TM & © DC Comics (s12

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F I G U R E S

F O R

T H E

C O L L E C T O R

INDEX
INTRODUCTION.................................................................5 BASIC RULES..................................................................15 GAME COMPONENTS....................................................5
• • • • • • • • PLAYING SURFACE..................................................5 DICE............................................................................5 COUNTERS................................................................5 MARKERS..................................................................5 MEASURES.................................................................6 THE ROUND OFF......................................................6 THE MINIATURES....................................................6 MINIATURES SIZE....................................................6 •

SIGHT.....................................................................................15
LIGHTS...................................................................15 DISABLED MOVEMENT........................................16 MOVE AROUND ARKHAM CITY.......................16 PASS A SMALL OBSTACLE....................................16 PASS A DIFFICULT OBSTACLE........................... 16 DIFFICULT GROUND............................................17 CLIMB A VERTICAL OBSTACLE..........................17 JUMP A GAP.............................................................17 SPRING INTO THE AIR.........................................17 FALLS........................................................................18 MANIPULATE.........................................................18

VOLUME.............................................................................6
• • • • • • •

CHARACTER CARD .......................................................8
CHARACTER NAME / IDENTIFICATION...........8 RANK ......................................................................8 AFFILIATE ..............................................................8 REPUTATION.........................................................8 $ FUNDING.............................................................8 WEAPONS...............................................................8 TRAITS / SPECIAL TRAITS...................................8

• • • • • • • • • • • • • • • • • • • • • • • • • • •

MOVEMENT ..........................................................................16

ATTACK ................................................................................18

CHARACTER PRINCIPAL CHARACTERISTICS.......................................................9
• • • • • • • STRENGTH..............................................................9 WILLPOWER ..........................................................9 MOVEMENT............................................................9 DEFENSE..................................................................9 ATTACK....................................................................9 ENDURANCE...........................................................9 SPECIAL....................................................................9

• BASIC SKILLS/ ABILITIES....................................11 • DISTRIBUTING THE ACTION COUNTERS............................................................12 • USING YOUR COUNTERS.....................................12

1 TAKE THE LEAD...............................................................11 2 RAISE A PLAN..................................................................11

PLAYING SEQUENCE...................................................11 DAMAGE ..............................................................................22
• • • • • • • • • DAMAGE ACCUMULATION EFFECTS...............23 K.O KNOCK OUT....................................................23 CASUALTY. . .............................................................23 COLLATERAL DAMAGE......................................23 KNOCK DOWN.......................................................23 CRITICAL DAMAGE..............................................24 RECOVER . ...............................................................24 RECOVER FROM A STUN.....................................24 RECOVER FROM A K.O.........................................24

CLOSE COMBAT...................................................18 HIT.............................................................................18 DAMAGE..................................................................19 NUMERICAL INFERIORITY. ................................19 DEFENSE POSITIONING.......................................19 CLOSE COMBAT GRAB. ......................................19 CLOSE COMBAT PUSH..........................................19 DEFENSE..................................................................19 RANGED ATTACK/SHOOT..................................21 RANGE......................................................................21 RATE OF FIRE (ROF)..............................................21 AMMUNITION........................................................21 DAMAGW.................................................................21 BLINK!....................................................................21 BLINK! ROLL. ..........................................................21 CROSS FIRE. ............................................................22 IMPACT.....................................................................22

3 EXECUTE THE PLAN ......................................................12
• • • • ACTIVATE A FIGURE.............................................12 PASSIVE SKILLS......................................................12 PASS...........................................................................12 SKILL ROLL..............................................................13

4 CASUALTY RECOUNTS (end of a round) ......................13

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W UP...............................................................................26 SET
• • • • • • PLACE THE SCENERY................................................26

CONFIGURING YOUR BAND ...............................................26

ESTABLISH REPUTATION....................................26 BAND LEADER .......................................................26 RANK........................................................................26 $ FUNDING..............................................................26 EQUIPMENT..........................................................27

STRATEGIES (optional).....................................................28 CHOOSING STRATEGIES............................................28 Phase A/ Scenario Election .............................................29 Phase B/ Urban Furniture.................................................29
SEWERS.................................................................29 GETTING IN AND OUT OF THE SEWER...........29 LAMPPOSTS.........................................................29

• • •

Phase C/ BANDS ................................................................30
• • • • •

Phase D/ OBJECTIVES ......................................................30

CONTROLLING OBJECTIVES..............................30 LOOT. .......................................................................30 ENIGMA...................................................................31 AMMO CRATES.......................................................31 TITAN CONTAINER................................................31

Phase E/ Start Playing .......................................................31

END GAME .......................................................................31
• • •

RUN AWAY................................................................31 WINNING THE GAME AND VICTORY POINT COUNT . ..........................................................31 CREDITS........................................................................34

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when it is done and Gotham is ashes. There’s a reason why this prison is the worst hell on earth. as will you. The Dark Knight Rises 4 . I learned here that there can be no true despair without hope. where I learned the truth about despair. Every man who has ventured here over the centuries has looked up to the light and imagined climbing to freedom. So. Hope. And like shipwrecked men turning to sea water from uncontrollable thirst. as I terrorize Gotham.. then you have my permission to die” Bane.“Home.” You can watch me torture an entire city and when you have truly understood the depth of your failure. we will fulfill Ra’s al Ghul’s destiny. I will feed its people hope to poison their souls.. many have died trying... I will let them believe they can survive so that you can watch them clamoring over each other to “stay in the sun.. We will destroy Gotham and then. So simple.. So easy...

