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Rudysnelson19 Apr 2016 5:34 p.m. PST

BONE CRUNCHER

‘Bone Cruncher' is miniature's game designed as a low intensity fast-play system to reflect a competitive sport's game in the future or an alternate reality. ‘Bone Cruncher' examines the action from the head coach's perspective. While the player as the head coach controls the flow, the action is influenced by team racial characteristics, the player's abilities and other factors.

The culture of ‘Bone Cruncher' is one where in their reality, disputes between nations, worlds and races, are settled in a less costly gladiatorial contest. Such armies instead of fielding hordes of warriors lead by Generals, now field teams of deadly fierce players lead by Captains of great prestige. The games are revered for a warrior's ability to display their skill, so other creatures normally ridden, vehicles and power weapons are not allowed in the arena. The use of blade or clubs by the players is currently being considered. The teams compete in huge stadiums encompassing large round or oval fields. Just as the arenas will vary from culture to culture, the shape of the ball will also vary. Some races use a round ball about the size of an Earth softball while other races prefer an oblong ball similar to an Earth rugby ball or football.

Table of Contents

Game Components
Gladiatorial Events
Action Cards Mechanics
Great Captains and Elite Players
Movement Grids and Arena Terrain
Event Length
Team Compositions
Team Support Staff
Team Initiative
Action Cards
Participant Activity
Participant Maneuvers
Engagements
Special Team Racial Characteristics
Bone Cruncher Notes
Advanced Bone Cruncher


Game Components
Competing Teams of six or ten players
Arena Map
Dice using one or two d6
Deck of Action cards
Rosters and Markers


Scales
The time scale is variable. The actions in a turn may require a less than a minute or few minutes to complete.
The ground scale is one hex equals 5-10 yards.
The character player scale is one casting represents one participant.


Arena
The arena is variable in shape and size based on the preference of the players and available mats to use as the arena. The size of the playing field on the arena will vary based upon what the gamers have available for them to use. A size will be influenced by the size of the hexes used on the mat. More details concerning using a variable shape and physical composition of the arena are covered in the advanced rule.


Gladiatorial Events
Competition in the arena will be conducted in one of several formats with different ways to achieve victory in each one.

A game of Scorchball results in few deaths among the participants and fans but is used by the owners as a training tool for their teams. The object in Scorchball is to place the ball into a goal in order to score points. A Scorchball goal is similar to an Earth hockey goal. At the end of a time limit represented in game turns, the team with the most points wins. An alternative end is to terminate the game when a certain number of points have been reached.

The game of Terminix is when the object of the competition is to eliminate the opposing players on the other team. In addition to eliminating the competition, points used to gain advantages can be scored during the contest. Terminix can be played by two teams or multiple teams.


Movement Grids and Arena Terrain
The arena floor is laid out into a hex grid pattern. A hex is regarded as large enough for a participant to maneuver within it to assume an optimum position. In some scenario setups, additional terrain may be added to enhance it. The main purpose of terrain pieces is to provide cover to the players. The hex including the goal and one of the three hexes directly to the front of the goal must be clear without any terrain being added to the hex.
Some terrain sections will conceal traps. There are two types of traps which are a death trap and a delay trap. A death trap can injure or kill a player which falls into it. A delay trap will hold a player in place while he struggles to escape it. This may provide the opponent with enough time to close and kill the opponent stuck in the trap.
Prior to the start of the contest, each player will roll two d6. This will tell him how many pieces of terrain that his coach will have to place on the arena floor. If a total of two is rolled one piece can be a Death trap. If a total of twelve is rolled two pieces can be Delay traps. If any other number is rolled no death traps can be played and only one piece can contain a delay trap.
Once it is revealed that the cover terrain section is a Delay or Death trap, the owning head coach of the trapped player will roll on the Trap Table. The results of the Trap table will be applied immediately. Roll one d6 dice with the result being the number of turns that the player cannot move or if a Death Trap the number rolled indicates the number of damage points inflicted on the player.


