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Game by D. Brad Talton jr.

illustrations by Fábio fontes


presented by level 99 games
Skip the Rules! Options & Variants
You can watch an online The book is organized into various sections to
video tutorial and jump right make it easier for you to learn to play the game. These
into the game without reading sections are organized into Options and Variants.
through the rules. Just use the
QR Code on the right, or visit Options are additional rules you can add on to the
www.lvl99games.com/games/ base game for a different play experience. You don’t
discduelers/ to see the tutorial! need to be an expert to use most of the options, but it’s a
good idea to play the basic game at least once before you
dive into them.
Overview
Disc Duelers is a lighthearted competitive game of Variants are alternate rule sets that change the
battling discs. Players control a team of fighters with game drastically and are very different from the basic
different powers and capabilities, and set out to claim game. Most of the Variants are more advanced, and
victory by defeating opponents. There are several ways require that all players be familiar with the basic game
to play, but we recommend starting at the beginning in order to play properly.
of the book and working through the game modes one
by one. Classic Elimination is the simplest game mode,
from which all other play modes are derived. Materials
52 character cards
50 item cards
Contents 1 sticker sheet
About Real-Space Games 3 53 white character discs (1 is a replacement)
1 black disc (for variants)
Character Cards 4 4 red mini-discs (ranged attacks)
6 brown wood cubes (crates)
First Time Setup & Classic Elimination Mode 5 This rulebook
Option: Items & Crates 10
Credits
Option: Point Capture 11 Game Design by D. Brad Talton Jr.
Artwork by Fábio Fontes
Option: Rotating Roster 11
Disc Duelers is presented by Level 99 Games
Option: Team Play 11 (http://www.lvl99games.com)
©2012 by Level 99 Games, all rights reserved.
Game Variant: Disc Soccer 12
Special Thanks: Matt Locklin, Matt Locklear,
Game Variant: Disc Volleyball 14 Andrew Ackerman, Chad Hantak, John Parmalee, Mark
Hadley, Kevin Brusky, Chris Holm, Ed Healy, Andrew
Game Variant: Disc Racing 15 Tullsen

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Real-Space Gaming - Terrain should have a hard exterior. Hard terrain
will bounce discs more effectively, making trick shots
What is real-space gaming? A real-space game is one
easier.
that takes place in real space using real physics and real
- Terrain should not be valuable or breakable.
materials.
- Terrain should usually be single-level, at least when
In a real-space game, moves are made by pushing
introducing the game. Pieces with ramps are usually
the parts along the table, and physics takes care of the
better for advanced players.
resolution. For example, in Disc Duelers, the primary
Once you have assembled enough terrain to make the
way of moving a character or making an attack is to flick
table cluttered but not crowded, you are ready to play.
or prod the character’s disc. How far can a character
Try to play in an area where there are no couches or low-
move? What’s the range of their attack? It’s all decided
sitting coffee tables–there’s nothing worse than having
by how far and how accurately you can perform that
to move furniture when something falls off the table
flick.
(and things will).
Real-space gaming is messy. Things will happen
that aren’t covered in the rules. Someone will bump the
table. Someone will nudge the terrain. This is normal, Safety Precautions
and you will need to make snap judgments to keep things This game features small wooden discs which can fly
moving and minimize impact on the game. Just keep in around the area. These discs pose a choking hazard for
mind that the most important thing is to have fun. children and pets. Take care to retrieve any discs which
have fallen out of play as quickly as possible and to clean
Making Space up the game completely when you are finished playing.
Flying discs can also injure adults who do not take
In this game box we’ve included characters, items,
proper care. Always pay attention when another player
and rules. However, the play area, the most important
is making a shot. Do not shoot towards other players. Do
component of the game, is up to you to provide.
not make shots with unreasonable or excessive force.
A Disc Duelers game plays best on a 4-foot square
Play in an area where you are not worried about
or circular table, but any kind of surface can work fine.
flying objects damaging walls, furniture, breakables,
You can even add special terrain with special rules, if
collectibles, or heirlooms.
you want! But let’s not get ahead of ourselves. Here are
some ideas to help you set up.
Collect a few items from what’s available to get set More than just the Box
up. Here are some criteria for good terrain: As you can probably tell from the sentiments above,
Disc Duelers is a much less structured game than many
- Closed shapes make the best terrain. others in your collection.
We encourage you to build upon the game with new
- Wooden blocks or stackable pieces can be put terrain forms, play modes, scenarios, and whatever
together to make larger terrain pieces. additional possibilities you can imagine. Experiment!
You can share and explore new ways to play at
- Terrain should be heavy enough that it won’t move
when hit by the character discs–styrofoam is usually not http://www.lvl99games.com/games/discduelers/
good for terrain.