tokens or even the dice. It has a strategic and dynamic orientation that avoids complex mechanisms and makes it suitable for all kind of players. Arkham Asylum INTRODUCTION BATMAN MINIATURE GAME is a new skirmish game. and a previous stage where figures actions are planned. etc. The counter duties will be explain afterwards. Unbiased. cars. which you can find the at the end of the rulebook. Get a small non-transparent bag or container to keep the counters. The gameplay system is designed for both novice and veteran players.“Welcome to the madhouse. trees. PLAYING SURFACE We must prepare any table or board with a minimum of 90x90 length and place the scenographic elements (houses. more entertaining the game can be. counters. poison.) over it. And the only morality in a cruel world is chance. parks & harbors from Arkham or Gotham City. Unprejudiced. primarily in the Batman universe and the villains associated with him. “The world is cruel. You will need from 4 to 8 counters per character. At least one of them should come in a different colour. as we explain later on. DICE You’ll need many six-sided dice to play the Batman Miniature Game. Knigth Models will provide special branded band dice. Fair. a few six-sided dice. gardens. Please make sure that the counter you choose fits on the space specially designed for them on the character card. Counters can be easily purchased in most stores. The dark Knight MARKERS While you play the game there are many situations or states of the characters to remember (damage. This game is focused on DC Comics World. knock down. The markers should be placed next to the character miniature in order to keep track of the damage or special powers effects during the game. COUNTERS The counters can be represented by gems. 5 .) Knigth Models has designed special markers. and you sprang it gloriously! Now let’s get this party started! Joker. with an original gameplay based on action counters. chips. Batman! I set a trap. GAME COMPONENTS Batman MiniWature Game requires: a scenery which represents the city area. a tape measure and Knigth Models Miniatures. Knigth Models Miniatures accurately represent each of our game characters. Also there are special target markers that designate missions. etc.” Two-Face. This scenographic items can be easily purchased or even made by the players with their own creative and imagination skills. simulating the streets. As much scenographic area you dispose. This will be used to determine who will be the first player.

All the miniatures include a base and the corresponding Character Card. THE ROUND OFF Many situations of the game will ask you to divide a numeric value. The distance traveled by a miniature through the ground/land starts from its own base edge to its new position. Note: The volume is a part of the miniature. not including equipment elements and limbs that exceed this cylinder. Any time during the game any distance measures are allowed.MEASURES THE MINIATURES To play Batman Miniatures Game you will need a tape The most important pieces in the game are the miniameasure (in centimeters. Knigth Models offers a faithful representation tween characters and the lenght of their movements. Almost all Batman Miniatures characters are humans with a similar length (30 to 40mm aprox. If there is a remainder. of the characters from Batman´s world. without exceeding the allowed distance with any part of its base edge. should be MINIATURES SIZE measured from their closest volume point. If the miniature is on its knees or over a decorative element. VOLUME. which includes all the information required to play the game. The miniatures occupy a cylindric space: diameter base x height. This distances between miniatures. cm) to check the distance be. take the volume as when the miniature is upright over its own base. The miniature size and volume is determined by the base the figure is set on.tures.). 6 . or between miniatures and obstacles. the number should be rounded down. Knigth Models will provide all miniatures corresponding base to stand on. The size difference between them is insignificant over the game scale. which is why we consider all of them in a standard size unless it specifically describes on a character that this is not the case.

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Please check “band configuration” for more details. Henchman or Lackey.CHARACTER CARD All miniatures have their own Character Card. 2 RANK 5 $ FUNDING Different ranks can be: Leader. In making a band the reputation will set the value of the character within the band. which depends on the total reputation the group owns. as there are a few requirements and a limit on how many characters can join. Range 3 / Personal Traits: _______________________ Batcape _______________________ Detective _______________________ Explosive Gel _______________________ Batclaw _______________________ Reinforced Gloves - / - / _______________________ Couterattack _______________________ Sneak Attack _______________________ Batarmor Mk1 _______________________ Total Vision _______________________ Special Traits: _______________________ _______________________ _______________________ _______________________ _______________________ _______________________ _______________________ _______________________ _______________________ _______________________ _______________________ _______________________ _______________________ _______________________ _______________________ _______________________ _______________________ _______________________ _______________________ _______________________ 7 4 Reputation: 130 5 $ Funding: $0. Knigth Models will give each miniature a Character Card describing the following features: CASE:_______________ K35BAC001 1 2 Affiliate:__________ Bruce Wayne Batman Name:__________ Batman Alias: __________ Leader Rank:__________ Special Damage ROF Ammo Batarang / 2 / 3 / Remote Control ________________________ Throwing . but it will also work as a special tool during the game.racter ter can join. The sum of all band members’ reputation can not be higher than the established band reputation. Free Agent. as their Leader. Weapons and character equipment values comes in Dollars. 7 TRAITS / SPECIAL TRAITS This means all band members will have the same icon Traits and special traits that owns the character.00 Strength 3+ Willpower: 8 MC Movement 3 Attack 5 AC Defense 5 DC Endurance 8 3 Special Gov. 3 AFFILIATE 6 WEAPONS On this section more than one band icon may appear. how could we have two Batmans in the same band. Ghotam_________________ SC 1 CHARACTER NAME AND IDENTIFICATION 4 REPUTATION This is what makes a character unique. because you can’t line up more than one of the same character in a band. The icon of your Leader will determine which characters can line up with him. This distinctions are important in arranging a band. 8 . All the scenarios have their own reputation quantity (which can be established by the players) in order to configure the band. Basically. Sidekick. In this square are the weapons that can bring the chaThis icon shows the band or bands that the charac. and it will depend on the character rank. This card will not only describe all the character information that you need to play.M. Each band can include a maximum $ amount to their team.

on each turn. This value also represents the number of opportunities to WILLPOWER block enemies’s hits. etc. mobility (run. The higher your Attack. The Damage Roll must be equal to or greater enemy’s attacks. which will be the key to success during the game. Willpower is one of the most important characteristics. This value re. 9 . There is a space in the Character Card to place Action Counters to attack. There is a space in the may not “run” with the same velocity. the more times you can strike. ENDURANCE Represents the capacity to take hits or resist injuries. between his basic skills (move. attack. This number is the maximum of damages a figure can Basically all figures “walk” the same speed. special). The dice roll of your opponent must than the value of the opponent’s strength to damage. There are six principal characteristics: STRENGTH DEFENSE It is used to produce damage from an impact during This value represents the defense capacity against the an attack. dodg. but they endure before getting K. etc… This value is the number of Action Counters the figure has to share out. Every characteristic has a numeric value. MOVEMENT ATTACK This value represents the character’s offensive capacity. be equal or greater to this value to score a hit. It represents the character’s capacity to “act” during his turn. climb. It may mean that he can run more. It is also the number your opponent must surpass to block. The more willpower a character has.O. attack more times. defend himself.CHARACTER PRINCIPAL CHARACTERISTICS All Batman Miniatures Game figures have their own particular principal characteristics. with their own abilities and skills. defend. There is a space in the Character Card to place Action Counters to move SPECIAL longer or execute special movements. the more he will be able to do when he is active.Character Card to place Action Counters to place the presents the capacity to make or force the miniature’s Damage Markers recieved.). do special actions. This is a space in the Character Card to place Action Counters to perform Special Actions.