Event Length
A Scorchball game can be played until a certain number of points are scored or after fifty turns are played. A turn equals a bound (activity) being conducted by each player. The fifty turn game is divided into five ten turn periods called Quints. If the Scorchball game is set to end at a certain number of points, a inter-period break will occur after every ten turns.

A Terminix game ends when all of the players on one side are no longer capable of maneuvering and/or conducting an action. In Terminix, a inter-period break will occur after every ten turns.

During the inter-period break, substitutions can be made by a coach at no cost. Player will remain in the hex that the previous period ended, when the next period starts.


Team Compositions
The team will consist of several components. The total number of players on a team is twelve for most cultures and events. However special events such as Olympic style tournaments will field large fifteen man teams. A key part of the team will be the Team Support Staff which will be coaches with the head coach being the gamer; the cheerleaders and the team trainer or doctor.
The team will start each contest with six players on the field if playing Scorchball or ten players if playing Terminix. As the game progressives, due to injuries, the number of players that a team can field may be reduced. A complete team consists of eight for Scorchball and twelve for Terminix. In the beginning, each side has two substitutes on the team bench.

Each participant is authorized ten hits/ wounds before they are dead. Elite players and the Goalie will have an extra box which takes (is marked) the first hit to that Elite player which represents extra body-armor that he is wearing. A Team Captain will have two extra boxes of body-armor protection allowed to them. The body-armor protection boxes cannot be ‘healed'.

Participant Assignments
The Team's Great Captain must be easily identifiable from the other players on the team. Each Captain will receive the benefits listed on their specific card.
Any player except the team's Great Captain can be designated as the goalie. A goalie must remain within two hexes of the goal hex. A goalie wears additional armor, thus making it harder to wound them. All other players are considered as being responsible for offensive and defensive actions.

Some players will start the game as a substitute. Substitutes can enter the field of play one of several ways. During an inter-period break a substitute can automatically re-place any current player in their hex. A substitute can be used if the head Coach plays the appropriate replacement card. A substitute can enter play from the team bench entrance hex if a current player is killed.

Great Captains and Elite Players
Special cards have been provided for the great team Captains and highly skilled elite players. These cards are not shuffled but given to the head coach if the player is used or as long as that particular player is active during the contest. The cards or placed face up in front of the head Coach. The cards will list a special ability of the player being represented.


Team Support Staff
The team support staff is classified as one of three types. These are Cheerleaders, coaches and trainers. Each type will have its own unique abilities to influence action in the arena.
Cheerleaders have the ability to focus the supportive energy of fans into an observable force in the arena. If the right card is played, Cheerleaders can provide goalie assistance in defending the goal, or early warnings to friendly players about the location of an opponent.
Trainers have the ability to heal wounds or even resurrect dead players. A player must be off the field and on the bench to be healed unless otherwise instructed by a special action card.
Coaches are represented by card instructions which allow bonuses in attacks, defense or other aspects of the contest.

Pre-Game Activities
After the arena playing field has been determines and the players to be used of start the game has been selected, the head coaches meet to determine the team which will start the game with the ball and called the Aggressor. A comparative die roll is made with two d6 dice. In the basic game there are no modifiers due to racial characteristics or special abilities. The team who wins the toss will start with the ball and deploy first on the field.

In the deployment segment the players are deployed on the field within three hexes of the goal hex. The goalie starts on the goal hex. The Aggressor's head coach places the ball marker with the Team Captain to begin the game.


Team Initiative
When it is a team's turn to function, the very first action of the head Coach is to roll a single d6 dice if playing Scorchball or a pair of d6 (d10) if the event is Terminix. The result will be the number of players in the arena which can be used during that turn. For a Terminix event, a roll of 10 and 11 allows all of the members of a team to move. A roll of 12 indicates that no players can be moved unless allowed to be moved due to the play of an action card.

The next action of the head coach prior to moving his team is to play an action card. These will dictate the flow of the game and the action options allowed to a particular team during a bound.