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Character Cards Ready & Unready
During the game, characters will become ready and
Character cards are the heart of Disc Duelers, and
unready. To mark a character as unready, just turn the
there are plenty to choose from!
character card on its side.
Reading Character Cards
Each character card has an illustration, two icons
(red and blue discs) and a special effect. The illustration
on the character card will match the illustration on the
character disc. Together, the disc and card are called the
Character.
The red disc number is the number of Attack Actions
the disc can make when it takes a turn.
The blue disc number is the number of Movement
Actions this disc can make when it takes a turn.
The special effect differs by character. You can read
the special effect below each character in text format,
but the icons should become familiar quite quickly, since
each character’s look and power are quite distinct. Ready Unready

All Characters have 5 life. Defensive characters


don’t get as many attack
opportunities, but you can
safely leave them in the center
of the area to retaliate against
Name opponents who target their
softer allies.
Attacks

Movements

Special
Power

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First Time Setup Terrain Setup
Set all terrain to the side so that you have a clear
Before your first game, you will need to set up the
table. Starting with any player, each player takes one
game by applying the stickers on the sticker sheet to the
piece of terrain and places it anywhere on the table,
52 white character discs. We’ve included one extra disc,
going clockwise around the table. There are a few rules
just in case any become lost.
to observe when placing terrain:
The square Flag Stickers are included for use with
- Terrain cannot block any portion of the table’s
the Racing Variant in the back of the book. Don’t apply
surface from any other–you cannot divide the table or
them to the discs!
create closed shapes of terrain.
- Two pieces of terrain must be placed at least one
Classic Elimination short card edge apart from each other.
This is the most basic version of Disc Duelers, and Continue until the terrain has been as evenly divided
can be played by anywhere from 2 to 6 players. We among the players as possible. Any leftover terrain can
recommend starting with this game mode before trying be left out of the game.
out the others.
Player Setup
Playing without Items Give each player 6 random character cards. Each
We recommend playing without items for your chooses one of these six to keep, then passes the
first game. When doing so, you will need to remove remainder to their left. Continue this process until each
characters with item-related powers from the character player has kept a set of 3 cards*. Discard the rest of
card deck during setup. These are: Abarene, César, the cards back to the box. They will not be used in this
Clive, Endrbyt, Gerard, Lixis, Iri, and Sera. game. This is called a Character Draft.
*In a 3 or 4 player game, build teams of 4 cards. In
a 2 player game, build 5 card teams, and start with an 8
card hand.
Each player claims the discs corresponding to the
cards they kept (those with matching pictures), and
places their cards along one edge of the table. Placing
the cards on a separate table or on top of terrain is ideal,
so discs will not collide with them during play.

Setup Round
Randomly choose a player to go first. The first round
is called the Setup Round. During this first round of
play, no attacks may be made, and no one takes damage.
Instead, each player places a disc from their team
onto any edge of the table, and makes 2 moves with it.
Continue this until all discs are on the table.

During the Setup Round, no discs can take


damage, and no special powers activate.

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Gameplay
The game proceeds as a series of turns, starting with
Movement
Movement actions are represented by a blue disc.
the first player in the setup round and going clockwise.
To move a disc, first announce that you are making
When a player’s turn begins, they must activate a
a Move. Next, flick, poke, or prod the disc with your
ready disc and take a turn with it. Turn that disc’s card
hand. If the disc moves at all, then the move is legal.
90 degrees to unready it, then take a turn with that disc
When moving, your disc can hit terrain without
(see moving and attacking).
incurring any life loss. Hitting other discs during
At the end of your turn, if all of your character cards
movement causes your disc to take 1 point of damage.
are unready, turn them all back to their ready status. If
you only have 1 character, this will happen every turn.
Attacking
Elimination Attacking works just like movement, except for two
When one of your discs has 5 or more damage on important changes.
it, remove it from play immediately. That disc and When attacking, hitting any terrain will cause you to
its character card are returned to the box. All of your take 1 damage.
characters immediately become ready and regain 1 life When attacking, hitting any other disc will cause the
when one of your discs is eliminated. disc that you hit to take 1 damage. Hitting discs while
When a player has only 1 disc left, he does not attacking does not cause damage to the attacking disc.
unready that disc after it acts.
If all of a player’s discs are eliminated, that player is
eliminated from the game. Good Control is the
The last player standing wins! path to victory!

