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The lands of Grimiron have seen centuries of war and strife—kingdoms rising and falling as conquest for power

drove every
race of people to violence. It wasn’t until the mysterious disciples of Repheen claimed dominion over Grimiron that war was
finally put to an end. Repheen was the goddess of justice and peace, and her mortal followers took control of Pelnor, the holy
citadel at the heart of Grimiron. From there, Queen Avia spread her rule quickly and quelled the endless wars by introducing
a contest of champions that struck at the very heart of the competitive nature of mortals.

Thus, mythball was born.

Myth & Goal is a tabletop fantasy sports game for 1-2 players – or
Team Managers, to use their proper title. As a Team Manager you’ll be
in charge of eight talented Players, chosen from one of four Factions. It’s
Game Overview
up to you to guide your team to victory by ensuring they score more A single game of Myth & Goal represents a single Contest between two
points than the opposing team before the Contest Timer runs out. teams: the local Home Team and the visiting Away Team. A Contest is
made up of three Periods.
Your players will score points by throwing the ball through the other
team’s Goal, a glowing ring that sits at the top of the Gatehouse at At the start of a Period, each Manager forms five of their eight Players
their end of the field. Players who prefer a more aggressive approach into a Squad and sends them onto the field. One team – the Away team
can also try to Breach the Bastion by running the ball into the area in the first Period, the Home team in the second, and the losing team in
behind the opposing team’s Gatehouse. When a team scores, any of the third – is the Aggressor, and one of their Players starts in possession
their players hanging around the other team’s Goal or Bastion will be of the ball. The other team are the Defenders.
sent back to their team’s Encampment by powerful magic, so a shrewd
Once the whistle blows and the Period starts, the Managers alternate
Manager will avoid an all-out offense!
taking Team Turns, starting with the Aggressor. During their turn a Manager
You can push your players to perform fantastic feats – but beware! activates their players in an attempt to maintain or steal possession of the
Players who are pushed too hard can become Exhausted, degrading ball, and score points by either Shooting on Goal or Breaching the Bastion.
their performance and putting them at risk of collapsing entirely and
There are eight Team Turns in each Period: four per team. Once the last
being teleported to safety. If you want to succeed, you need a good
turn is over the Period ends, play resets, and the Managers have the
eye for risk management, a little luck and a whole lot of guts.
chance to substitute some of their players with those they kept in reserve,
Are you up to the task? The only way to find out is to play ball! on their Bench. At the end of the third period, the team that has scored
the most points is declared the Champion, and wins the game.
This section gives an overview of the game, introduces the various components, and tells you how to set up to play.

CORE CONCEPTS
Here are a few concepts you should know before your first game.

TERMINOLOGY KEEPING SCORE AND TIME


The plastic miniatures in the game represent Mythball players, and are Running down the long edges of the board are the Score Tracker and
referred to in the rules as Players. To avoid confusion when time the Contest Timer.
rules are referring to the humans playing the game – i.e. you, reading
Whenever a Team scores points, move their Score Marker along
this, and your opponent – we will use the term Managers.
the Score Tracker a number of spaces equal to the number of points
Some rules refer to a Player’s Friendly and Opposing Players. scored. If the marker moves off the end of the track, return it to the
A Friendly Player is any player on the same team as the team; an 0 space and place a second Score Marker on “+10” space; if there is
Opposing Player is any player on the other team. already a marker on the +10 space, move it to the +20 space.
At the end of each team turn, move the Hourglass Marker one space
ADJACENT AREAS along the Contest Timer. If the marker moves onto the End space, the
An area is adjacent to another area if it shares a border. In other words, Period comes to an end. There are three different Hourglass Markers,
diagonally adjacent areas do not count as being adjacent. This is really one for each Period.
important! Players cannot move diagonally between areas, and when
you count the Range for a throw, you cannot count diagonally.
THE BALL
There is always a single Ball in play. At the start of a Period is it carried
by a player on the Aggressor team, and it can change hands during
play. The teams score points by throwing the Ball through the opposing
team’s Goal, or running it into the opposing team’s Bastion.
During play, a Player can be given possession of the Ball. Clip the Ball
token into the slot on the miniature’s base ring to show this. If no one is
carrying the Ball, it is Loose. Place it flat in the area.
Game Components
These pages describe the game’s components, which are illustrated and annotated on the next page.