Rudysnelson19 Apr 2016 5:36 p.m. PST

Action Cards
There is a deck of 32 action cards. The deck is shuffled prior to play and five initial cards are dealt to each player. Due to racial characteristics of a team, their coach may be dealt only four or up to six cards. Prior to each coach's turn, they will draw one card, again special racial characteristics may allow a coach to draw two cards. The coach will play the card of their choice and conduct the actions stated on the card. At the end of the action, the card is discarded unless otherwise directed. Once the deck has been completely drawn and there are no cards left to be drawn, then the entire deck is shuffled by the referee or the player who is NOT due to draw next.

The cards can be placed into one of several types. These are:
A Surge Card allows the number of players indicated on the card to move around the arena.
A Combat card allows combatants to use distance weapons to attack an opponent.
A Defense card provides the player with additional abilities to fend off opponent attacks and/or reduce wounds.


List of Action Cards
The description of the cards is following by the number of available cards listed in parenthesis.
Deadeye: Any Pass to another player is completed without the chance of an interception. (3)
Doctor: Any one Elite player or the Team Captain except for Dead players can be healed of all their wounds. (2)
Goalie: The Goalie automatically blocks any attempt to score at the goal. (3)
Roid Pounder: Any one Elite player or Team Captain will double their melee attack for this bound. (2)
Roid Rage: All players involved in a melee that bound receive a +1 modifier in the melee. (3)
Shield: The Coach can assign the use of a protective shield which can be used by any player during this and the opposing player's next bound. The player with the shield receives a special result against distance fire and a -2 modifier in a melee. (4)
Sniper: Distance Firing is allowed for only one player on the team. (4)
Surge: Despite any result on the Team Initiative roll, All of the players on a team can move that turn. (4)
Team Support: The head coach can employ the special abilities of one of the allowed team support assets. (3)
Transport: Any Elite player or Team Captain can be relocated to any hex within five hexes of their current hex location OR be replaced automatically by a substitute. (2)
Volley: Distance Firing is allowed to be conducted by all of the team's players. (2)


Activity Matrix Chart Optional System
If the players have lost some of the action cards or just do not like the drawing of cards mechanic, the Activity Matrix Chart can be used instead. The Activity matrix system allows for players to have a chance to play any of the actions on any turn without the chance that the opposing coach is holding or has recently played that particular card. The system of drawing , holding cards and having a discard pile along with being concerned about decks that have been suitably shuffled each time can distract from the game. The activity Matrix system has all of the action options listed on a chart. The players will roll on the chart instead of playing an Action card. The head coach now has the choice of following the action rolled or not playing and action option.

Die Roll Action ‘Card' Option
2 Doctor: Any one Elite player or the Team Captain except for Dead players can be healed of all their wounds.
3 Roid Pounder: Any one Elite player or Team Captain will double their melee attack for this bound.
4 Goalie: The Goalie automatically blocks any attempt to score at the goal.
5 Shield: The Coach can assign the use of a protective shield which can be used by any player during this and the opposing player's next bound. The player with the shield receives a special result against distance fire and a -2 modifier in a melee.
6 Sniper: Distance Firing is allowed for only one player on the team.
7 Surge: Despite any result on the Team Initiative roll, All of the players on a team can move that turn.
8 Volley: Distance Firing is allowed to be conducted by all of the team's players.
9 Deadeye: Any Pass to another player is completed without the chance of an interception.
10 Roid Rage: All players involved in a melee that bound receive a +1 modifier in the melee.
11 Team Support: The head coach can employ the special abilities of one of the allowed team support assets .
12 Transport: Any Elite player or Team Captain can be relocated to any hex within five hexes of their current hex location.


Participant Activity
Maneuvers are the act of a player moving around the arena without the ball.
Passing the ball is the manner in which players exchange the ball at distances more than into adjacent hexes. It is also the method used to place the ball into a goal. A Pass can be intercepted by the opponent.
Hand-off is when a player gives the ball to another player in an adjacent hex. There is a very small chance of a fumble occurring. A hand-off cannot be intercepted by the opponent.
A Rush is the act of moving the ball as part of the movement of a player as he moves.
Interceptions are when a participant attempts to throw the ball to another player on his team and an opponent's player catches the ball instead. An attempt to intercept a pass or block an attempt on goal is not regards as a maneuver as the player will not change hex locations.