10 .

We call these counters Attack Counters or AC.. Movement Counters or MC. for any reason. This will help us to carry out the basic abilities and use the special rules during the different game stages. The owner of the extracted die/counter will be the one who takes the lead for the round. Dark Knight!” The Riddler.” Bane. Each player should have the same amount.PLAYING SEQUENCE The playing sequence is structured by rounds. equal to the character´s Willpower. Once these stages are done. Arkham City The player must divide up the action counters (Willpower value) between the skills the figure has. “It doesn’t matter who we are. The lead player will choose the player who starts raising his plan. We will call them from now on. These counters will improve the character’s movement capacity. or to recover damage at the end of the turn. These counters allow the character to make ranged and close combat attacks (check attack rules for more info). A game won´t have more rounds as initially decided even if there are dice/counters left to extract. 11 2 RAISE A PLAN It is time to decide what your characters will do during your turn.. Place the counters on their empty space on the character card. MOVE ABILITY The player can place as many action counters as his Movement value. Whichever player leads the round will choose the player who plays first at the next stage. DEFENSE ABILITY Place as many action counters as the character’s Defense value has. Each of these counters are for the character’s special ability.. we can start the next stage. No one cared who I was ‘til I put on the mask. The dice/counters should be of similar shape. as shown below.. We will call this counters Defense Counters. If. This is a “passive” skill and can be used when the character is “non active”. What matters is our plan. between the basic skills shown on the character card. When both players are ready. a new round will start. Players must extract a die/counter each round until there are no more dice/counters left. Modifier to the rule: for every 2 damage markers the character accumulates at the beginning of the stage. and so on until the goals are achieved “You picked wrong. The chosen player must award and give out the Actions Counters. there are no more dice/counter to extract the game will be finished instantly. or DC. At the beginning of each round one player will extract a die/counter from the bag and show it. but in two different colors. BASIC SKILLS/ ABILITIES The character card has four blank spaces for each character ability (movement. ATTACK ABILITY The player can place as many action counters as his character’s Attack. These counters will be called Special Counters or SC. SPECIAL ABILITY (value 3) Players can use up to three counters for this attribute. the opponent must do the same with his figures. attack. You can have empty spaces as you like. The Dark Knight Rises DISTRIBUTING THE ACTION COUNTERS Please follow the conditions described before awarding the action counters to your figure. and have made clear their own plans. Each of the counters can be used to block an attack or hit from the opponent during close combat. Once the first player has planned what his characters will do. The players should execute the following stages consecutively in the following order. defense & special). . the character will loose 1 action counter! 1 TAKE THE LEAD On the first round players have to introduce as many dice/counters as the number of rounds the stage has (used to be 6 to 8 turns) and put them into a non transparent bag or recipient.

The Dark Knight PASSIVE SKILLS Many abilities are passive. This means a player can activate two characters consecutively. or just move. at the beginning of a character’s activation. as response to attacks or to special rules. it is time to activate them and start to attack or move. it can perform moves and attacks. Once the character has done his basic abilities and spent the required counters. I just… do things. This means the character can move & attack. We will always start with the player who first raised the plan. PASS At the beginning of Execute the Plan. Gordon’s got plans. you cannot carry out this action or rule. It can also use the special skills. Once all figures are activated during a round we will get to the final stage. players must decide how many pass chances the player with fewer figures has. The players will alternate for figures activation. during other player’s turn. “Do I really look like a guy with a plan? You know what I am? I’m a dog chasing cars. Each character can only be activated once per round. you will need to use your basic skills consumig action counters. A player cannot pass more than twice consecutively. Note: Players are not required to use all counters. 12 . just attack. Schemers trying to control their little worlds. I wouldn’t know what to do with one if I caught it. 3 EXECUTE THE PLAN As soon both players had planned all their figures’ actions. Players should declare. Remove the counter from the character card until it can be awarded again later. If an action requires you to use or consume more than one action counter and you do not posses enough action counters. The instructions and cost in counters will be shown on each passive skill. The mob has plans. their abilities and the order of consumption. the cops have plans. such as defend or block. I try to show the schemers how pathetic their attempts to control things really are” Joker.USING YOUR COUNTERS During the game. the player with fewer figures can pass and give the chance of activation to the opposite player. You know. The pass chances are equal to difference between how many fewer miniatures the player has than their opponent (K. attack & move. You know.) This way. the activation will be finished and give way to the next player’s figure activation procedure. ACTIVATE A FIGURE As soon as a figure is active.O. characters doesn’t count for this. This can be used. I’m not a schemer. they’re schemers.

Arkham Asylum To succeed you must roll one die which must be equal to or less than the character’s Movement value.O.SKILL ROLL To succescfully execute some actions you must pass a roll. make a recover roll (check recover). Once the recover rolls are done the players must carry on with all those rules that must be enacted at “the end of the round”. WILLPOWER ROLL To succeed you must throw two dice and the sum of both should be equal or less than the character’s Willpower value. remove all unused action counters from the character cards and check the victory conditions over the scenery. RESISTANCE ROLL To succeed you must throw two dice and the sum of both should be equal to or less than the character’s Endurance value.O. the K. Compare the roll against the value of principal character characteristics: AGILITY ROLL “I seem to be losing men like there’s a plague in town. I guess the bat is back” Joker. 13 . Afterwards. 4º CASUALTY RECOUNTS (end of a round) At the end of the round. To make this happen. or stunned figures will have the chance to recover and get rid of stunned markers or wake up from a K.

14 .