Front Back

1. Player Name 6. Resolve Rating The reverse of each Player Card is 11. Team Logo and Name
2. Team Icon 7. Speed Rating the Exhausted side, which comes 12. Team Story
3. Power Rating 8. Stamina Rating into play if the player takes too 13. Set Tags
4. Agility Rating 9. Player Class much Fatigue.
5. Skill Rating 10. Special Rule

Action / Fatigue Tokens Warning / Final Warning Tokens


(Double sided) (Double sided)

PLAYER CARDS FOCUS CARDS


Each Player miniature in the game has a corresponding double-sided When a Manager chooses their Team, they also choose a Focus Card to
Player Card. The front of the card is used when the Player is Fresh, and determine how the team has been focusing its training and preparation
the back is used when they are Exhausted (this is explained later). Each for the Contest. Focus Cards give a Special Rule which can be used
side shows the Player’s Team Icon, Name and their Class (their role on throughout the game; they also provide more Set Tags, which function
the team). It also features their four Ability Ratings (Power , Agility , identically to the ones on the Team Card.
Skill and Resolve ), as well as their Speed and Fatigue Limit .
At the bottom of the Fresh side is a Special Rule, which might be a unique TACTICS CARDS
Action they can make (represented by a icon before the name) or a The game contains two complete decks of Tactics Cards, one for each
bonus they receive in certain circumstances. Manager. Each deck contains a number of three-card Sets, each with its
own Tag (there is also a set of three Generic cards, used by all teams,
TEAM FACTION CARDS which does not have a Tag). At the start of a Contest, each Manager
Each team of eight Players has a Team Faction Card which gives their removes any cards from their Tactics Deck that have a Tag that is not
backstory, as well as one or more Set Tags, which are used when shown on their Faction Card or Focus Card, and uses the remaining
choosing the team’s Tactics Cards for a Contest. cards throughout play.
The reverse of each Team Faction Card shows suggested setups for your
first game, depending on whether you are the Aggressor or Defender.
Check Dice

Gambit Dice

Dice Symbols
14. Focus Name 17. Tactic Name
15. Special Rule 18. Tactic Rules
16. Set Tags 19. Set Tag Hit Block Infraction Critical

Time Out Token Hourglass Markers Score Markers Ball


(First / Second / Third Period) (Home / Away)

CHECK DICE TOKENS AND MARKERS


The game contains ten Check Dice, five each in red (for the Home In addition to cards and dice, the game features a number of card Tokens
team) and blue (for the Away team). All Check Dice are the same, and Markers. Tokens and Markers are kept in a Supply to one side of
regardless of colour. If a Manager needs to roll more Check Dice than the playing area until they are needed.
are available in their colour, they can use the other team’s dice, or keep
Double-sided Action / Fatigue Tokens track the Actions a team makes
count of their score and roll some of their dice again.
during the turn, and are placed on Player Cards to mark Fatigue.
Each face on a check die is marked with either Hit or Block symbols.
Double-sided Warning and Final Warning are placed on Player Cards
to mark infractions that can eventually get a Player ejected.
GAMBIT DICE
Each player also has a Gambit Die (orange or purple), which can be Each Manager has a Time Out token, which they can use once per
added into Action Tests when they wants to take a risk to achieve a Contest to substitute players from their Bench.
high score. Like Check Dice, Gambit Dice show Block and Hit symbols. The Hourglass Markers and Score Markers are used on the tracks
Also, one face shows the Critical symbol, and two faces feature that run down the long edges of the game board.
Infraction symbols.
Player Miniatures
These pages show the miniatures included in the box.
Designer’s Note: Free Agent Miniatures
Each Player Miniature has a duplicate in the box, which can be used as a Free Agent as described later in the rules.

BASE RINGS
Each Manager has a
set of eight coloured
Base Rings to mark
their players. These
should be pushed onto
the miniatures’ bases
before a Contest as
pictured.

(Red Base = Home Team)

(Blue Base = Away Team)


The Game Board
The game board features the field where the Contest takes place, and is overlaid with several gameplay elements which hold cards and track
game information. This page explains all of the board elements, which are illustrated and annotated on the next page.