Participant Maneuvers
A head coach will maneuver his team around the arena in order to place them into the best position to score a goal, defend his goal or injure an opponent. A participant is never required to move during a turn.
Rules and Restrictions:
1. A participant can move up to five open hexes in a single bound. A speedster player can move six hexes. If a cover terrain section is entered all movement for that participant must cease once the cover hex is entered. When the cover terrain section is entered, the opposing player will declare if it is also a Delay or Death trap as well.
2. A participant must cease movement if they enter a hex adjacent to an opposing player. If the participant or the opposing player has the ball, the other non-ball player may attempt a tackle. Whether a tackle is being attempted or not, the adjacent players will melee.
3. A pass or scoring attempt must be declared with an Action Card. A pass can be attempted at any point in the movement bound whether prior to maneuvers, during maneuvers or at the end of maneuvers.
4. During a Handoff, there is only a chance for a fumble is an opposing player is adjacent to either of the players involved in the handoff. The coach controlling the ball will roll a d6. If the result is a ONE, then the ball is fumbled and placed in the hex of the last controlling player. The ball remains on the ground until the next segment is conducted which allows a melee to be fought over the ball.

Rudysnelson19 Apr 2016 5:36 p.m. PST

Engagements
Most engagements between participants will be in the form of hand-to-hand melees. As a result a participant must be in a hex adjacent to his opponent in order to fight that enemy. However some cards or characters have special abilities or weapons which allow them to attack from a distance.

An engagement occurs when two opponents are in adjacent hexes then a melee is automatic. The active head coach can play a card which orders a fighter to attack his enemy in a certain manner in order to provide him with an advantage. The melee between opposing players is a comparative die roll with the player with the highest total being declared the winner. If the result is the same, both participants will roll on the Wound Chart and continue to melee the next round. The loser and the winner will roll to determine damage inflicted on the opponent. The loser will receive a negative modifier to his roll on the chart. If the victor's total is more than twice the loser's total, then the victor will get two rolls on the Wound Chart.

A distance assault can only be initiated with the playing of an Action card by the Head Coach. This allows the active participant to attack an opponent and inflict damage without the chance of receiving damage himself. The most common forms of Distance attacks are conducted using hand thrown grenades and one to two foot darts.

A Tackle is an action made prior to a melee between adjacent players. A tackle can only be made against a player with the ball. A tackle, like a melee, is a comparative die roll. The player with the highest result is declared the winner. If there is a tie, the original holder of the ball retains possession of the ball.


Distance Attack Chart
Roll TWO d6
Die Roll Results
2 or less Miss. No Effect
3-4 Miss if the target has a Shield or a body-armor box left. The dart bounces off the target.
5-6 Slight Wound. No effect but the target cannot move in his next bound.
7 Minor Wound. One point of wounds is assigned to the target.
8-9 Moderate Wound. Two points of wounds are assigned to the target.
10+ Critical Wound. Roll on the Critical Injury Chart.
Distance Firing Modifiers
Subtract two from the die roll if the target is in cover.
Subtract two from the die roll if the shooter is an Orc or Undead.
Add two if the shooter is a Lizardman


Melee Attack Chart
Each fighter rolls a d6. All appropriate modifiers are applied. The victor is the fighter with the highest total.
Modifiers to the player's die roll
Situation Amount of modifier
Player is unable to use a limb due to a critical hit -2 from that player's die roll
Dwarf or Orc racial bonus +2 to that player's die roll
Team Captain or Elite player +2 to that player's die roll
Player has a Blade +2 to that player's die roll
Player has a Polearm +3 to that player's die roll
Player is in a Cover terrain hex +1 to that player's die
Player has a Shield -2 from the opposing player's die roll
Player has Roid Rage +1 to that player's die


Melee Wound Chart Roll a d6
Die Roll Result
1 Slight Wound. No effect but the target cannot move in his next bound.
2 Minor Wound. One point of wounds is assigned to the target.
3 Minor Wound. One point of wounds is assigned to the target.
4 Moderate Wound. Two points of wounds are assigned to the target.
5 Moderate Wound. Two points of wounds are assigned to the target.
6 Critical Wound

The loser receives a -1 on the Wound roll
The victor is his total is twice as much as the loser, then the victor gets two rolls on the chart.