In each case. moulded by it. or other equip elements that may stick out from the base diameter. Of course. The easiest way is to draw an imaginary line between the figures using a ruler or a laser pointer. regardless at what distance they are. there are abilities and equipment which will let you see more or even less sometimes. I was born in it. if a character is under the effect of any light. it will become totally visible by the other figures which can draw a direct line of sight to the figure.BASIC RULES “Oh. it won´t be seen so you cannot attack that object or objective. The Dark Knight Rises SIGHT In Batman Miniatures Game it is always nighttime… That´s why visibility is reduced. In all cases. unobstructed line between any point of the volume of both figures. But you merely adopted the dark. SEEN SEEN To see at least a quarter (1/4) of the miniature’s volume must be visible. None of the characters are able to see over 30cm away from its volume from in any direction. NOT SEEN 15 . LIGHTS In the game there will be streetlights. I didn’t see the light until I was already a man. lanterns and spotlights which light up the street over the playing ground. not including as volume the open arms. To see another character you must be able to trace a straight. by then it was nothing to me but BLINDING! Shadows betray you. If something is further than 30cm from a character. because they belong to me” Bane. you think darkness is your ally. we will specify the area each object illuminates.

it can travel around the playing area as many centimeters (cm) as its BMC value. chairs or any domestic furniture in general. and vertical obstacles. The miniature can not go through any space or volume already occupied by other miniatures. A die must be thrown for each used MC and the sum all the die results (in cm) should be added to the character’s BMC. and must move at least 10cm. so the movement rules are designed to this evironment. Arkham City MOVE AROUND ARKHAM CITY The ground elements around the scenery are fundamental for the miniatures’ motion and sight. boxes. PASS A DIFFICULT OBSTACLE These obstacles are those higher than half of the miniature size but not taller than the miniature itself (around 2 to 4 or 5cm for a “human” character). cross any obstacle or difficult ground. it is considered a difficult obstacle. RUN A character can double his BMC using 1MC and 1SC. The total will be the characters new BMC during the activation. check the jump capacity or JC. In these cases. PASS A SMALL OBSTACLE Small obstacles won´t exceed half of the miniatures height (around 2cm for a regular or human figure).MOVEMENT All Batman Miniatures Game characters have the basic movement capacity (BMC). to determine the highest jump distance the character can make. JUMP CAPACITY (JC) Some miniatures moves require jumping over obstacles or ground gaps. All the MC added to the BMC should be used at the same time. A figure which does not use the MC at its movement turn cannot use them to move at any other moment after the activation. cars. These obstacles can be high garden hedges. I like it. if the character has MC (meaning that the player added action counters to its move basic ability) it can be used to move further. climb. which will be divided in different categories: small obstacles. Once it is standing again it can move as usual. When a figure is active and moves. containers. difficult obstacles. As a default. Passing them won´t carry any penalty as they don´t exceed half of the miniature’s size. “This place is dangerous. the miniature’s JC is always the half amount of its BMC. Furthermore. it may stand up during its activation using 1 of any Action Counter. DISABLED MOVEMENT During the game there will be occasions where a character’s moves may be disabled by a ground difficulty or by a rule effect. fences. buckets. discount 2cm (centimeters) from the BMC per centimeter he may travel across. 16 .” Catwoman to Batman. but may use them to pay other costs. STAND When a figure is knocked down. big trash bins and the urban furniture in general. When a miniature is under a disable movement effect. The Batman Miniatures Game combat will take place in the city. During this movement the figure won´t be able to manipulate. If it is higher. Small obstacles can be garden hedges. or make any jump. which is set on 10cm and may change according to their special rules. All ground elements are considered obstacles.

Don´t forget to set the vertical obstacles will suffer damage. waterways or harbor water.re are BMC left. the figure to stand upon. the figure will always final miniature base position. Otherwise you will spring into the air gets as many damages markers (injured) was half of or suffer the fallen rules. the jump will succeed automatically. or they won´t be capable to do it. The damage depends on the difference between the distance and the JC. Unless the plabefore the game starts. If the jump height is less than the JC. that is thick enough • If it exceeds from 11 to 15cm from the JC. his Endurance value. While the character get knocked down. such as a wall or any other element which can If the jump is higher than the JC then the character be climbed. JUMP A GAP A character can horizontally jump a gap or empty space which is no higher than the JC. tree areas. To move vertically we must measure the initial and yer has a successful agility roll.DIFFICULT GROUND Is considered a difficult obstacle ground areas as piles of debris. • If it exceeds more than 15cm from the JC. It will cost 1MC or it will count as a fall. Equal or less than your JC If greater can not jump SPRING INTO THE AIR The characters can spring into the air when they find a very uneven piece of land. gets a damage marker (injured) such as a roof or the top of a wall. the figure his move on a area where the miniature can be placed. niature. the figure gets a damage marker (daze) racter tries to climb a vertical obstacle he must finish • If it exceeds from 6 to 10cm from the JC. If a cha• If it exceeds until 5cm from the JC. moves vertically we consider it a difficult move and he must expend 1MC or he cannot proceed. If a character needs to cross this difficult ground or difficult obstacle they will need 1MC. Before the mission starts the players must set which elements are considered difficult grounds. and you may place the figure CLIMB A VERTICAL OBSTACLE standing at the end of the gap and keep moving if theThese vertical obstacles are much taller than the mi. smashed zones. remove the miniature from the game. this counts as a casualty. but must spend 1MC to proceed. OK NO 17 To JC not damaged Damage by distance jump .