Turns
On a player’s turn, that player will select one card
from their team that is ready to act, and take a turn with
it. They will unready the corresponding card by turning
it on its side, then take actions with the disc matching
the card. This card will not be able to act again until all
of the player’s other cards have taken turns.
During a turn, a disc is able to make a number of
moves equal to its ‘movement’ rating, and a number of
attacks equal to its ‘attack’ rating. It may also be able to
use some special powers.

Unless otherwise noted, all discs have 5 life.

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It helps if you remember that attacking is just The maximum amount of damage a disc can typically
the opposite of movement. “When you move, hitting take from an attack (without items or special powers)
terrain is OK; when you attack, it’s bad. When you is 3 points: 1 point for the attack itself, 1 point for the
move, hitting discs is bad; when you attack, it’s OK.” disc hitting terrain, and 1 point for knocking the disc off
of the table. However, it is quite hard to do all 3 kinds of
damage with a single attack.
A single character cannot take two points of the
same kind of damage in one attack–if a disc hits two
pieces of terrain, for example, it still takes only one
damage.

(Above: The red disc is attacking,

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the blue one is moving)
Ranged Attacks
Many characters mention Ranged Attacks. A
ranged attack is performed by placing the small red disc
within an inch of the attacking disc, and then flicking
just the red disc.

If the small red disc hits any terrain before it hits a


target, the attack fails and does no damage.

Otherwise, the ranged attack works just like a


regular attack, and deals damage as normal or as
described by the character card.

Some ranged attacks are chained, meaning that the


red disc can be flicked multiple times on its path to the
destination. In this case, the disc is still removed as Ranged attacks start within an inch of the
soon as it hits a terrain piece or a character disc. attacking disc, then are flicked away.

It’s possible for Terrain to become dislodged or fall


Falling off the Table
Sometimes a disc will fall off of the table. If this
during play. If your move causes a terrain piece to fall
occurs, leave it off of the table until the end of the
over onto another disc, that disc takes damage just like
current turn.
from a regular terrain collision. Then remove any pieces
If the acting disc (the one taking a turn) falls off of
of terrain destroyed this way from the board. A disc that
the table, its turn ends immediately.
moves into an unplayable area is reset just as if it had
After the current turn ends, all discs that fell off of
fallen off the board from that point.
the table take 1 damage. Those that are still alive can be
placed back onto the table within 6 inches of the edge by
It can be exciting to build easily destructible terrain,
their owners.
traps, and more into your game play area... use your
imagination!

Kallistar is one of
many characters who
make ranged attacks.

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Collateral Damage Option: Item Cards
When a disc is hit by a disc that was attacked, it Item cards can be acquired during the game, and
takes 1 point of damage (for example, if A knocks B into have specific powers that the character holding the item
C, both B and C would take a point of damage). can utilize.
Any disc that hits a piece of terrain outside of its
turn takes damage, so you can use moves to bash
enemies into terrain, if you aren’t worried about taking
extra damage yourself from colliding with them during Name
movement.
Action Type

Single or
Multi-use?
Item Card

Effect

Reading Item Cards


The item card has two icons in its top left. One is
superimposed on a red or blue disc, and the other on a
card back.
The first icon determines which kind of action
(attack or movement) and how many of that kind of
action are required to utilize the item. A (recycle)
symbol in this area means that the item is always active,
Defeat and doesn’t need an action to be used.
If a disc takes damage such that 5 damage is now on The second icon determines whether the item is
its character card, then the disc is defeated. Remove the reusable. A arrow means that the item is discarded
disc from the table, and discard its card back to the box. after being used, while a (recycle) symbol means the
item can be used multiple times.

Using Item Cards


When the item is used (or whenever relevant, for
always-active items), follow the effects in the bottom of
the text box.
Characters may only carry 2 items at a time. If a
character gains an item while they have 2, they may
discard one to gain the new item. Characters may not

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drop held items unless an ability says so.
When a character is defeated (or injured, in the Initial Setup
sports games), they discard all items attached to his If you are setting up at the beginning of the game,
character card. each player drops one crate onto the field before
discs are placed, following the normal rules for crate
dropping.
Crates & Items Crates cannot be picked up by moving discs during
Items are optional, and can be included in almost placement or setup–only once the game begins proper.
any game mode. We recommend not playing with items
during your first game, and mixing them in once you Acquiring Items
have experienced the basic Classic Elimination game at
Items are acquired by opening Crates which appear on the
least once.
table during gameplay.