Critical Wound Chart Roll a d6
Die Roll Critical Hit Result
1 An arm is stunned for and unusable for the rest of this segment and the next two segments. The player also receives two wounds.
2 A leg is incapacitated. Movement is reduced by two movement points until healed. The player also receives two wounds.
3 An arm is incapacitated. The player cannot use distance fire and receives an adverse modifier in melees. The player also receives two wounds.
4 The player receives three Wounds to the torso.
5 The player receives a head wound. He cannot move in his next maneuver segment. He receives two wounds.
6 An arm is severed. The players receives four hit points and the limb is incapacitated.


Special Team Racial Characteristics
Evil and Chaotic teams will have the same special traits as their non-evil racial counter parts.

Amazons
• Amazons are regarded as the speedsters with foot speed and superb reflexes.
• Due to the natural guile of Amazons they can re-roll a Action card matrix result OR discard the card that they drew that turn and draw a new one.

Human & Barbarians
• Human players are regarded as expert passers, so receive a -1 modifier against any attempt to intercept.
• Human players are agile and can roll an escape roll to avoid a melee with an opposing team composed of Dwarves or Halflings. An escape roll of even allows the human player to avoid a melee.
• Human players

Elves
Elves are regarded as the speedster race with foot speed combined with highly toned reflexes.
• Elf teams receive the speedster bonus movement point of one hex per bound.
• Elf players receive a bonus advantage in interception attempts.
• Elf Players receive a bonus point when attempting a pass.

Dwarves
• Dwarf players maneuver at only four hexes per bound.
• Dwarf players receive a +2 Modifier in any melee.
• Dwarf players

Halflings
• If a Halfling team is on the field, Sorcerer and Zombie Cheerleaders cannot be used.
• Halfling players maneuver at only four hexes per bound.
• Halfling teams may employ a single Elite player from the Elf or Human race. These will retain the same traits as their race.

Orcs & Goblins
• Orc players receive a +2 Modifier in any melee
• Orc head coaches must discard any card of their choice once the initial cards are dealt.
• Orcs players receive a -2 Modifier when using distance weapons for attacking

Lizardmen
• Lizardmen treat all cover terrain as open terrain for maneuvers.
• Lizardmen ignore any traps that may be in the cover section.
• Lizardmen use blowguns to shoot their darts, so receive a +2 modifier when conducting a Distance attack.

Undead & Zombies
• Undead and Zombie players can only move four hexes per bound.
• Undead and Zombie players cannot enter Cover terrain sections.
• The reaction time of a Zombie goalie is slow, so a Zombie goalie receives a -2 Modifier when they try to block a pass.
• Zombie Cheerleaders can resurrect two Zombies instead of one from the Dead Zone each time a Cheerleader Spirit Action card is played.

Rudysnelson19 Apr 2016 5:37 p.m. PST

Bone Cruncher Notes
Basic Game Tactics
A. The Assault Wedge consists of several players in adjacent hexes advancing toward the goal with the holder advancing behind the front rank. This is a common tactic in both Scorchball and Terminix.
B. The Box is common in Terminix which uses more players. The addition to a front rank of blockers and the ball holder in the second rank, there are a flanker located on each side of the holder in the second rank. Some teams will deploy additional reserves in a third rank to reinforce the blockers or stop the opposition if a tackle is made on the holder.
C. The Wall is a common defensive formation with the team lined up in adjacent hexes between the opposing team and the goal.
D. The Channel is a defensive formation designed to attack the flanks of a attacking formation to occupy the blockers until the holder is left with no protection.

Sample Turn
This is a sample turn from a Terminix event using the Alternative Action Card matrix. The competing teams are Lizardmen and an Orcs. The Lizardmen had won the Aggressor rating for the first Quint. On the first turn the Orc set up in a wedge formation and advance toward the Lizardmen goal. The Lizardmen deploy in a wide V formation which lends itself to ambushes.