FIELD ELEMENTS
The playing field is split into rectangular Areas, the boundaries of which
are marked by changes in grass colour, white lines and white crosses. The
Areas are spread over nine Rows. Players always occupy a single Area,
and up to two Players from each team can share the same Area (up to
four players in total).
The field is split into two Halves, one for each team, separated by the
Midfield Row. At either end of the field are the teams’ Gatehouses.
Atop each one sits their team’s Goal, where the opposing team will be
trying to throw the ball.
At each team’s edge of the field, behind their Gatehouse, is a special
Row called their Bastion. The other team can run the ball into this Row
to score points. The area directly in front of the Goal is the Gate. Note
that due to the Gatehouse, the central Bastion area does not count as
being adjacent to the neighbouring Gate.
Each team’s Gatehouse is bound with powerful warding spells; when a
team Scores, any of its players who are in the opposing team’s Gate or
Bastion are teleported back to their Encampment.
Player Classes
Each Mythball player trains according to a specific set of
TEAM ELEMENTS traditions, known as Player Classes. Each class specialises in
These are found at each team’s end of the board. a particular aspect of the game, and each Faction has their
Each team has five Squad Slots running along their board edge. At the own favoured mix of classes.
start of a Period, each Manager chooses a Squad of five Players and Guardians are well suited to halting an offence and
places their cards into the Squad Slots. The order of the cards in the preventing the opposition from scoring.
slots doesn’t matter.
Sentinels prefer to support the offence and assist their
Running up one long edge of the board are three Bench Slots for the teammates.
team. The cards for any players who aren’t chosen for the Squad are
placed here. Rangers use speed and agility to run the ball upfield.

Each team also has an Encampment. This is a staging area for Players Strikers specialise in securing and throwing the ball.
who are currently not on the field. Chargers excel at directly challenging and blocking
opposing players.
OTHER GAMEPLAY ELEMENTS
Along the long edges of the board are the Score Tracker, which is Vanguards are skilled at evading opponents and receiving
used to record each team’s score, and the Contest Timer, which shows passes.
how much of the Contest has elapsed. Some Factions also make use of Specialists, who do not
follow one of the Class doctrines and play in a unique way.
Setting Up a Contest
To set up for a game of Myth & Goal, follow these steps.

Designer’s Note: Kickstarter Demo


If you’re using the Kickstarter Demo file on Tabletop
Simulator, the game is already set up and ready to go.
If you like, you can skip to page 10 and start the first
Period - the Aggressor takes the first turn.

1. Each Manager chooses a Team Faction Card A / A and a Focus


Card B / B for their team, and takes set of eight Player Cards C / C
and miniatures D / D that match their Faction.
They also take a set of five Check dice E / E , a single Gambit
die F / F and a Time Out Marker G / G . Return all unused
Team Faction Cards, Focus Cards, Player Cards and Miniatures to
the box.
2. Each Manager rolls all five of their Check Dice, and totals the
number of hit icons they have rolled. Re-roll in the case of a tie.
The Manager who scores the highest can choose whether to be
the Manager of the Home team or the Away team. (The Home
team will be the Aggressor in the first Period.) The Home Manager
takes the eight red Base Clips, and fits one to the base of each of
their Player miniatures. The Away Manager does the same with the
blue clips.
3. Each Manager takes one of the Tactics Decks and removes all
cards which have a Set Tag that is not shown on either their
Faction Card or Focus Card. Note that there are three Generic
cards, without a tag, which are always left in the deck. Do not
shuffle the deck. Return any unused cards to the game box.
Note that if the same tag appears on a team’s Faction Card and
Focus Card, the team is Dedicated, and will receive a bonus later.
4. Unfold the board and place it in the middle of the playing area.
One short edge should be facing each Manager, with the red
Home side facing the Manager of the Home team. Each player
places their Focus Card into its slot at their end of the board.
5. Place the First Period Hourglass marker on the “1” space of the
Contest Timer H . Place both Score Markers on the 0 space of
the Score Tracker I .
You are now ready to start the first Period.

