DIsclaimer! These demo rules are intended to show the overall gameplay of the game of BattleMonsters. Final version may vary from this version
Introduction Hi there Demo Gamer. My Name is Jonas Plass. I am here to take you through this Demo Game of BattleMonsters. Before we start, you will need to gather the following items:
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5 or more six sided standard dice (D6)
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1 ten sided dice (D10)
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Cut-outs the game trial tokens and stat cards at the back of this document.
This Demo Scenario is intended for two players and will take you through a mirror match with each player controlling a Dragonling and a Tyrant Hatchling. Each player secretly chooses one BattleMonster to start out as their “active” BattleMonster. Each Player can have only one active BattleMonster at the time, all other BattleMonsters are considered inactive and cannot be targeted or affected by any in-game in-game effects while inactive. Each Player’s active BattleMonsters are moved forward on the gaming table facing each other in the middle while all other BattleMonsters are placed aside while inactive.
" are a popular choice among young aspiring beastmasters. If raised from an egg, these tadpole like creatures, the spawn of the mighty Salamandrake will imprint upon its master, forming a l ifelong bond. Their population in nature have been severely diminished due to the high demand of Dragonling eggs. ”
" are eternally hungry from the moment they hatch from their eggs. They must c onsume an incredible amount of food in order to grow up to become a Great Tyrant - one of the most coveted and dangerous of all BattleMonsters. With strong jaws and incredibly potent stomach-acid, these little bastards will bite and c hew on anything they can find that might be edible. ”
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Turn Sequence •
Each player secretly chooses an action by picking an “Action counter”.
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Action Counters are revealed at the same time. “Action #1” indicates that the BattleMonster using the action has chosen to use Action number 1 from its’ Model Profile entry and so forth.
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If a player uses the Switch-counter, Switch- counter, don’t perform an action, but immediately switch out your active BattleMonster, then perform any opponent action. Switching always takes priority over other actions. If both people opts to switch out their monster, roll a D6 to determine who goes first.
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resolve the effects of chosen action in order of the active BattleMonster’s “Initiative“Initiative -Stats” (In ).). The BattleMonster with the highest Initiative-Stat goes first.
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In order for an action to be successful, an accuracy check may be needed. Use a D10 to roll for an accuracy check. The action is successful if the number rolled on the dice is equal or lower than the action’s accuracy stat. So for example if an action has an accuracy of 7, you will need to roll 7 or lower on a D10 in order for the action to succeed.
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Resolve effects of actions. Each class of action (Melee, Ranged and Triggers) follow specific procedures. These are explained in the “Action Classes section” on page 3.
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In case the damage done by an action ends up in an uneven number, , unless specifically stated in the rules of the specific actions.
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Resolve effects of any passive damage from active “Triggers”.
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A “player turn” is defined by a player performing their chosen action. A “game turn” is defined by both players performing their chosen actions and resolving any effects of ongoing triggers.
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Repeat game turns until one BattleMonster is defeated. A BattleMonster with 0 HP left is defeated. Defeated BattleMonsters are removed from the board and can no longer be used in battle.
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The goal of the game is to defeat all of your opponent’s BattleMonsters by reducing their “HP“HP-Stats” to 0.
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Action Classes There are 3 different classes of actions. Each of these three classes have different rules. The class of an action is stated under each specific action: These actions represent the various abilities BattleMonsters might
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employ in battle. They can be stunning electric pulses, Hallucinogenic pheromones, arid displays to seem larger in order to intimidate enemies or other similar spectacles. Triggers typically do not deal direct damage but may cause stats to change or the enemy to be afflicted with debuffs. Some Triggers stay in play for more than one turn or even through the entire game. The duration of a Trigger is always stated in the action description from the appropriate Model Profile. When a Trigger Action is played, follow the action description from the appropriate BattleMonster Model Profile entry. Melee actions represent BattleMonsters attacking their opponents using
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blunt physical force. Melee actions typically do one or more D6 worth of damage, although some may have additional effects. When a Melee Action is played, follow the action description from the appropriate BattleMonster Model Profile entry. calculate the difference between the Attacker’s “Attack -Stat” (Atk ) and Target’s “Defense“Defense -Stat” (Def ) and add the result to the damage output indicated in the action description. Resolve any additional effects after damage have been dealt.
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Some BattleMonsters have the ability to wreak havoc on their enemies by breathing fire, spitting poison or even boil brains within skulls using unknown powers. When a Ranged action is played, follow the action description from the appropriate BattleMonster Model Profile entry. calculate the difference between the Attacker’s “Ranged AttackAttack -Stat” (RA ) and Target’s “Ranged DefenseDefense Stat” (RD ) add the result to the damage output indicated in the attack description. Resolve any additional effects after damage have been dealt.
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NB: Some Actions allow for repeated dice rolls or added damage dice if certain criteria are met. Please note that no single action can be increased to do more than a maximum of 5D6, unless specifically stated in the action description.
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Vulnerabilities and Natural Defences Some BattleMonsters exhibit Vulnerabilities, Natural Defenses and even complete immunities against certain BattleMonster Elements. Vulnerabilities, Natural Defenses and Immunities of each BattleMonster are represented in each model’s Profile entry. To calculate the effects of Vulnerabilities or Natural Defenses, multiply the total damage output of an attack according to the Vulnerabilities, Natural Defenses chart found at the bottom of the affected BattleMonster’s Profile entry
fully resolv-
ing any effects of the action. Please note that each action has a specific Element, and some BattleMonsters have attacks from other Elements than their own. When attacking, always use the Element of the specific action, and not the Element(s) of the BattleMonster using the Action. For example, a BattleMonster of the Mind Element may perform an action of another Element than Mind, against a BattleMonster with Vulnerability against the Mind Element, the BattleMonster affected by the action is not necessarily vulnerable against this attack. Vulnerabilities, Natural Defenses do
affect passive damage and effects from
triggers. Although Immunity makes a BattleMonster totally immune against all effects of actions, including Triggers. Players may choose not to Include Vulnerabilities, Natural Defenses and Immunities in their games, if they wish so. This can be especially useful for new players wishing to simplify gameplayand accustom players to the basics of the game.
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Final Notes Please note that this is a demo version, featuring only the most basic of game rules. With the help of your funding on Kickstarter, we hope to produce a far more advanced and submersive game system. featuring a campaign mode of BattleMonsters for 2 or more players, including linked battles, random encounters which can be tamed by the players to reinforce their menageries, a resource management system to access in-game items as well as epic Boss Battles to test the skills of the players! Stay tuned for more updates as the Kickstarter goes on!
Demo Game Tokens In this section, you’ll find the tokens you need to play this demo of BattleMonsters. (These tokens do not nessecarily represent the layout or quantity of the acrylic lasercut tokens included in the BattleMonsters starter set).
Action Tokens
Damage Counters
Debuff Counters Roll 4+ to use Action. Remove Counter if 6 is rolled.
Roll 4+ to use Action. Remove Counter if 6 is rolled.
Take D6 Damage At the end of every Game Turn.
Trigger Counter
Take D6 Damage At the end of every Game Turn.
-2 Accuracy
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Stat Cards In this section, you’ll find the stat cards you need to play this demo of BattleMonsters. (These rules do not nessecarily represent the layout or final versions of BattleMonster digital Stat Cards).
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