Many items can be used in


conjunction with your character’s
built-in powers! Look for
exploitable combinations to
gain an unfair advantage over
opponents!

Placing Crates
If playing with items, you will need to set up the
game board with crates (the brown cubes included in
the box). The number of crates in play should always be
half the number of players in the game (to a minimum
of 3). Leave some crates aside if not playing with a full
compliment of players.
Crates are dropped onto the table from any point
from a height of at least 1 foot. If a crate bounces off of
the table or onto terrain such that it cannot be reached,
the player to the right of the one who dropped it may ‘re-
drop’ the crate, following the same rules. If they miss,
re-drops continue around the table until someone drops
it successfully.

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When a character disc touches a Crate, either with
an attack or a move, remove the crate from the table,
Option: Team Play
To play with a group of more than six players, team
then draw the top card of the item deck.
play is recommended. In team play, each player has only
Attach the item card to the character who opened
one disc to control.
the crate by placing it to the side of the board together
with his character card. Only the character who acquired
the item can use it.
The removed crate is then dropped by the player to # of Players Teams
the right of the one whose turn it currently is (that is, 8 2 teams of 4 players
the player whose turn is furthest away) using the crate 9 3 teams of 3 players
drop rules. 10 2 teams of 5 players
12 3 teams of 4 players OR
Option: Point Capture 4 teams of 3 players
Point Capture is a play style that prevents players 14 2 teams of 7 players
from being eliminated, meaning everyone will be in the 15 3 teams of 5 players
game until the very end! 16 4 teams of 4 players
In Point Capture games, when a disc is defeated, the
player who did the finishing attack gains 1 point.
The defeated disc stays off the board. But its card
Setup
still remains in play, and unreadies as normal. The
Players set up so that each team has their own side
next time the defeated disc would take a turn, it comes
of the table. Deal each player 3 characters, and let them
into play on any edge of the table and begins its turn as
choose their favorite to use during the game. Discard the
normal.
other cards to the box, they will not be used.
The first player to reach a set number of points
Each player places their disc on the edge of the table
(usually seven or eleven) is declared the winner.
and gives it two movement flicks, just like a normal
Setup Round.
Option: Rotating Roster
You can use this option to add variety to a point- Turn Order
capture game. When a team’s turn begins, all players on that team
When a player is defeated, instead of returning the take a turn. Players can act simultaneously, quickly, or
defeated disc to play, the owner of the disc draws 3 slowly, so long as each one of them takes a single action
character cards and chooses one to replace his defeated with his or her disc.
character with. That character comes into play and Once all players have taken a turn, it is the next
replaces the defeated one. team’s turn.

Defeat & Falling in Team Games


Team play uses Point Capture Rules, so each time a
player is defeated, they restart on their team’s side of
the table at the beginning of the next team turn.
A player who goes off of the side of the table also
begins on their team’s side of the field.

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Scoring Points
A player makes a point for their team whenever they
Disc Soccer
Overview
defeats the disc of an enemy team member.
This is a game for 2 players that takes between 1 and
In a 2-team game, a player can also score a point
2 hours to play.
for their team by standing within 3 inches of the enemy
In this game, you will attempt to use your characters
team’s starting side at the end of their team turn.
to move the black disc down the field and into your
opponent’s goal.
There are no fouls in disc soccer, and knocking
out your opponent’s discs is a viable strategy to get an
advantage on turns. The player with the most discs in
play gets the most turns, and is therefore more likely to
score!
Use Options and The game goes on until one player scores 7 points,
Variants to build the game or until 3 non-scoring rounds pass. The player with the
YOU want to play! most points is then declared the winner!

Setup
Set 20 character cards face-up on the table. Players
draft teams of 8 characters, taking turns back and forth.
Only 5 of these 8 discs will be in play at a time. The
remaining 3 discs will go on your bench. The discs on
the bench are out of play and kept off of the table. They
do not receive turns.

