pondemonium rulesbook low quality
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creditsRULES
PIETRO TURRI
GRAPHICS & LAYOUT PIETRO TURRI
BETA TESTING
TANA DEI GOBLIN FORLI’ CESENA
ENGLISH TRANSLATION
FILIPPO VINCENZI
UNITS ORIGINAL DESIGNEUREKA MINIATURES
IMPACT! MINIATURES (JUGGERNAUT)
VERY SPECIAL THANKS TO
TANA DEI GOBLIN FORLI’ CESENA, EUREKA MINIATURES,
IMPACT! MINIATURES, BC STUDIO, MICIOSEGONE GAMES,
BAR CAOSSI, SIMONE POGGI, FILIPPO VINCENZI, GIOELE VISANI,
TANIA STRADAIOLI, RAFFAELLA RUFFILLI, CLAUDIO RODI,
ANDREA FABBRI, DANIELE RODI, FABRIZIO PASSATEMPI,
MASSIMO MASINI, FEDERICO PELUSO, SAVERIO SAMORI’,
CLAUDIO TURRI, STEFANO SPIRITO, LUCA MARCHI
ADDITIONAL MATERIALS ABOUT PONDEMONIUM CAN BE FOUND IN THE OFFICIAL SITE:
www.miciosegoneags.altervista.org/pondemonium.html
FOR REQUESTS OR DIRECT COMMUNICATIONS:
Even if this game is clearly a fantasy bale game between human-like animals, it is impor-
tant to remember that Pietro Turri and every involved subjects in this game producon,
are absolutely against any kind of animal violence.
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What’s in the game
Pondemonium is a rulebook thinked for Pond Wars miniatures of
Eureka Miniatures. To play this game you will need:
- This rulebook.
- Pond baleeld.
- Units sheets.
- 12 Acon cards.
- Some markers.
- 2 six-sided dices.
- Miniatures for Frogs and Turtles.
If in the site you downloaded this rulebook all those material was not
available, you will be able to nd everything you need for play at this link:
www.miciosegoneags.altervista.org/pondemonium.html
In this website you will be able to nd even printable Pondemonium
units, but we suggest you to buy the original miniatures for a beer expe-
rience.
WHERE TO BUY THE MINIATURES:
Pondemonium miniatures are produces by Eureka Miniatures and can be
found here: www.eurekamin.com.au
For american users: www.eurekaminusa.com
Ocial european distributor: www.ghng15sshop.co.uk
N.B.: The Juggernaut miniature is the only one that is NOT in Eureka
range. The unit is the Terrorpin of the american Impact! Miniatures:
www.impactminiatures.com
Introduction
Since the beginning of me, the Dark Frond Swamp was the theater
of bales between Frogs and Turtles.
While Turtles live in an empire based on labourers and industrial de-
velopment, Frog are ruled by an evil King that focus the wellness of
his reign on war and conquests.
From ages Turtles were forced to rise the level of the military taccs
to defend borders from the brute force of the Frog army. Bale aer
bale, Turtle defenses weakened, giving Frogs a great opportunity.
Now the Frog King is coming, with new technological warfare ma-
chines. The next assault could create a direct passage in the Turtleland.
The me is right, and unexpected. Turtles are not warned about Frog.
Will the heroic captain Cracked Shell be able to win even this desper-
ate bale?
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Tartarughe Unit points cost Army limit
Archer 12 4
Spearturtle 10 4
Piketurtle 12 4
Musketeer 14 4
Hussar with sword 18 2
Hussar musketeer 20 2
Captain of Hussars 24 1
Standard bearer 18 1
Musician 12 1
Sniper 20 1
Juggernaut 25 1Captain 20 1
Frogs Unit points cost Army limit
Spearfrog 8 4
Pikefrog 10 4
Èlite spearfrog 10 2
Èlite pikefrog 12 2
Musketeer 12 4
Marauder 8 4
Hussar pikefrog 16 2
Hussar marauder 14 2
Hussar musketeer 18 2
Hussar with gun 18 2
Captain of Hussars 22 1
Standard bearer 12 1
Musician 10 1
Captain 20 1
Cannon 20 1
King 25 1
Deployment
Turtles always deploy irst .
Turtles must deploy minimum 3 units on bridges connected with themain island (max 2 units per bridge). Every other units must be placed
in the main island. Turtles can place units only in the main island and
in bridgesconnected with the main island.
Frogs always deploy seconds.
Frogs must deploy minimum 2 units on 3 different deployment zones.
Deployment zones are located in Pond corners.
Frogs must deploy every units in Pond corners.
Units cost
Before the beginning of the game, players must choose units secretly.
Turtles must take the Captain.
Frogs must take Captain or Hussar Captain or King (max. 2 of them. No Frog
player can have all the 3 units).