If the miniature jumps into the void. This weapons provide higher impact and damage The player will distribute the hits or shoots (impact probabilities. having the benefit of the object he is carrying. etc…Please determine. ways. both miniatures must be in contact on any part of their volumes. during its activation. If the attacker carries one or more than one close combat weapons (described on the character card). You know how to disappear. it will suffer the If the miniature jumps into the void. “Someone cut the mask off his face. and the character must use the figure can only attack using one (never both) of these same weapon for all the attacks during that round. Batman Begins CLOSE COMBAT To make a close combat and hit the enemy. “You know how to fight six men. Just one attack per character is allowed per activation. so if you spend more than one AC to attack the same enemy figure. then the the character needsjump from that cannot stand. it will suffer the same effects as it springs into the air. If there is more than one enemy in the close combat. If this happens. Afterwards you must make racteristics: the impact roll. Arkham City HIT Each AC used in a close compact counts as a strike or impact roll against the opponent. then character needs to to jump from distance. but the JC will count as Zero“0” count as zero “0” MANIPULATE Many scenery require the characters to manipulate objects. but the JC will same effects as it springs into the air. picking something up from the floor. all the dice should be rolled at the same time.” Penguin. near aahigh edge nent after an attack. No need to be gentle.S. we can teach you to become truly invisible.Bruce.Tough Light ATTACK / / 3 / / 2 / / 18 . we can teach you how to engage six hundred. If this happens. Different manipulation actions may include opening a door. before the game starts. Range Handy . The attack should be done before or after the movement (as the player stated before the attack) when all CLOSE COMBAT WEAPONS the requirements and counter costs are accomplished. This must be decided before rolling the dice.” Ra’s al Ghul training Bruce Wayne Note: There are weapons and special attacks which allows a close combat with no contact. the player can distribute the strikes between the adjacent enemies. that distance. A before the dice roll. which manipulate actions can be done by the figures and the effects or results after the manipulation. why do we fall? Thomas Wayne. FALLS FALLS In many occasions the characters may bebe forced to In many occasions the characters may forced to make a spring into the air oror be push by the oppomake a spring into the air be push by the opponent after an attack. Damage Baton ROF Ammo Special Firearm . They have the following special chadice) among his enemies. This must be decided before throwing the dice. A character has to spend 1 MC to manipulate an object if he is in contact with it (or carry it). it There are two ways for a figure to attack: a distance should be clarified which of the weapons will be used attack or a close combat (with or without weapon). near high such such terrace roof roof or balcony and the figure edge as a as a terrace or balcony and the figure cannot stand.

The figure can be released as well if his captor moves away or attacks other figure. NUMERICAL INFERIORITY If during close combat a figure is in contact with at least 2 enemies (including the attacker) and at the same time these are not in contact with any other enemy. but before the damage roll. This can be decided before the aggressor has launched his AC for the impact roll. as you do when you attack. as when you protect a door. A character can choose to attack unarmed or be forced to do so by a special rule (see Unarmed Damage). and it is not higher than the close combat fighting miniatures. 19 . or two difficult vertical elements. DEFENSE POSITIONING If during close combat the objective character position is in any of the following cases. a hedge. The figure is behind an object which is no thicker than 2cm. To release and get rid of the effect. CLOSE COMBAT GRAB Instead of attacking an enemy a character can grab him.DAMAGE Each attack or weapon produces a number of Damage Markers per impact. he may use them to block or cancel his enemy’s attacks. This can be a fence. but they are still in contact. it will raise his Defense value +1 at the impact rolls: The figure is on a higher position than his aggressor. If the damage is achieved. If he succeeds it will release the figure and let him activate normally. DEFENSE If a character is attacked in close combat and he has DC left on his character’s card. If the damage is achieved. a corridor. wall. the attacked figure Defense value will be reduced -1. until a minimum of 1. If the figure is grabbed by several characters he may spend at least 1 AC per each and get released from all of them. Choose how many AC you want to use plus 1SC and make an unarmed impact roll. the displaced effect will be added to the damage (see effects). Please choose how many AC you want to use plus 1SC and make an impact roll. The figure is surrounded on both sides by elements which stop the way. CLOSE COMBAT PUSH Instead of hitting an enemy you can try to push. the immobilize effect will be added to the damage (check effects). etc. the grabbed figure must spend at least 1AC at the activation and roll a die per each AC to beat his own Strength. If a figure gets immobilized/grabbed by several enemies he will lose -1 to Defense per each enemy.

you will have succeeded to repeal the impacts (please. choose which of the impacts) and the next damage roll will not be needed. 20 . To any equal or higher result to the opposite’s attack value. roll a die per every DC used.BLOCK To block or repeal an enemy impact.

he cannot use that If the character carries a distance weapon. you must keep on making blink! rolls. When a figure shoots a weapon. street corwith a distance weapon if the enemy miniatures are ner… or even if a few obstacles are in your way. fail the blink! roll difficulty. able to make a distance attack with it if he keeps the At many game situations the characters may be able to get additional ammunition. as it may be hidden behind a car. the closer than 5cm away. which means that a character cannot attack object. following requirements: Only one distance weapon attack is allowed per activation and 2 AC must be spent. This impact dice can be distributed between several objectives. and it is represented by ammunition magazines. it will suffer the “cross fire”. If a character owns more than one distance weapon he must choose only one of them to attack during this If the enemy has been impacted. RANGED WEAPONS The blink! roll should be done after a successfull imThis weapons can only be used for a “Ranged Atpact roll. If you round. ture. the weapons have a minimum use If you want to make a shot to a non-complete visible distance.Batman: “No guns. All distance weapons have unlimited reach. may be able to shoot over the close object/miniature (as soon as the size of it allows you to) and we will Special Damage ROF Ammo not take it as a blink! obstacle. This allows a player DAMAGE to make as many shoots or impact rolls as the fire rate allows (see rate of fire). the shot will impact against the obstacle and the shot will be considered failed. he will have 1 die to impact instead of the regular weapon BLINK! ROLL fire rate. target player would be asked a blink! roll for each of this obstacles. AMMUNITION The ammunition is how many times you can attack with this weapon during the game. If the figure has declared to move at his activation. 21 . throw the die for the first obstacle which is blocking the trajectory. he will be weapon any more. Range Automatic Gun / 3 / 2 / Light RATE OF FIRE (ROF) Sets the number of shots or dice to impact. This characteristic indicates the kind and the damage RANGE markers quantity that weapons produce once a hit is scored.S. as soon as all the shot conditions are fulfilled. until the target is reached or the shoot fails. They have special characteristics that define The miniatures next to an obstacle or another miniaits usage and capabilities. If all ammuRANGED ATTACK/SHOOT nition magazines are exhausted. If the obstacle is a damageable element or character. If all blink! rolls are failed the shot impacts against the target. tack”. Firearm . but the BLINK! character has to be able to see and draw a line to the objective. If a blink! roll is passed. No killing” Catwoman: “Where’s the fun in that?!” The Dark Knight Rises. he may discount a magazine. However.