Designer’s Note: Keeping It Simple


If this is your first time playing, we recommend
ignoring the Team Focus and Tactics cards. Once
you’ve learned the core rules of the game, you’ll find
it easier to choose them, and to figure out the best
way to use them.
Setting Up
For a Period
Each of the Contest’s three Periods starts the same way, by following
these steps.
1. Determine which team is the Aggressor. This is the Home team in
the first Period, the Away team in the third Period, and the team
with the lowest score in the third Period (or the Away team, in the
case of a tie.) Note that the Period tokens are colour-coded as a
reminder.
2. The Manager of the Aggressors picks five of their Players to form
their Squad, and places their cards into their five Squad Slots.
Any remaining players are placed in their Bench slots. If a team
has fewer than five players remaining, the Manager must put all of
them into their Squad slots.
In the first Period, make sure each Player Card has its Fresh side
face-up. In subsequent Periods, Players may start with their
Exhausted side face-up if they haven’t spent time on the Bench.
3. The Manager of the Aggressors sets up the five miniatures for their
Squad in their half of the field, following these rules:
a. No area can contain more than two players.
b. No players can be set up in the Bastion.
Then they place the Miniatures for any players in their Bench slots
on their team’s Encampment.
4. The Manager of the Aggressors gives the Ball to one of their Players,
clipping it into their base ring to show that they are carrying it.
5. The Manager of the Defenders repeats steps 2 and 3 for their own
team.
6. Each Manager chooses two Tactics Cards from their Tactics Deck,
and takes them into their hand and placing the rest of the deck
next to their playing area J / J .
If the team is Dedicated (that is, the same Tag appears on both
their Team Faction Card and their Focus card), they can choose
three Tactics Cards instead. However, they will only be able to use
two of them in the Period, as described on page @@.
7. The Period starts; the Aggressors take the first Team Turn, as
described below.

Designer’s Note: Quickstart Setups


The reverse of each Team Faction card shows two
Quickstart Setups for the team, one for when
they are the Aggressor and one when they are the
Defender. Setting up your team is a chance to react to
your opponent’s choice of Faction and Focus, and (if
you’re the Defender) how they’ve set up; however,
if you just want to get into the action, the Quickstart
Setups let you do this. This makes them ideal for your
first game; don’t worry about trying to figure out all
of the Classes, just follow the Quickstart Setup and
you can start playing straight away.
CORE CONCEPTS
This section lists some of the mechanics that lie at the heart of Myth & Goal.

ACTION TESTS
During many Actions, there are points where the outcome is uncertain and will depend on the abilities of the Players involved. When this is
the case, the rules will call for an Action Test, which takes the form of an opposed dice roll. The Action’s rules will show a Test Chart, which
has two parts: the upper part details how many dice each player rolls, while the lower part shows the potential outcomes of the Test.
Here’s an example Test Chart, showing the test that is made when a Player attempts to Evade an opponent:

During an Action Test, the Active Manager will roll a number of dice based on one of the Active Player’s Ability Ratings; the Opposing Manager
will roll a number of dice based on the Ability Rating of a specific player in their team, as dictated by the Action rules (this may be the target of
the Action, or a Player who is attempting to prevent the Action.)
To make an Action Test, follow these steps:
1. The Active Manager gathers their Dice Pool as follows: 3. Both Managers roll their pools.
• Refer to the “Active Player” row of the Test Chart. 4. For each Block Symbol rolled by the Opposing Manager, disregard
one Hit Symbol rolled by the Active Manager. Count up the
• Take a number of Check Dice equal to the Active Player’s rating
remaining Hit Symbols to determine the Check Score, then look
in the Ability that is shown.
up the Outcome on the Action Chart:
• Increase or decrease the number of Check Dice according to
• A score of 0 is a Failure.
the “Modifiers” column.
• A score of 1-2 is a Partial Success.
• If they wish, the Active Manager can also add the Gambit Die
(see below). They can do this even if a modifier has reduced • A score of 3 or more is a Full Success.
their dice pool to 0 dice.
5. Look up the Outcome in the lower part of the test chart, and
2. The Opposing Manager gathers their Dice Pool as follows: resolve the instructions.
• Refer to the “Resisting Player” row of the Test Chart.
• Take a number of Check Dice equal to the Resisting Player’s
rating in the Ability that is shown.
• Increase or decrease the number of Check Dice according to
the “Modifiers” column.
• If they wish, the Opposing Manager can also add the Gambit
Die (see below). They can do this even if a modifier has reduced
their dice pool to 0 dice.
Example of Play
In this example, it is the Durnhold Anvils’ turn. Fjora
Silvervane is making a Run action, leaving an area that
contains a standing Enemy player, so she needs to Evade.
This triggers an Action Test.
The Opposing Manager declares that Hron the Howler will
resist the Action, and each player gathers their dice pool.
The Anvils player looks at the “Active Player” row of the
chart, and sees that they will use Fjora’s Agility rating of
3, with no modifiers as they do not have any Supporting
Player in the area. They gather three Check Dice, and
decide not to add the Gambit Die. The Ruffians manager
checks the Chart and gathers three Check Dice due to
Hron’s Resolve of 3, plus one more because Gultran is a
supporting player. Then they add the Gambit Die, as they
really don’t want Fjora getting away! They roll…
The Active Manager has scores 3 Hits in total, but the
Opposing Manager has scored three Blocks. This results in
a Check Score of 0: a Failure outcome. Fjora’s Action is over,
and the Active Manager must choose to either give her a
Fatigue token, or place her Prone…