In the following table there are units costs. A standard match of Pandemonium
is from 150 to 200 points.
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Game Turn
Every player begin the game with 5 acon cards and 1 racial card.
Every acon card have a number printed on it. The number is the acon points
you can obtain playing it.
At the beginning of every turn both players choose a single card from the hand
and reveal it at the same me. The number printed on it is the number of acon
points the player have in this turn, but the lower number play rst.
In case of a e the Frogs player win the iniave.
Ex: John plays a 5, Mick plays a 2. Micks start rst but he has only
2 acons, John will be second; but will play with 5 acons.
When the player who has iniave consumed every acon points, the opponent
turn will begin.
Once both players used every acons the turn ends and the played cards are
pued away in a discard pile. Every normal acon cards will return to the game
quite soon. The racial cards are single use and will be played only a single me.
The racial card can be used instead of a normal acon card but don’t give at the
player acon points, however allow the race to use the racial ability for free on
every unit on the baleeld.
Every Frog can use his Jump ability.
Every Turtle can use his Armor ability.
Using the racial card allow to take back every normal acon card played before.
Aer that, the racial card is permanently discarded.
When a player play the racial card, he win automacally the iniave.If the two racial cards are played at the same me, the Frogs win the iniave.
When a player play his last acon card he took back every normal acon cards
from his discard pile. Racial card is never considerated a card in hand. This means
that if you have only the Racial card le you can take every normal cards from
the discard pile like if you had none.
How to read the units sheets
Unit number: idenfy the miniature represenng the unit.
Unit name: idenfy unit role.
Wounds: number of injuries the unit can take before the death.
Armour Save: the number a player must obtain to block opponents
hits.
Weapon name: the weapon name.
Aack Dices: the number of dices to be thrown in an aack with this
weapon.
Damage Rate: the number that the player must obtain to inict inju-
ries with the used weapon.Range: the number of terrains the weapon can re through (only dis-
tance weapon).
Abilies: every unit abilies.
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To keep tack of used acon points we suggest You to use the
specic Pondemonium’s markers.
MOVEMENTS IN THE POND SCENERY:
Every acon point allow a unit to reach the center of an adjacent ter-
rain, for example a unit that start in the deploy eld can, with a single
movement, reach the center of an adjacent bridge and, with another
movement, reach the center of an islet.
The white arrows are the allowed land movements that every units
can do.
The green arrows are jump movements that can be used only by
Frog’s racial Jump ability. Jump can be used in white arrows too with-
out problems.
Use the action pointsPlayers can use an acon point to do one of the following acons:
Move
Range aack
Reload
Use of racial ability
Every acon cost one acon point.
Players can use acon points for dierent units o for the same unit,
but a single unit can do the same acon only two mes every turn.
Excepon is the racial ability that can be used only once per unit.
When a unit use the racial ability, that unit can’t do any other acon
unl the next turn, so it ’s important to use racial ability as
the last acon/s of the turn.
Ex.: A frog can use two mes the acon “Move” and
than use the racial ability “Jump”. This will cost the
player 3 acon points. The unit will not be able to
do anything else, becouse Jump is a racial ability and
the player will not be able to use the unit unl his
next turn. The player can sll use other acons to
move other units.
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The posion on the bridge is then directly connected on the arrival
order and it is not possible to change the order unless a unit will die in com-
bat.
For melee combat see the normal rules in the melee combat secon of this
manual.
During the match it is possible that a unit on a bridge will be surrounded
(ex: frog unit - turtle unit - frog unit). The rule of maximum units will be sll
valid (two frogs and two turtle maximum) but will vary the combat resolu-
on that we will see later.
Only the units that in a bridge have base contact with enemy units are con-
siderated engaged.
In islets it is possible to move freely if the friendly units are more than oppo-nents units. When the majority is lost because of a move acon or the death
of a unit, move acons wil l be forbidden.
IMPORTANT: Leaves can have only a single unit at the same me !
facING
With facing we intend the direcon the unit is oriented. Facing is very
important in Pondemonium for using in the right way some abilies.
Units can see at 360°. This mean units can aack range and melee at units
that are located behind them with no penales, but for some special abili-
es like “Push” it is really important a right facing placement.
Every unit that move toward the center of the Pond will be facing to the
next terrain closer to the center.
Every unit that move away from the center will be facing the next terrain
closer to the Pond corners.
BLOCKED BRIDGES:When a unit reach the center of a bridge occupied by an enemy unit
she must stop immediately in front of that unit. That unit will not be
able to move again and will be considerated engaged.
Frogs can jump over the opponents, but only using the racial ability,
so this will be the last acon of the turn for that unit.
IMPORTANT: When frogs use the racial ability on a bridge, frogs can
only move on one islet connected with the bridge. A frog can never
jump on a leaf from a bridge.
