+ 3+ 4+ 4+ 4+ 10 x3 Duck and Weave


Striker 6 4+ 3+ 4+ 4+ 5+ 12 x4 Duck and Weave
Guard 6 4+ 3+ 4+ 4+ 4+ 12 x1 Duck and Weave
Captain (Striker) 6 4+ 3+ 4+ 4+ 5+ 14 - Duck and Weave, Backflip
Extras: 1 DreadBall card

Locust City Chiefs

Jack 5 4+ 4+ 4+ 4+ 4+ 9 x5 Stretch, Can't Feel a Thing


Striker 6 4+ 4+ 4+ 5+ 5+ 11 x2 Can't Feel a Thing
Guard 5 3+ 4+ 4+ 5+ 4+ 17 x1 Steady, Can't Feel a Thing
Captain (Jack) 5 4+ 4+ 4+ 4+ 4+ 11 - Jump, Stretch, Can't Feel
a Thing
Extras: 1 DreadBall card, 1 Coaching Dice

pg. 58 Playtest Packet 4.0


Void Sirens

Jack 5 4+ 4+ 4+ 4+ 4+ 8 x4 Running Interference


Striker 5 4+ 4+ 4+ 4+ 5+ 10 x3
Guard 5 4+ 4+ 4+ 4+ 4+ 10 x1
Captain (Jack) 5 4+ 4+ 4+ 4+ 4+ 11 - Even the Odds
Extras: 4 Coaching Dice

Shan-Meeg Starhawks

Jack 6 5+ 4+ 3+ 4+ 4+ 10 x3 Fragile, Taking a Dive


Striker 6 5+ 4+ 3+ 4+ 5+ 13 x4 Fragile
Guard 6 5+ 4+ 3+ 4+ 4+ 10 x1 Dirty Tricks
Captain (Jack) 6 5+ 4+ 3+ 4+ 4+ 12 - Stretch, Fragile, Taking a
Dive
Extras: Defensive Coach

Koeputki Kolossals

Jack 5 5+ 3+ 3+ 5+ 4+ 9 x10 It Wasn't Me, Runaround


Captain (Jack) 5 5+ 3+ 3+ 4+ 4+ 11 - It Wasn't Me, Runaround
Extras: 1 DreadBall card
Monkey Business: At the start of any of their own Rushes, this team's Coach rolls 1 dice.
On a roll of 1-3, gain that many Coaching dice for this Rush only (any unused are lost).
The team may never buy extra coaching dice, though may gain them through cheers.

The Unincorporated

Sorak Jack 5 4+ 4+ 3+ 4+ 4+ 10 x2 Safe Pair of Hands


Gaelian Jack 7 4+ 5+ 4+ 4+ 4+ 13 x2 Charge!
Ralarat Striker 6 5+ 4+ 4+ 3+ 5+ 15 x2 Jump, Slippery Customer
Rin Guard 5 4+ 4+ 4+ 5+ 4+ 12 x2 Pummel
Captain (Jack) 6 5+ 4+ 4+ 4+ 4+ 12 - Stubborn, Quick Recovery
Extras: None

pg. 59 Playtest Packet 4.0


Wu-Ling Wanderers

Jack 4 4+ 4+ 4+ 4+ 4+ 11 x5 Spinner, Portal


Striker 4 4+ 4+ 4+ 4+ 5+ 11 x1 Spinner
Guard 4 4+ 4+ 4+ 4+ 4+ 12 x2 Spinner, Gotcha!
Captain (Jack) 4 4+ 4+ 4+ 4+ 4+ 13 - Spinner, Portal Master
Extras: 1 DreadBall Card

Sulentic Shards

Jack 4 3+ 5+ 5+ 4+ 4+ 10 x3 Harmonics
Guard 4 3+ 5+ 5+ 4+ 4+ 12 x5 Harmonics
Captain (Guard) 4 3+ 5+ 4+ 4+ 4+ 15 - Harmonics
Extras: 1 DreadBall Card

Rallion Roses

Jack 5 4+ 4+ 4+ 5+ 4+ 9 x4 Stench
Striker 5 4+ 4+ 4+ 5+ 5+ 11 x2 Stench
Guard 5 3+ 5+ 5+ 5+ 4+ 20 x1 Mighty,Brush Aside
Captain (Jack) 5 4+ 4+ 5+ 5+ 4+ 14 - Stench, Toxic, Backstab
Extras: 1 DreadBall Card, 2 Coaching Dice

Fran-Taar Philosophers

Jack 5 5+ 4+ 4+ 4+ 4+ 10 x8 Push
Captain (Jack) 6 5+ 4+ 4+ 5+ 4+ 13 - Push, Grizzled
Extras: 2 DreadBall cards

pg. 60 Playtest Packet 4.0


Glambek Ghosts

Jack 5 4+ 4+ 3+ 4+ 4+ 12 x2 Phaser
Striker 5 4+ 4+ 3+ 4+ 5+ 15 x3 Phaser
Guard 5 4+ 4+ 3+ 4+ 4+ 15 x1 Phaser
Captain (Jack) 6 3+ 4+ 3+ 4+ 4+ 15 - Phaser, Rule of Law
Extras: 1 DreadBall Card, 1 Coaching Dice

Ukomo Avalanchers

Jack 5 3+ 5+ 5+ 4+ 4+ 9 x4 Teleport
Guard 5 3+ 5+ 5+ 4+ 4+ 14 x4 Teleport
Captain (Guard) 4 3+ 5+ 5+ 4+ 3+ 18 - Teleport, Keeper
Pile Driver
Extras: Defensive Coach

Matsudo Tectonics

Jack 5 2+ 5+ 6+ 4+ 4+ 15 x3 Steady, Honorable


Guard 5 2+ 5+ 6+ 4+ 4+ 18 x3 Shove, Honorable
Captain (Jack) 5 2+ 5+ 5+ 4+ 4+ 20 - Steady, Honorable
Extras: None

pg. 61 Playtest Packet 4.0

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