Supporting Players PRONE PLAYERS


Most Action Tests have a bonus for having a Supporting Player. This is By default, all Players are Standing – but during the course of play, they
true for the Active Player if they have a standing teammate in their area, may become Prone. To show that a Player is Prone, lay their miniature
and is true for the Resisting Player if they have a standing teammate in down on its side in their current area. If they are carrying the Ball,
the Active Player's area. remove it from their base and place it loose in their area.
Players remain Prone until they are activated during their turn, at which
Unopposed Rolls point they take one Fatigue and stand back up. While Prone, a Player
In some circumstances, there will be no Resisting Player – for example, a cannot interact with the Ball or with other Players, and cannot use their
Pass action which does not have any opposing Players in the path of the Special Rule unless it specifically states otherwise.
throw. In this case, the Opposing Manager starts with zero dice, then
applies any modifiers. They cannot choose to add the Gambit Die. It's
possible they might roll no dice at all.
FATIGUE
Whenever a Player makes an action, they take Fatigue.
They can also take Fatigue to use certain special
The Gambit Die
abilities, and can sometimes take Fatigue to resist the
The Players involved in an Ability Check each have the chance to add consequences of the other team’s Actions. Whenever
the Gambit Die. This represents the Player exerting an extra effort in a Player takes Fatigue, place a Fatigue Token on their Fatigue Token
the hope of overcoming the odds… at the risk of breaking the rules Player Card.
and being penalised.
The maximum number of Fatigue tokens that a Player can have on their
Any Hit or Block symbols on the Gambit Die are counted towards the card is shown by their Fatigue Limit . If a Player would take Fatigue
Check Score as normal, but there are also two unique symbols: Critical and they already have their maximum number of Fatigue Tokens, they
and Infraction. become Exhausted instead.
If the Gambit Die scores a Critical, each Hit
and Block symbol that is part of the same roll is Exhausted Players
counted twice. When a player becomes Exhausted, remove all Fatigue tokens from
their card and flip it over to show its Exhausted side. The player no
For example, the Action Roll shown to the right
longer has access to their Special Rule, and is at risk of Collapsing and
counts as having rolled 6 Hit symbols.
being removed from the Contest. If they are the Active Player, their
If the Gambit Die scores an Infraction, the Player current Action ends immediately, and they cannot make any more
for whom the roll is being made (i.e. the Active Actions this turn.
or Resisting Player) takes an Infraction, as described on page @@. If this
A Player cannot recover from Exhaustion while on the field, so they will
leads to them serving a Penalty or being Ejected, this does not happen
remain Exhausted until at least the end of the Period. See Ending a
until the current Action has been fully resolved.
Period on page @@ for details.
Collapse TACTICS CARDS
If an Exhausted player would take Fatigue and they already have their At the start of a Contest, each Manager creates a Tactics Deck by
maximum number of Fatigue Tokens, they Collapse. Remove their removing any Tactics cards from their deck that have a Set Tag that isn’t
miniature from the board, and remove their Player Card from its shown on either their Faction or Focus card. At the start of each Period,
Squad Slot. Return any tokens on the card to the Supply. Set both the each Manager chooses two of these cards to form their Hand for the
miniature and Player Card to one side; they will take no further part in Period. A Manager can look at the cards in their own hand at any time,
the Contest. but they are kept secret from the other Manager. At the end of each
Period, any unused Tactics Cards are returned to the deck.
A Manager can play a Tactics Card from their hand by following its
Designer’s Note: Budgeting Fatigue rules, which will explain when the card can be used. After the card has
been fully resolved, it is returned to the game box; it cannot be used
A shrewd Manager will spread their Actions between
again during this Contest.
the Players on their team. It’s often tempting to use
three or four Actions on a single Player in a turn, but
beware! Exhaustion is a serious liability, and a Player
Dedicated Teams
can’t recover from it until they spend a Period on the If the same Tag appears on both a team’s Faction card and its Focus
Bench. A good guide is to only let a player reach their card, the team is Dedicated. At the start of each Period, they will
Fatigue limit if you’re in the last turn of a Period, or if choose a hand of three Tactics Cards instead of two.
you’re going all-out for a big play. However, a Dedicated team can still only play two Tactics Cards
per Period. Once they have a single Tactics Card in their hand, it is
immediately returned to their Tactics Deck.