The Lizardmen head coach rolls a five for Initiative. The coach then rolls a six on the Alternative Action Card matrix. The Lizardmen moves the goalie (Mover L1) as far forward as he is allowed. The Lizardmen moves the most forward player (Mover L2) to the edge of the arena.

The next player to move (Mover L3) is declared the Sniper and uses his blowgun to attack the closest Orc player with Distance Fire. The Lizardman rolls a two which is modified to a four which is still a miss.

The next Lzardman to move (Mover L4) enters a cover hex on movement point four. Since he is a Lizardman, he is not required to stop so continues to move and stop in the hex adjacent to the cover. The last Lizardman to move (Mover L5) is the Team Captain. He avoids the cover but does move to stand in a hex adjacent to the cover and the player that moved as Mover L4). At the end of the move the team Captain passes the ball to the Lizardman who moved as Move Two.

The Orc head Coach plans to use a more aggressive strategy. He rolls only a four on the team Initiative roll. He rolls a three on the Alternative Action Card matrix and announces that the Orc team Captain will be under Roid Rage this turn. The first Orc to move (Mover O1) enters the same cover hex that the Lizardmen had entered earlier. He is surprised when it is revealed as a Death trap hex. The Wound die roll is a two (d6) so one wound point is assigned to that player. Since he has no movement points remaining, he cannot assault either Lizardman player that he is adjacent to.

The second Orc player (Mover O2) moves to tackle the Lizardman to whom the pass was made in the first part of the turn. The third Orc player (Mover O3) moves, avoids the cover section and moves adjacent to the Lizardman (Mover 4). He attacks the Lizardman (Mover L4). The Orc rolls a four (1 x d6) with a +2 modifier for a total of six. The Lizardman (Mover L4) rolls a six without any modifier for a total of six. Since it is a tie, there is no winner and both players roll on the wound table. The Orc rolls a five (1 x d6) which causes a moderate wound on the enemy player. The Lizardman rolls a six (d6) and causes a Critical hit. Another roll on the Critical Hit table shows that the Lizardman will lose the use of one arm until he receives medical treatment.

The last player to move for the Orcs is the Team Captain. He (Mover O4) is also moved adjacent to the Lizardman (Mover L4) that has just been attacked. The Team Captain, who is under Roid Rage, attacks the Lizardman (Mover L4). The Orc Team Captain rolls a one (d6) with modifiers for being Orcs (+2), being a team captain (+2) and under Roid Rage (+1) for a total of 6. The Lizard player defends with a roll of five but has a -2 from the Critical Hit injury for a total of three. Since the Orc total is twice as much as the Lizardman total, the Orc will get two rolls on the Wound table and the Lizardman will not be able to roll.

At this point the second turn of the First Quint is over. The third turn begins with a Lizardman segment.

Advanced Bone Cruncher

Player Health Templates
One of key differences between the advanced and basic systems is the use of player templates for tracking heath conditions. The use of templates allows for the players to have more than the basic number of allowable wounds. It also enables wounds to be allocated to specific parts of the body rather than applied generally. Another advantage to the template system is that it provides definite distinctions for players from different races. Hit allocations will vary in number and placement will vary according to race as part of the special characteristics aspect.

Health Template Construction
The body of a player is divided into seven areas. These are the torso, the head, the right arm, the left arm, the right leg and the left leg. The seventh area is called the protection box and reflects the amount of natural or added body armor that a player has from a specific race.

Advanced System Special Team Racial Health Templates
Evil teams will have the same health templates as their non-evil counter parts. Goalies are allowed three additional protection boxes.

Amazons
Amazons are regarded as the speeds with foot speed combined with highly toned reflexes
• Amazon players are given a total of 33 hit squares
• Amazon players are allocated five hit players to the head, nine squares to the torso, five squares to each leg and four hit squares for each arm.
• Amazon players are authorized four protection squares. Two represent the natural guile of females and two for body armor padding.