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Terrain may exist, but the table should be largely Moving the Ball
clear. Each player should have a goal on his or her The black disc can be moved by touching it with
side of the table, erected from two markers, such either an attack or a move (it never does damage).
as two pennies or two wooden blocks. Try to choose When the black disc touches a player disc that is
goal markers that will not be moved around easily by not the currently active character, that player may
collisions. immediately make two move actions. This is called a
Divide the play area evenly into two sides, using Pass/Intercept Bonus, and interrupts the current
tape, markers, or some other method. turn. It does not unready a character, and can be used
by a character even if he has already taken a turn.
Resetting / Setup Using these bonuses, you can pass to your allies, but
At intervals during gameplay, there will be a Reset. your enemies might also intercept the ball and knock it
Here are the times to reset: out. Use team setups and these bonus turns to move the
1) When either player scores a point ball rapidly down the field. A disc that is defeated by an
2) When all players on both sides are exhausted / attack at the same time he gets a pass/intercept bonus
defeated.* doesn’t receive this bonus movement.
3) When the game is first beginning after setup.
The team who was last scored upon (or a coin toss, at Scoring
the game’s start) gains possession of the Black Disc and When the black disc enters a player’s goal (on the
may place it anywhere on their side of the field. opposite side from him), that player gains 1 point. Then
The player with possession arranges their discs perform a reset.
however they like. They may freely swap discs between Scoring immediately ends the round, even if a player
their play field and their bench, as long as the field has would normally get a pass/intercept bonus.
no more than 5 active discs in play. It is a good idea to
swap with your bench often, so that your team does not
become bogged down with excessive damage. Good sportsmanship
The player without possession then arranges their is for players–your discs
discs however they like. can be as rough as they
All discs, including defeated discs, recover 1 life want on the field.
and become ready when there is a reset. A disc that is
defeated will return to life and be playable again due to
this life gain. Discs on the bench recover 2 life per reset
instead.
*Each time there is a reset due to condition 2 (no
more turns left), make a note of it on your score pad.

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Disabled
Discs who have 5 or more damage are removed from
Disc Volleyball
Overview
play for the rest of the round, and do not get their turns.
This is a game for two players that takes about 1
This can cause one player to have more turns than their
hour to play.
opponent. In the case where one player still has turns,
In this game, your goal is to have the black disc on
and the other player does not, the player with turns
your opponent’s side of the field at the end of his turn.
remaining continues taking turns until he no longer can
Use your powers and attacks to disable your opponent
or until he scores.
or cut off his options, so that he is unable to return your
serves.
Penalties Unlike regular Volleyball, you can stand on your
When the Black Disc leaves the table, a penalty is opponent’s side of the field. The first to 11 points wins!
incurred. In this case, the penalty-causing player is the
one whose turn it was.
In case of a penalty, the turn ends immediately, and
the player whose turn is next chooses their character to
use for their upcoming turn.
The chosen character is moved to the edge of the
table where the black disc fell, and may place the black
disc and his own character disc anywhere within 6
inches of that point.

Game End
The game ends when a player scores their 7th point
OR when there are 3 resets due to no more turns being
left (condition 2 under ‘resetting’).
In the first case, the player who scored their 7th
point is declared the winner!
In the second case, the player with the most points
is declared the winner. In the case of a tie, play rounds
until either player scores a point.

Play Option: Items Setup


You may choose to play without items in this mode, Use a tape or laser or two markers to divide the table
or with items, whichever you prefer. The item rules are in half. Each side will want about 4 square feet of play
the same as normal for this mode, with a few changes: area (a 2 foot by 2 foot area)
Only two crates are dropped, and they are re- Each player has three characters. Draft 3 characters
dropped each time there is a reset. If crates are in play from starting hands of 6 characters. Randomly select a
during a reset, they are removed before new crates are server for the first turn.
dropped.
Resetting
The board will be Reset every time a point is scored,
and the player most recently scored against is the

14‘Server’.
1. Every character recovers 1 life. Passing / Intercepting
2. Place the black disc on the side of the Server. This If the black disc touches a player whose turn it is
player arranges their characters however they wish and not, then that disc may immediately make one move,
readies all characters. then one attack (this works very similar to the pass/
3. The second player may then freely arrange their intercept rules in Disc Soccer)
characters and readies them all. Winning
The first player to Eleven points wins the game. If
Gameplay you like, you can play best of 3 games.
If the ball is on your side of the table at the start of a
player turn, then it is your player turn. Ready all of your
characters. You may take a full disc turn with each of Disc Racing
your characters, then your player turn is over. Overview
You can move the black disc with an attack. It will do This is a game for 2-6 players that takes between 1
1 damage to a character if it is hit during a move. and 2 hours to play.
If the black disc is on your side of the table or out Each player has 3 discs. The first player to get 2
of the play area at the end of your turn, then your discs across the finish line wins.
opponent gains a point. Reset the table, and you are Racer selection is by draft, just like Classic
now the server. Elimination Mode.

Injuries
When a character loses all of its life points, it suffers
an injury. Injured characters are removed from play, and
only return to play during a reset. An injured character
who returns to play returns with 2 points of damage
already on it.