INFRACTIONS
The rules of Mythball are rigorously enforced, and even the most well-
intentioned Player slips up occasionally. When a Player breaks a rule,
they are punished with an Infraction. This usually happens when a
Manager adds the Gambit die to an Action Test, but can also happen
as the result of some Tactics Cards.
The first time a Player takes an Infraction, place a
Warning Token on their Player Card.
The second time a Player takes an Infraction, flip Warning Token
the Warning Token on their Player Card to its Final
Warning side. In addition, the Player is magically
banished from the field to serve a Penalty. Move
them to their team’s Encampment – they cannot leave Final Warning
it during this turn. Token

The third time a Player takes an Infraction, they are Ejected. Remove
their miniature from the board, and remove their Player Card from its
Squad Slot. Return any tokens on the card to the Supply. Set both the
miniature and Player Card to one side; they will take no further part in
the Contest.
Note that Warning and Final Warning tokens stay on a Player’s card until
the end of a contest, unless a special rule specifically allows a Manager
to remove them.

Possible Infractions
Some effects or special Actions (usually on Tactics Cards) instruct you
to roll for a Possible Infraction for a Player. After resolving the Action,
roll a Gambit Die; if an Infraction Symbol is rolled, the Player takes
an Infraction, even if they are the Active Player and already took one
during this Action. Ignore any Hit , Block and Critical symbols.

TEAM FOCUS
Each Team has a Focus Card, which represents their overall play style. A
team’s Focus Card is placed face-up into its slot during Setup, and is in
play for the whole Contest.
In addition to influencing which Tactics Cards a team can draw, the
Focus Card shows a Special Rule which the Manager can use throughout
the Contest, following the rules as written. Unless a Special Rule says
otherwise, it can be used as many times as the Manager wishes.
TEAM TURNS
Each Period within the Contest consists of eight Team Turns, four for Designer’s Note: Keep It Together
each team. The teams alternate taking these turns, starting with the A Player can make as many of their Team’s actions as
Aggressor. The team who is currently taking their turn is the Active they wish within a turn, as long as they don’t make
Team and the other team is the Opposing Team. the same Action more than once. However, note that
all of a Player’s actions need to be made in a row; as
Each Team Turn has four Stages, which must be carried out in order.
soon as you activate another player, the first player
1. Time Out can’t do anything else this turn.
2. Recover
3. Activate Players
4. End of Turn Free Actions
Some rules (especially Tactics Cards) allow Players to make Free Actions.
1 TIME OUT Free Actions do not use up one of their team’s Action Tokens, or cause
the Player to take a Fatigue token.
The Manager of the Active Team can choose to call a Time Out,
magically freezing the action on the field while they make an adjustment
to their Squad. They can only do this once per Contest, and when they
do they must return their Time Out marker to the Supply to show that
it is no longer an option.
THE BALL CARRIER
When the Active Manager calls a Time Out, they can swap a Player While a player is in possession of the Ball they are referred
Card in their Squad with one on their Bench, and swap one Tactics to as the Ball Carrier.
Card in their hand with one in their Deck. (If they have any empty
Squad Slots, because their players have Collapsed or been Ejected, Action Limitations
they can move a single Player from their Bench into an empty Squad The Ball Carrier cannot make Actions that are marked with
Slot instead of swapping a Player.) the icon, and only the Ball Carrier can make Actions
Remove any Fatigue tokens from the Player Card that is moved to a marked with the icon. If an Action has neither icon, it
Bench slot, and put the Time Out marker on it. (This will come into can be made by any Player regardless of whether they are
effect at the end of the Period, as described on page @@.) Move their carrying the Ball.
miniature to their team’s Encampment.
Dropping the Ball
If the Ball Carrier is placed Prone, or teleported to their
2 RECOVER Encampment, they drop the Ball. Place it loose in their area.
The Active Manager removes a Fatigue Token from each of the Player
Cards in their Squad Slots, and returns them to the Supply.
Then, the Active Manager takes four Action Tokens from the Supply.