And one night he goes off crazier than usual. if afterwards the obstacle supplies him a blink! roll. laughing while he does it! Turns to me.Blink! Difficulty Not all the obstacles have the same facility to repeal an impact. he may accumulate one or even more damage markers. boxes. There are two kinds of damage markers. you must take all the dice and make an impact roll. An active character next to an obstacle can crouch next to it using 1 SC. So – me watching – he takes the knife to her. walls or objects considered “solid” or very resistant 5 or +. and then the damage roll is passed. as the marker is positive. For each damage result equal or higher to the strength of the attacker. son?” Comes at me with the knife… “Why so serious?” He sticks the blade in my mouth… “Let’s put a smile on that face!” And…Why so serious?” Joker. he will obtain +1 on that roll. And a fiend. damage is achieved. He doesn’t like that. Damage can produce also an effect (see advanced rules). Roll all the dice against the same character. tables or any domestic furniture. the result you need to cause damage with this weapon will be “+3”. Impact rolls with a 1 as die result (without modification) is always a fail. The Dark Knight Rises DAMAGE If an enemy impact is achieved. Not-one-bit. For each damage against a figure. Sometimes the closed combat weapons can change the figure’s strength. For each successful impact. streetlights or any urban furniture. “why so serious. wire fences. 6. a damage roll should be done (see Damage). STUN AND INJURED. Example: If “+1” is indicated and the figure strength is “4+”. if the result is 6 (without modification) always will be a successful damage. trees. cars. This will be reflected by damage markers specified in each weapon or attack. All damage rolls with 1 (without modification) as a result will be considered failed. depending on the characters and/or the weapon(s) which have caused the damage (this will be indicated at the figures or weapon characteristics). This way. Mommy gets the kitchen knife to defend herself. Q R E K 22 R E K O J Q . as any 6 die result (without modification) will be considered always an impact. “Wanna know how I got these scars? My father was… a drinker. Any result equal or higher to the opposition’s Defense value will be considered an impact. wood fences. O J CROSS FIRE If a character or damageable object has been impacted by a blink! roll. The blink! Difficulty level is set by the kind of obstacle: 4 or +. it will just accumulate 1 injured marker instead of the normal damage the weapon produces. A “+” or “-” symbol will be shown before a digit. and he says. hedges. IMPACT As soon as all the attack dice are awarded to hit the enemy. you must roll a die per each successful impact (please include the collateral damage die) to see what damages are produced.

first award the 4 injured markers ( ) and after 2 stun markers ( ). an Action Counter will be immediately removed at player’s election. etc. suffers another attack damage ( ). COLLATERAL DAMAGE At all damage roll you should also roll the Collateral Damage Die. For Example: A character ENDURANCE 4 that has suffered damage ( ).O When a character is K. and the critic and special damage produced by the weapons or attacks. At the end of each turn. all characters can get rid of stun markers making a recovery roll (check recovery). and it should be rolled at the same time as all the damage dice. if a figure has damage markers accumulated. always a stun marker will be achieved. it will get a K. DAMAGE ACCUMULATION EFFECTS Each time a miniature accumulates 2 of any damage markers. and it has nothing in common with the damage dice consequences. please first award the injured markers and thenthe Stun markers. its resolution will be different. The collateral damage die will set if the miniature is knock down.UNARMED If a character has no weapons he can hit. At the Rise the Plan stage. this can make the character to become Casualty. it will be an immediate K. Example: If a figure gets 2 damages ( ). Otherwise.O and the last stun marker will be ignored. The damage caused by this kind of impacts will be always a stun marker. he will loose 1 Action Counter per every 2 accumulated markers during this round. This die color should be different.O marker next to the figure to tell the difference between other knocked down figures.O figure cannot award counters at the rising a plan stage. even if you have failed the damage roll. but a twice “1” result will be still a fail and will not knock down the target. the figure will be considered a casualty and must be removed from the game. However. If a figure gets both kind of markers on the same attack. the character gets knock down.O KNOCK OUT As soon as a character accumulates as many damage markers as his own Endurance value. he will stay K. When a character falls KO. KNOCK DOWN Any damage roll which collateral damage result is equal to any of the damage dice result. K. This can even happen without damaging the objective. he loses all of his Action Counters and gets knocked down at that position until he gets recovered. the resting markers will be ignored. So the character is KO (4 damage ). kick. any surplus Injury marker must be exchanged for previously Stun Markers. If the figure has a Endurance valued in 5. CASUALTY If the accumulated markers are injury markers. If the character gets more markers than his own Endurance value. A K. Place a K. bite. SCRATCH While impacting with distance weapons. either get activated but will have a chance to recover at the end of each round. The result is so the miniature becomes a Casualty. 23 .O until the end of the game. The surplus Damage must replace the previous Damage.O.

. RECOVER FROM A K. indicated as CRT at the weapon or rule description. The injury markers cannot be recovered. except one. 24 . The Dark Knight Rises RECOVER At the end of each round. it will be recovered and keep lay down at this position until it is able to stand up.O To recover from a K. If the K. please roll 1 die per figure. it will stay K. Arkham City CRITICAL DAMAGE In any damage roll in which you pass the roll at least with one die and the collateral damage result is 6. please first make a Endurance roll.O figure passes the roll. Keep all the injury markers and all stun markers. having a special critic as result.O. you will obtain an extra damage marker (stun marker) to the total inflicted damage. in the Casualty Recounts phase.O.. RECOVER FROM A STUN To get recovered.“Anyone want a slightly used Batsuit? I’m sure the blood’ll wash off. and they will not be taken from the figure. performing a recovery roll. all the characters who have accumulated stun markers or are KO. you can use them now and roll one more die per each SC to try to get rid from more stun markers. may attempt to remove a stun marker or get up from KO. at the end of the round. How have you come back?” Bane. The CRT always replaces the extra stun damage. “I broke you. If the figure still has SC. If you do not succeed. SPECIAL CRITICAL (CRT) Many weapons and attacks can produce a different effect. The die result of 4 or higher allows you to get rid of a stun marker.” Penguin.

