DreadBall Xtreme Example Rush

Dreadball xtreme: GETTING STARTED
PLaying your
first game
I’m sure you’ll be keen to dive straight into your
first game. The fastest way to do this is to have a
friend show you how to play. However, if this isn’t
convenient then don’t worry. The following section
provides a narrative and simple demonstration of
DreadBall Xtreme in action. You are encouraged to
set the board up in accordance with the diagram
and follow along, moving the models yourself as the
game progresses.
Each part of the game will provide a reference to the
main rules, so that once you’ve got the hang of each
part of the game you can learn how to play it in full.
Dice Tests
Most dice tests in DreadBall Xtreme involve a
target number (based on the individual players’
characteristics) and a number of dice to roll. Each
dice that rolls equal to or over the target number
counts as a ‘success’ and the number of successes
determines the result of the test. In this scenario,
you are provided these details as the game is played
out. First, you are provided the target number, then
the number of dice to be rolled.
Many tests in Dreadball Xtreme also utilise a
mechanic called ‘rolling up’. Where this is the case,
dice rolls of 6 will result in a success, but also allow
you to roll another dice and add it to the test results.
Similarly, if additional dice also roll a 6, they will
continue to add bonus dice. An example of this is
provided within the scenario.
As you are stepping through this self-paced
demonstration, the results of each roll will be
provided to you so you can play along. Those results
which count as a success will be displayed in bold to
better demonstrate what is going on and the in-game
effects of the result will be described to you.
An Xtreme Example
This demonstration represents the closing
minutes of a game where the Home Team
Convicts have just scored to equalise. Set the
score marker at ‘0’ and the Rush counter at
‘11’. In DreadBall Xtreme, each team activates
their players in a game period called a Rush. A
team has four actions to play before their Rush
ends (unless the Rush is ended prematurely –
see page 40) and play passes to the other team.
S
!
CJ
KS
CT
S
KS
!
CJ
!
KJ
S
10
S
S
To play out this scenario, you will need two
Kalyshi Strikers (marked KS) and one Kalyshi
Jack (KJ) for the Pirate Team. For the Convict
Team you will need two Convict Jacks (CJ)
and one Convict Thug (CT). Additionally, you
will need four strike posts (marked !) and four
trap crates (marked S). The diagram shows
where to place these models at the start of the
demonstration. The triangles show the initial
facings of the players.
!
At the start of the new Rush, the Rush counter is
advanced one space – in this case to 12. As the
Convicts have just scored, a new ball must be
launched (the full rules for ball launch are on page
29), and it is the Pirates’ turn to act.
There are 6 potential ‘chutes’ from which the ball can
launch. These are represented by the numbers 1 to 6
around the central area of the pitch. These numbers
also provide a reference point for randomising
direction with a single dice roll. The full rules for
randomising direction are on page 29.
A. The Coach (that’s you, the human playing the
game) of the Pirate team rolls one dice to determine
which chute the ball launches from, one dice to
determine the direction of scatter and one dice to
determine the distance that the ball scatters. He
rolls a 4, 5, and 4 causing the ball to launch from
chute 4, and scatter in direction 5 for four spaces.
B
C. Having retrieved the ball, the Kalyshi now wants to
get into a position to make a successful strike.
Strikes can be made from the 6 coloured areas of the
pitch – the Home team must score in the blue Away
Strike Zones, and the Away team score in the yellow
Home Strike Zones. A player must be within this area
and then throw the ball at the Strike Post to score.
A
B. Eager to recover the ball, the Pirate coach plays
his first action token on player ‘A’ to declare a Run
action (the full rules for Running are on page 32).
Player ‘A’ can move up to six spaces, and decides
to move onto the ball. During a Run action, a player
can move in any direction and face in any direction.
In this case, Player ‘A’ opts to end the Run facing
directly back in the direction she had moved from.
Dreadball xtreme: GETTING STARTED
RUSH 12 (THE PIRATES)
With both strike zones too far away to run to, the
coach plays a second action token and declares a
Sprint action (the full rules for Sprinting are on page
32). Sprinting sacrifices the ability to turn easily for
the benefit of straight-line speed. The Kalyshi can
move twelve spaces (twice her Move distance) when
Sprinting, but must move into the hex directly in front
of her. Each turn the player makes costs one space of
movement. Player ‘A’ moves along the path shown in
the diagram to get into a position to score.
When Player ‘A’ reaches the ball, her Run action
immediately ends and she must attempt to Pick up
the Ball (the full rules for picking up the ball are on
page 39). Player ‘A’ is a Kalyshi Striker – a proficient
ball handler - and has a target number of 4+ on four
dice when attempting to pick up a ball. Any dice that
result in a 4+ will count as a success. The Kalyshi
rolls a 2, 2, 3 and 4 meaning she has rolled one
success and manages to pick up the ball.