3 ACTIVATE PLAYERS 4 END OF TURN


The Active Manager now activates one or more Players in their Squad, Advance the Hourglass Marker one space along the Contest Timer.
following these steps in order: If it moves onto the End space, the current Period ends.
i. Choose a Player in the Active Team’s Squad who has not yet been
activated this turn.
a. If the player is Prone, place a Fatigue Token from the Supply on
their Player Card, and stand them up in their area.
b. The chosen Player may make any number of Actions (see page
@@), one after the other. They can only make each Action
once per turn. After each Action, the Active Manager flips one
of their Action Tokens to its Fatigue side and places it on the
Player’s card. If the Active Manager runs out of Action Tokens,
this Stage ends.
ii. Either return to step i and choose another player, or move on to
the next Stage. Any unspent Action Tokens are returned to the
Supply.
SCORING PLAYER ACTIONS
At the end of the game, the team with the most points is the winner. During the Activate Players stage of the Team Turn, Players on the
Teams gain points by Scoring, which is done in one of two ways: team can make a total of four Actions.
• The Ball Carrier can Score On Goal by successfully completing a Some Actions (marked with ) can only be made by the Ball Carrier.
Shoot action that targets the enemy Goal, as described on page Other Actions (marked with ) cannot be made by the Ball Carrier.
@@. This scores 2 points.
There are four Actions available to all Players: Run, Tackle ( ) Pass ( )
• The Ball Carrier can Breach the Bastion by ending an Action in and Shoot ( ). Some Player Cards, Focus Cards and Tactics Cards list
the opposing team’s Bastion (while still carrying the ball). This additional actions that a Player can make. Remember that Actions are
scores 5 points. always denoted by the presence of the icon before their name.
Whenever a Player scores, follow these steps:
1. The Scoring Player, and each other Player on the Scoring Team
who is in the opposing team’s Gate or Bastion is teleported away; Dropping and Handing Off the Ball
move them to their team’s Encampment. At the end of any Action, the Ball Carrier can place the
2. Place the ball loose in the Opposing Team’s Gate. Ball loose in their area, or give it to a teammate in the
same area.
3. The Active Team’s turn ends; skip straight to the End of Turn stage.