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The Dark Knight Rises PLACE THE SCENERY By mutual agreement. • You can only include 1 Free Agent every 150 reputation points band total. So. Joker. First place the scenery available and get ready a Band according to the established reputation. but there’s a lot of potential for “aggressive” expansion. unless you choose a Sidekick as “Band Leader”. The Dark Knight CONFIGURING YOUR BAND ESTABLISH REPUTATION First you must set how much Reputation each player can spend to configure his band. so we’re gonna have… Tryouts. Henchman or Free Agent. Sidekick. which small or vertical. In this case you may include a second Sidekick. etc. • You can not include twice the same character. Wayne.SET UP Once you have everything you need to play is the time to set up a Batman Miniature Game. Add the cost in $ of all the characters aligned. If a character has an “Unknown” affiliation may be elected by any band. This must be the “Band Leader” • You can only include 1 Sidekick. You and your friends better batten down the hatches. because when it hits. you’re all gonna wonder how you ever thought you could live so large and leave so little for the rest of us. All other characters of each band must have the same affiliation as the “Band Leader”. RANK All characters have any of the following ranks: Leader. We recommend a maximum of 150 points for short games and 450 for 2 hour games. They must also establish the objects that can be manipulated and what is the result of it. the players must place all the scenery at their disposal and also must establish: which elements are objects or difficult terrain. Now you can start selecting characters.” Selina Kyle. you are ready to start playing! “There’s a storm coming. BAND LEADER Each player must choose a “Band Leader” between the characters ranked as “Leader” or “Sidekick”. Usually both players have the same reputation. You can spend this money on characters or equipment for the Henchmen. “Now. A band can not spend more than 500$ per 150 Reputation. there’s only one spot open right now. $ FUNDING Many of the characters have a cost in $ indicated in his character card. This rank determines your choices as follows: 26 . Then pick a scenario and. if it is not covered on the scenario rules. our operation is small. Make it fast”. • You can include any number of Henchmen. representing the quality and quantity of the equipment he carries. unless he is a Henchman (See Henchman). Mr.. remember that the sum of the reputation of each character can never exceed the maximum Reputation established. which one of you fine gentlemen would like to join our team? Oh. • You can only include 1 Leader. being 300 the recommended reputation for the scenarios presented in this rules.

from your Band equipment. 0-2 Whistle (200$) gets “Halt!” rule. and add their cost ($) to the total spent. 0-2 Batclaw (300$) gets the”thrower” rule. The character can use the purchased equipment like any other character’s original rule. Each character can only choose one of the options available. PENGUIN 0-2 Magazine (200$) +1 to Ammo for 1 weapon. BANE 0-2 Magazine (200$) +1 to Ammo for 1 weapon. 0-2 Laser (150$) gets “Laser” rule. 0-2 Bengal (300$) gets “Bengal” rule. indicated next to the name. 0-2 Camouflage Uniform (200$) Gets “stealth” rule. Each piece of equipment has a maximum quantity per Band. BATMAN 0-2 Magazine (200$) +1 to Ammo for 1 weapon. 0-2 Flashlight (100$) gets “Lantern” rule. 0-2 Handcuffs(200$) gets “Arrest” rule.EQUIPMENT The Henchmen have several options of weapons or equipment. 0-2 Night Vision Goggles (200$) 27 . 0-2 Clown Painting (150$) gets “Mislead” rule. 0-2 Batclaw (300$) gets “thrower” rule. 0-1 Titan Dose (100$) gets one “Titan Dose”. 0-2 Batclaw (300$) gets “thrower” rule. JOKER 0-2 Magazine (200$) +1 to Ammo for 1 weapon.

• 3/C Perfect Plan - At the beginning of the game introduce 1 extra counter. • 1/ A Change of plans - Roll two dice. CHOOSING STRATEGIES Each strategy has a value ranging from 1 to 3. A Informer can cancel another Informer. to determine who takes the lead. increases 5cm each. If both players choose this strategie they cancel each other. Strategies should be played in the indicated phase (value/phase): • 3/A Global Plan – you can choose the scenario.STRATEGIES (optional) You can choose between a numbern of strategies to achieve your plans of victory. • 1/B Maps – gets 2 extra Lampposts or 1 Manhole. • 1/C Reinforcements – you can wait till the “Raise the Plan” stage of the second round to deploy a miniature if he gets a roll of 4+. B / Urban Furniture. • 2/E Early Bird - You choose who takes the lead in the first round without taking any counter from the pouch. If both players choose this strategie they cancel each other. If there is no zone. 28 . If both players choose this strategie they cancel each other. If you have two zones. instead a random pick. First choose strategies and then follow this phases order: A / Scenario election. you gain +1 to the entry roll. move an objective as many cm as the sum of the roll. • 1/ A Secret Objective - Obtain 1 additional objective at your choice (maximum 1). If both players choose this strategie they cancel each other. • 1/C Patrol - You can place a miniature 10cm outside your deployment zone. • 2/E Battle Cry - Your Band flees (see Run Away) when your Reputation is reduced 80% or more. • 2/C Ambush - Deploy all your band after the other player. • 2/C Fast Advance - Increases your deployment area 10cm. C / Bands. You can deploy at any edge of the playing area which does not correspond to the enemy deployment zone. E / Start playing. • 2/? Informer - Cancels enemy strategy at the time it is used. Players can choose strategies for a maximum 3 value. of your Band. D / Objectives.

They can be placed anywhere in the playing area." Sacrecrow. Only a miniature per band can be inside the sewers at a time and must pass at least one full round on the inside. or more from any other sewer and more than 5cm from the edges. If a player has 1 or more miniatures adjacent to a Sewer marker. the opposing player can not use it to leave or enter the sewer. Starts the player with more markers.Phase A/ Scenario Election Roll a die to see what scenario you will play. 4 – Skirmish. 5 – Securing the area. The lampposts light a circle 10cm radio. At the next round you can pay again the same counter costs and activate the miniature returning to the game by any sewer marker. Starts the player with more markers. fences. in the round a character gets out of a sewer. Furthermore. etc. both players must deploy alternatively. "I see you. if still has Action Counters. Place the miniature next to a sewer marker. Batman. and before any miniature. 2 – Plunder. Arkham Asylum LAMPPOSTS At the beginning of the game. 20cm. A character can enter a sewer any time during your turn if you are adjacent to it and pay the counter costs. 6 – Ambush. 20cm. To block the passage to a Big character you must have at least 2 miniatures blocking the manhole. Phase B/ Urban Furniture At the beginning of the game. SEWERS GETTING IN AND OUT OF THE SEWER To enter or exit a sewer you must spend 2 SC and 1 MC (as payment for a Difficult Movement and Manipulate a manhole cover). and before any miniature. 1 - Chance Encounter. Players should consider that light does not pass through solid obstacles (walls. containers. it can move and attack. or more from any other lamppost and more than 5cm from the edges. 1D3 Sewer markers. so if he wants to move he has to use MC. its basic BMC is reduced to 0. 29 .) and must decide the shade areas. 1D3 Lamppost markers. both players must deploy alternatively. They can be placed anywhere in the playing area. Remove the miniature from the play area and leave him visible aside as a reminder that he is inside the sewer system. 3 – Patrol.