C
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Dreadball xtreme: GETTING STARTED
D. In a Rush, each player can only have two actions
spent on them. As the Kalyshi ‘A’ has used her two
actions for this Rush she is unable to attempt to
strike. The pirate coach uses his third action to Run
in Player ‘B’ and protect the ball carrier. Player ‘C’
uses the fourth action to run into a position to harass
the nearest Convict Jack (Player ‘Y’).
D
RUSH 13 (THE CONVICTS)
The Convict coach advances the Rush counter to
Rush 13.
E. With the end of the match rapidly approaching, the
Convicts need to get more points on the scoreboard
if they hope to win, but first they need to get the ball
back. The Convict coach declares his first action on
player ‘X’ as a Slam (the full rules for a Slam are
on page 34). Player ‘X’ is a Convict Thug, a tough
brute of a player who gets a free Run action before
attempting to Slam his opponent. The Thug Runs his
maximum of five spaces to a position adjacent to the
Kalyshi carrying the ball, being careful to avoid the
other pirate player providing support. In a Slam, the
Thug requires 3+ on five dice. The Kalyshi Striker
responds to the Slam by declaring a Dodge – needing
3+ on four dice. The Convict Thug rolls a 2, 2, 3, 4
and 5 (three successes) and the Kalyshi rolls a 1, 1, 3
and 4 (two successes). In comparing the results, the
Thug has performed well enough to push the Kalyshi
player into one of the spaces behind her and chooses
direction 1. Having pushed his opponent back, the
Thug has the option to then move into the space
vacated by the Slam target, but chooses not to.
F. Whilst the previous slam was successful in
pushing the Kalyshi, it hasn’t helped to dislodge the
ball from her hands. The Convict coach commits his
second action for another attempt to Slam. This time
the Thug uses his free Run to move the one space
to get next to the ball carrier and rolls 3, 3, 4, 6 and
6. The two 6s ‘roll up’ allowing him to roll another
two dice and add them to his result. He rolls a 3
and 5 giving him a huge total of seven successes.
In response the Kalyshi again tries to Dodge. The
Kalyshi Striker rolls a 1, 2, 3 and 5 giving her a
total of two successes. The Thug has Slammed his
opponent hard enough to push her back, and knock
her down. The Kalyshi is pushed back in direction 1
and this time the Thug chooses to follow up into the
vacated space.
F
E
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The ferocity of the attack means that it is possible
that the Kalyshi may also have been seriously hurt.
Her two successes are subtracted from the Grogan’s
seven, leaving five injuries for the Kalyshi to try and
save with her armour (the full rules for armour tests
are on page 35). The Kalyshi needs 5+ on three dice
and rolls 4, 5 and 5, saving two of the five injuries.
The remaining three injuries are represented by
injury markers placed next to the prone model. She
will not be taking any active part in the match until
she recovers (the rules for recovery tests are on page
35).
The convict’s action ends when he lands on the ball
and he attempts to pick it up needing 5+ on two
dice. He rolls a 5 and a 5 scoring two successes.
Scoring two or more successes when picking up
the ball represents the player collecting the ball
exceptionally well. It grants the player a free Run or
Throw action which doesn’t count toward the player’s
two action maximum. The Convict Jack uses his free
action to Run back in the direction of the scoring
zone.
I. His path causes him to need to evade again, rolling
2 and 4, successfully slipping past his opponent.
G
H. Keen to capitalise on the scattered ball, Player ‘Z’
moves for the ball. Player ‘Z’ is a Convict Jack who
needs to Sprint in order to have enough movement
to get to the ball and uses the Convicts’ third action
to do so. He has a Move value of 5 and can therefore
Sprint 10 spaces. As he passes close to Player B,
he has to Evade to get past without tripping (the
full rules for Evading are on page 38). Our Convict
Jack needs 4+ on two dice. He rolls a 3 and 4, nimbly
slipping past his opponent.
H
The Convict Jack needs to get a little closer to
the strike zone if he hopes to score this Rush. His
movement can be extended by the use of a Dash
(the full rules for Dashing are on page 38), which
allows a player to extend their normal Run or Sprint
action. However, a Dash is a risky manoeuvre and a
failed attempt would see him trip and fall. To Dash
successfully, the Convict Jack needs 4+ on three
dice. He rolls a 2, 2 and 4 gaining the one success
necessary to Dash without falling over.
Feeling a little bit cocky with his luck so far, the
Convict decides to Dash a second time. Each
consecutive attempt to Dash gets a little harder and
for the second attempt he will need two successes.