Penalties
Knocking the black disc entirely off of the table (not
just out of the play area) causes a penalty. A penalty is a
point for the other team.
A character may cross onto their opponent’s side of
the table, but may not attack the black disc while it is
on this side of the table. Touching the black disc with an
attack or move while it is on the opponent’s side of the
table is a penalty.

Field Line
It is possible that the black disc comes to rest on the
center line of the field. In this case, it is considered to
be still on the side of the player who caused it to come to Setup
rest there. Set up a generously sized table. Five or six feet
square or circular is about right.

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Place terrain to create a circular track, and make Option: Items
sure all players know which direction they should be Items can be used in this play mode, and the item
heading around the track. rules work as normal.
Place pairs of upside-down character discs or small Option: Team Racing
coins along the track about 6 or more inches apart to This mode can be played by 9, 12, 15, 18, or 21
act as gates. During the race, players must pass through players. Players are divided into teams of 3, and each
these gates in succession to perform a lap around the player gets 1 disc.
track. Use tokens to mark how many gates a character The first team to have 2 of its 3 racers cross the
has passed through. (Some flag stickers are included so finish line wins!
you can make gate terrain pieces if you wish)
If a gate is moved during play, return it to its
position. FAQ & Clarifications
Q: My character has ‘Ranged Attack’. Can they
also make Melee attacks?
Gameplay
A: With the exception of Kallistar (who says she can
Play works as normal, with each player taking turns
only use Ranged Attacks) every character has a ‘normal’
and moving along the track.
or ‘melee’ attack that can be used by flicking their
Characters can still take damage and claim/use items
character disc. If these characters have special ranged
during the race as normal. Just remember that each
attack bonuses (like Ottavia and Tatsumi) they don’t get
character must pass through each gate to complete a lap!
these bonuses when using their melee attack.
A character can use his entire turn to Repair. If he
Q: Can I bounce my ranged attack off of terrain?
does, he removes all damage from his character card and
A: No. Once a ranged attack hits terrain, any other
flips it upside down. Until the start of his next turn, he
target that gets hit by it is unaffected.
cannot take damage.
Q: Can I use Kaitlyn’s Power to lift up the hand of
A character may repair anytime, but if he has 5 or
a player playing Iaxus or using the Barrier?
more damage, he MUST use his next turn to repair.
A: Yes. If you do so, the player may not place their
hand back on the table afterwards–the effect ends
Turn Order
entirely.
Each round, turn order proceeds with the last place
Q: My disc is stuck in a corner of terrain or is
disc and moves towards the first place disc. It can be
otherwise impossible to flick.
helpful to place the character cards in turn order off to
A: You can slide the disc to put one finger-space
the side of the table, and reorder them each turn to keep
between your disc and any nearby terrain or other discs
track of the changing turn order.
before flicking. You cannot use this ‘free spacing’ to
cause damage or push a disc off of the table, however.
Laps Q: My disc has become stuck on top of terrain or in
If you are playing multiple laps, you will need to have a place where it will never be reachable.
some tokens on hand to keep track of laps. A single lap A: If the other players at the table decide the disc
is usually enough for most games. has become stuck or is in a place where it cannot be
When a racer crosses the finish line of his final lap, reasonably reached by other discs, consider it as though
he is removed from the table right away. the disc had fallen off of the table. It comes back into
play within 6 inches of the spot it got stuck.

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Tips & Tricks Designer’s Note
- Take some time to test out your table before Disc Duelers is designed to be a game that you build
starting. Smooth tables will cause discs to fly further, the way you want to play. If there are rules, cards,
while covered tables or padded tables typically allow items, or the like that don’t work at your table, establish
discs to travel much shorter (and stop more abruptly) house rules and make the game yours!
with the same amount of force. In many ways, it is a baseline–a kit upon which to
- If you want to measure precisely, 6 inches is one build the game you want to play.
short card edge plus one long card edge. A foot is two I hope you have a great time designing arenas and
short card edges plus two long card edges (or the game battling with your Disc Duelers!
box plus one long card edge).

- D. Brad Talton Jr.

Disc Duelers is part of the World of Indines, a


collection of games features recurring characters in
a vibrant and growing fantasy world. Many of the
characters in Disc Duelers also appear in other games
in the series like BattleCON, Pixel Tactics, Seven Card
Slugfest, and more. Visit www.worldofindines.com It’s time...
for more information on the World of Indines series of
games. ...to disc duel!

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