ENDING A PERIOD RUN


When the Hourglass Marker moves onto the “End” space of the Contest The Active Player makes a number of Moves up to their Speed
Timer, the current Period ends. When this happens, follow these steps: value, as shown on their Player Card. To make a Move with a Player, the
Active Coach moves them into an orthogonally adjacent area. A Player
1. If it is the end of the third Period, the game is over! The team with
cannot enter an area that already contains two Players from their team
the highest Score is the winner. Otherwise, continue to the next
(standing or Prone), and cannot leave the field. Remember that a Gate
step.
area is not considered to be adjacent to the central Bastion area, due
2. Remove the Hourglass Marker from the Contest Timer, and return to the Gatehouse, so a Player cannot make a Move between these two
it to the box. Place the next Period’s Hourglass Marker on the “1” areas.
space.
At the start of a Run Action, or whenever they enter an area during a
3. Move all Player miniatures on the Field to their Encampment. Run Action, the Active Player may take possession of the Ball as long
as it is in their area, and is not being carried by an Opposing Player. (It
4. Remove all Fatigue tokens from all Player Cards. (Warning tokens
must either be loose, or carried by a friendly Player). Clip the Ball into
remain in place.)
the slot on their Base Ring; they are now the Ball Carrier.
5. If any Player Cards in Bench Slots are showing their Exhausted
side, flip them back to their Fresh side unless there is a Time Out Dashing
marker on the card (meaning the Player was on the field earlier in During a Run Action, the Active Player can take Fatigue to Dash. This lets
the Period). If this is the case, return the Time Out marker to the them immediately make an additional Move. A Player can Dash as many
game box at this stage. times as they like. If their Run Action ends for any reason (for example,
if they become Exhausted, or score a Failure when Evading), they
Any Exhausted Player Cards in Squad Slots stay Exhausted.
cannot Dash any more this turn.
6. Slide all Player Cards out of their Squad Slots and Bench Slots,
ready to be set up for the next Period. Any cards that are still
Exhausted after Step 5 remain Exhausted, and Warning tokens still
stay on Player cards.
7. Each Manager returns any unplayed Tactics Cards in their hand to
their Tactics Deck.
Then set up for the next Period, as described on page @@.
Evading
If the Active Manager wishes to move the Active Player out of area that contains any standing Opposing Players, the Active Player must first Evade.
Make an Action Test. The Opposing Manager chooses the Resisting Player; they must be standing in the same area.

Some rules allow a Player to “Evade Automatically”. No roll is made; they are assumed to have achieved a Full Success.

Leaving the Encampment


A Player in the Squad who is not currently Serving
a Penalty (see page @@) can make a Run action to
teleport back to the field. For their first Move, the
Active Manager places them in one of the areas to
either side of their team’s Gate, as shown to the right.

TACKLE ( )
The Active Manager chooses a standing Opposing Player in the same area as the Active Player to be the Target. Make an Action Test.
The Target is the Resisting Player.
PASS ( )
The Active Manager chooses a friendly Player in a different area to the Active Player, who is not standing in either team’s Bastion.
This is the Target. Determine the Path and Range to the target’s area as described below.
Make an Action Test. The Opposing Manager may choose a Resisting Player; they must be standing in the Active Player’s area, the
Target’s area, or any area along the throw’s Path (see below).

SHOOT ( )
Determine the Path and Range to the opposing team’s Goal, treating it as being located in the central area of the opposing team’s Bastion.
Make an Action Test. The Opposing Manager may choose a Resisting Player; they must be standing in the Active Player’s area, the
Opposing Team’s Gate, or any area along the throw’s Path (see below).
Path and Range
During a Pass or Shoot action, the Active Manager must
determine the Path and Range of the throw.
To determine the Path, imagine that the Active Player is
making a Run action, and is trying to reach the target area
(the area containing the Target Player, or the central area
of the opposing team’s Bastion) in the minimum number
of Moves possible. Assume, in this case, that they can
move through the Gatehouse. They must attempt to move
in as straight a line as possible.
Each area that the Active Player could move into is
counted as part of the throw’s Path; unless the Throw is a
straight line, there will be multiple options, and they are
all counted. The number of moves it would take to get to
the target area is the Range.
In both examples here, the yellow line is a straight
line between Active Player and Target (both from
the Westarch Ruffians) and the pink arrows represent
possible moves – four in the first example, and five in the
second. The Anvils players shown are all in the Path of the
throw, and so are in a position to Resist the action; if there
were Anvils players in the areas with faded blue circles,
they would not be in the Path, and would not be able to
Resist.
ON YOUR TURN ACTION ROLLS
1. Time Out? (p@@) 1. Active Manager assembles Dice Pool
2. Recover a. Check Dice equal to Ability Rating
• Discard one Fatigue per Player b. Apply modifiers
• Take 4 Action Tokens c. Optional: add Gambit die
3. Activate Players 2. Opposing Manager does the same.
• Stand Up if Prone 3. Roll pools.
• Make Actions 4. Blocks in Opposing roll remove Hits in Active roll.
4. End of Turn 5. Look up Outcome on the Test Chart.
• Advance Hourglass
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