He again needs a 4+ on three dice. He rolls a 2, 4
and 5. He gets the two successes he needs and
successfully advances to the second extra space.
I
Dreadball xtreme: GETTING STARTED
G. As the injured Kalyshi was carrying the ball, she
drops it when she is knocked down and the ball will
scatter from the space she was knocked into (the
full rules for a scattering ball are on page 29). The
Convict coach rolls one dice for direction and then
one dice for distance. Rolling a 6 and 2, the ball is
moved in direction six, two spaces.
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Dreadball xtreme: GETTING STARTED
J. The convict Jack wants to use the fourth action to
score a strike, but is one space away from the score
area. As a Jack, he is able to step one space before
attempting to throw the ball. The player moves
adjacent to the strike post and makes his Dunk (the
full rules for a Dunk are on page 36). A Dunk is only
worth one point, but is the easiest of strike attempts.
It occurs automatically and does not require any dice
roll to succeed.
The convict coach moves the score track one point in
his favour and his Rush ends.
J
RUSH 14 (Pirates)
The Pirate Coach moves the Rush token to Rush 14 and
relaunches the ball, rolling a 3, 5, 1. The ball launches
from chute 3, and rolls toward direction 5 for one
space.
K. Seizing an opportunity to hurt the Thug, Player
‘B’ declares a Slam with action one. Player ‘B’ is
a Kalyshi Jack and is allowed to move one space
before applying the Slam. In this case the Kalyshi
Jack is able to Slam the Thug in the back needing 5+
on four dice. He rolls a 2, 5, 5 and 5. Normally, the
Thug would be an intimidating target to attack, but
because the Kalyshi Jack has Slammed him from
behind, the only available response is to Dodge. The
Thug attempts to Dodge needing 4+ on three dice
and rolls 2, 4, 5. The Pirate Player pushes the Thug
away but has not done enough damage to hurt him.
The Pirate coach notices however that there is a trap
nearby and decides to push the Thug player into it.
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K
L. When a player is moved next to a trap, there is a
chance that it may explode (the rules for traps are on
page 26). When a player is moved adjacent to a trap,
the lid is removed to display the size of the resulting
explosion. In this case, the trap explodes applying
the effects of a five-dice Slam to the Thug. The Pirate
coach tries to roll 4+ on four dice, rolling 4, 4, 5, 6.
The 6 is rolled up and adds another success with a 5.
The Thug can only Dodge and needs 4+ on 3 dice and
rolls a 2, 3 and 5. The explosion would push the Thug
into the space directly away, but because Kalyshi ‘A’
is in the way the Thug is knocked down in the space
he is in. The Thug’s one success leaves him with four
injuries for his armour to save. Needing 4+ on three
dice, the Convict coach rolls a 1, 2 and 3 and gets no
successes. With four unsaved injuries – enough to
kill him – the Thug is removed from the pitch.
L
Because the Kalyshi is a Striker, she can make a
free Run action before commencing a Throw. A one
point Dunk will be insufficient to win the game, so
she runs into a space in the strike zone further from
the strike post (the full rules for Throwing a strike
are on page 36). With the game result now resting on
this final roll, she needs a 4+ on two dice and rolls a
3 and 4. She scores the two point strike, moves the
score token two points back in the Pirates’ favour
and wins the game!
M
N. It is the last Rush of the game, and the Pirate
coach realises that he needs to score two points
to win the match. Player ‘C’ uses action three to
declare a Throw.
N
Dreadball xtreme: GETTING STARTED
M. Player ‘C’ is also a Kalyshi Striker and uses action
two to Run and collect the ball, moving up to six
spaces and needing 4+ on four dice. She rolls a 2, 3,
3 and 4, picking up the ball but not generating a free
action.
Now that you have seen the basic actions available to DreadBall Xtreme coaches, why not reset the
scenario and try playing it out yourself? Roll each test yourself and see if the Convicts can thwart the
plans of the Pirate team. If you roll a different result, check the main rules for that test and see what
happens instead.
On a second play through, you might mix up the actions and play out the game differently. Referencing
each of the relevant rules sections, decide for yourself when to run and collect the ball, or when it might
be better to slam the opponent. Actually roll the dice to launch the ball and consider the benefits of a
Run or Sprint action as needed. Decide when each is most appropriate and keep an eye out for those
traps.
Once you’ve gotten a firm grasp of how DreadBall Xtreme plays you are ready to take those skills to the
street. But remember, on the streets, matches include hidden weapons, unhinged sponsors and the
jeering of the angry mob. Have fun – but watch your back!
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