Human & Barbarians
• Human players are given a total of 35 hit squares.
• Human players are allocated five hit squares to the head, ten hit squares to the torso, six hit squares to each leg and four hit squares to each arm.
• Human players are authorized two protection squares in the body-armor rating.

Elves
Elves are regarded as the speedster race with foot speed combined with highly toned reflexes.
• Elf players are given a total of 36 hit squares.
• Elf players are allocated five hit squares to the head, nine hit squares to the torso, six hit squares to each leg and five hit squares to each arm.
• Elf players are authorized three protection squares in the body-armor rating.

Dwarves
• Dwarf players are given a total of 34 hit squares.
• Dwarf players are allocated six hit squares to the head, twelve hit squares to the torso, four hit squares to each leg and four hit squares to each arm.
• Dwarf players are authorized four protection squares in the body-armor rating.

Halflings
• Halfling players are given a total of 27 hit squares.
• Halfling players are allocated three hit squares to the head, eight hit squares to the torso, five hit squares to each leg and three hit squares to each arm.
• Halfling players are authorized two protection squares in the body-armor rating.

Orcs & Goblins
• Orc players are given a total of 39 hit squares.
• Orc players are allocated five hit squares to the head, twelve hit squares to the torso, six hit squares to each leg and five hit squares to each arm.
• Orcs players are authorized three protection squares in the body-armor rating.

Lizardmen
• Lizardmen players are given a total of 34 hit squares.
• Lizardmen players are allocated four hit squares to the head, ten hit squares to the torso, six hit squares to each leg and four hit squares to each arm.
• Lizardmen players are authorized four protection squares in the body-armor rating.

Undead & Zombies
• Undead and Zombie players are given a total of 25 hit squares.
• Undead and Zombie players are allocated three hit squares to the head, six hit squares to the torso, four hit squares to each leg and four hit squares to each arm.
• Undead and Zombie players are authorized one protection squares in the body-armor rating.


Advanced Arena Options
For Terminix games only, more complex arena fields can be used. Such fields may be of any appearance, oval, square, circular or a rectangle but an irregular field cannot be used. On these fields the terrain occupying hexes can be more complex. Some new terrain possibilities are buildings, ruins, water obstacles, or vehicular wrecks. More elaborate Delay traps and Death traps will be available such as quicksand pits and boiling liquid pits.

Another option is for players to use any floor plans available. This can result in events of Terminix but not Scrochball being played in buildings, malls, underground complexes or on spaceships. It can also result in games being played on maps with a square grid instead of a hex grid. They are rare but I have seen floor plans using a triangle grid.

If a square grid is used, a player will have the option of moving to one of eight adjacent squares instead of the normal six options presented on a hex grid. If a triangle grid is being played on, the players will only have three options of areas to move into from any one point.


Bloody Blades
Bloody Blades is an advanced optional mechanic which allows team players to carry bladed weapons into the arena. Such bladed weapons do not include personal scalping knives which have been the craze among players for the past few years.

Team players can carry either a Polearm such as a spear or halberd OR Blades which include various types of swords and axes. Events allowing blades also allow all players to use a shield. A small buckler is not regarded as a shield but as part of the body-armor.

Team players with polearms cannot carry a shield. Halfling and Undead Team Players with polearms move at one less allowable maneuver point per turn. Team players with polearms involved in a melee receive a +3 on their die roll. Players always get one roll on the Wound chart whether they win or lose. Victors always gets an additional roll on the Wound chart.

Players armed with a Blade in a melee receives a +2 to the die roll. Victors and losers armed with Blades receive a plus one on the Wound Chart.

Elite Team Players
A veteran player who has survived numerous games will reach an elite status. Such elite players may be classified as Team Captains or a normal player. No more than one elite player can be on the field other than the Captain. Elite players will get to add +1 to any Distance Shooting attempt, +1 to any melee combat and a +2 to the protection boxes.

Rudysnelson19 Apr 2016 5:39 p.m. PST

There were a few more notes but this is the core of the game that was written about 10 years ago but never play tested enough. And now there are several systems out there besides the dominant one. So here is something some of you may want to use as a guidelines for your own systems.

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