The Dark Knight Rises CONTROLLING OBJECTIVES To control an objective must be at least a character adjacent to it. can provide VP to the enemy. Phase D/ OBJECTIVES There are four types of objectives. players take turns till all the objectives are placed. Some objectives. Some scenarios may vary this order or have several areas of deployment. 30 . “We come here not as conquerors. these features come indicated in each of them. players must choose 3 of them but can not repeat its type. but as liberators. but may be “Crouched”.” Bane. a number of Victory Points or VP. to return this city to the people. The objectives must normally (see Loot) be placed in the deployment area of the enemy. you must spend 1 MC. to take the Loot you must Manipulate the objective. Toss a coin to decide who deploys first. The objectives must be placed at least 5cm away from any edge of the playing area or another object. carrying the loot. but this can vary depending on the objective type or the chosen scenario. The player that first deployed his band places one of his objectives. to the player who placed and control it. and no other characters or enemies adjacent to that character or objective. Only take account the position of the characters at the end of the round in the casualty phase. The miniatures should be placed entirely within the corresponding area. Whenever you want to move. Each objective provides.Phase C/ BANDS Both players have to divide his band in two groups of equal number of miniatures if possible. LOOT (1VP) Loot markers can be deployed 20cm off the enemy deployment zone (in neutral zone). First player places miniatures of the another group and then the second does the same. represented by markers. Can be carried by the characters. You can drop it any time and loot can be Stolen like a gun. First player chooses a deployment area and places on it all the miniatures of one of its groups. like Loot and Enigmas. Then the other player places the miniatures of one of his groups in the opposing deployment area.

Phase E/ Start Playing Begin the game by stage 1 Take the Lead and follow the 4 stages.If an activated character is adjacent to an ammo container. in the Raise a Plan phase. Request to the opposing player to say a number from 1 to 6 and roll a die. • If the result is equal to that number. TITAN CONTAINER (2VP) The Titan container markers are considered Small obstacles and Objectives. you resolve the riddle winning 3VP. AMMO CRATES (3VP) Ammo Crate markers are considered Small Obstacles and Objectives. is better than you. And when you fail to solve them and lie blubbering like an ignorant child on the floor. because a second will kill him. to add 1 to all values of its Basic Skills until the end of the round. If an activated character is adjacent to an ammo crate. • If the result differs by one. you can Manipulate and take an “Ammo Magazine” (see Ammo). If a character has a Titan Dose may use it. TITAN DOSE (one use only)...“Are you ready for some more? Explore! Find my challenges. you will know that The Riddler. you can Manipulate and take a “Titan Dose”." The Riddler. A character can only take a dose during the game. To solve an Enigma you must Manipulate the objective and declare that you want to try to resolve it. 31 . • If the difference is greater than 1. Arkham City ENIGMA (?PV to the one that solves it) Enigma markers can be deployed 20cm off the enemy deployment zone (in neutral zone). get 1 VP and discard the objective. the Enigma remains one more round in play and may retry to resolve it later.

or you live long enough to see yourself become the villain. You either die a hero. The Dark Knight RUN AWAY At the end of a round. when the "reputation" of a band is reduced by 70% or more counting casualty and KO miniatures. At the end of each round. you may continue playing another round. CASUALTY 6VP 4VP 4VP 2VP KO 4VP 2VP 3VP 1VP LEADER OR BAND LEADER SIDEKICK FREE AGENT HENCHMAN 32 . When a band flees. that band player must choose a standing character and immediately take a Willpower Roll.O VPs.END GAME The game ends at the end of the round indicated in the scenario rules or when a band Runs Away. Casualties and first K. in the Casualty phase. If you pass it. players must add the obtained VP by Objectives and casualties. Only occur on the turn a KO or casualty is achieved. unless both sides Run Away in the same round." Harvey Dent. WINNING THE GAME AND VICTORY POINT COUNT The winner is the player with most VP at the end of the game. otherwise the Band flees and the game ends immediately. When the game is over sum all PV obtained in each round to find the winner. the opposing player takes as many VP as many rounds remain to play. they are not cumulative.

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Management: José Miguel Caballero Delso Artistic Management: Jorge Rubio Gonzalez José Miguel Caballero Delso Game Desing: Gustavo Adolfo Cuadrado Rules: Gustavo Adolfo Cuadrado Francisco Conde Nuñez Drafting: Francisco Conde Nuñez Andrés Herranz Alonso Translation: Andrés Herranz Alonso Alba Sanchez Galán Desing/Miniature Painting/Scenery: José Miguel Caballero Delso Alfonso Gozalo José María Alises Cosmen Grafic Desing and Layout: Jorge Rubio González Editor: Andrés Herranz Alonso Character Perfil Desing : Gustavo Adolfo Cuadrado Egea Luis Escudero Moran Francisco Conde Nuñez Testing Management: Luis Escudero Morán Testers and Collaborators: Adriana Egea Illescas Adrián Echeverría Ana Soto Errazquin Alejandro Fernández Castaño Daniel Mayoralas Martínez Diego Carlos Magdaleno Sanjuan Enrique Jalón Salcedo Gustavo Adolfo Cuadrado Jacinto Soriano Villaroel Jose Ramón Gallego Galán Luis Escudero Morán Luis Garcia Pelayo Mauro González Miguel Pérez Valencia Paco Conde Pedro Soriano Villaroel Raúl Fernandez Ricardo Garcia Solano Roberto Jose Magdaleno Sanjuan Sergio Segura Tania Retortillo Victor Saboya Bengochea Vicente Moran Del Saz TM & © DC Comics WB Shield: TM & © Warner Bros. (s12) 34 . Entertainment Inc.

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