If a unit reach with a movement an islet, that unit will be placed in
the center of the islet.
If a unit end his movement on an islet where there are enemy units,
all that units is considerated engaged (a single unit can engage all the
enemy units on a terrain).
It is never allowed to enter in water voluntarily with a move acon.
Move acons allow only to move on elds or bridges.
A bridge can have a maximum of two turtles and two frogs, while an
islet can have all the units that physically can stand in it, but at max
ve for facon (excluding the deployment zones at the centre and at
the corners).
The second frog or turtle entering a bridge must posion behind the
one already standing in the bridge. It is not possible to move over
friendly or unfriendly units.
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Type of eld to be considerated in the range are:
- Island/Islet/deployment zone
- Bridge
- Water
- Leaf
Remember that you don’t have to count the eld where the shoong
unit is, but that you must count the eld where the target is.
If the target is inside the distance weapon range, the acon is used
and you can proceed to damage phase.
There are 3 limitaons to distance shoot:
- It is never possible to shoot from one of the four deployment zones
at the corner of the pond to another. Shoots are always considerated
out of range. It is sll be possible to shoot from one deployment zone
to the central islet of Turtles and reverse (is a range 4 shoot).
- A unit can never shoot when he is on a leaf (due to the instability of
the eld).
- It is never allowed to shot to an engaged unit, all the units that are
in a land terrain (islet, deployment zone) with at least one enemy are
considered engaged, in a bridge all the units that have a base contact
with an enemy are considered engaged.
Leaves always count like if they are at distance two from any adjacent
territory touched by the water. (you have to count one for water andone for leaf itself).
SHOOTING
Units that have range weapons (muskets, bows, etc ...) can shoot with
a cost of an acon point during the player turn.
It is important to remember that shoong can be done only twice per
turn for every unit and that some kind of weapons like re guns need
a reloading acon between each range aack.
Range weapons can be of 2 dierent type: re guns and bows.
Fire guns are much stronger, but need an acon to reload.
Aer each shoot acon, the weapon need an acon to reload and will
be needed an acon point to do it.
At the beginning of each turn, every re gun are considerated loaded.
This means that for do 2 ranged aack with re guns the player will
need 3 acons. For a single ranged aack 1 acon will be enough.
Bows are weaker, but can shoot more with less acon points (2 acon
points allow 2 ranged aack) and have normally a longer range.
The range of distance weapons can be seen on the army sheet and it
is the maximum number of terrains the unit can reach with a shoot.
For example, a ranged weapon with range 3 can shoot to maximum 3
terrains of distance (counng the one where is the target). If there are
dierent combinaons of terrains between the aacker and the tar-
get the shortest route must be choosed.The water is considerated a terrain for the range like any others.
This means that if it is a combinaons of terrains like water-leaf-wa-
ter-leaf the water must be counted twice and the shoot will be range
4 (one per each type of land crossed).
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DAMAGE CALCULATION
Calculate combat damage in Pondemonium is done by the dierence
of opponents successes.
Every weapon, range and melee, has a value that indicate how many
dices the aacking player must roll, and another value that indicate a
number you have to reach to obtain a success with that weapon.
The unit defending ever roll two dices for defense, both Frogs and
Turtles, but the value to reach is dierent from unit to unit.
Over that, Turtles can use the racial ability to add one dice to the de-fense roll.
Once all the dices were rolled, you must compare aack and defense
successes, if aacker obtained more success than defender, he inict
the dierence as injuries.
If the defender obtained more success than aacker nothing hap-
pened. The aack is blocked/dodged.
Life point value of a unit is indicated in the sheet.
When a unit have enough injury as the life points the unit is killed and
removed from the game.
It is important to keep track of injury taken by a unit. In Pondemo-
nium there is no way to heal an injury.
Range weapons can never be used for melee resolving at the end of the
turn unless the unit have the Rapid Fire ability (guns), the other units
must use their second weapon in melee (bite, punch....).Normally every range units have a dierent melee value that is used for
close combat, is the weapon without the RANGE characterisc.
Priority for an archer or a musketeer that is engaged is disengaging itself.
Disengaging is more easy for Frogs.
IMPORTANT: it is never possible to shoot to an engaged unit.
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RACIAL ABILITIES
Turtles and Frogs are dierent not only for weapons and armour, but
for some abilies too. For one acon point a unit can use the racial
ability, but remember that using that ability is ever the last acon for
that unit in this turn.
FROGS RACIAL ABILITY: JUMP
As ancipated in the movement part, frogs can use an acon point to
Jump.
Jump allow frogs to use shortcuts to reach the center of the Pond, to
surround enemies or to disengage fast.
Or can be used as a third bonus movement over the normal two al-
lowed.
A frog can jump from a eld to another adjacent ending the turn in
this way.
A frog can never jump from a bridge to a leaf, but only to one of the
islet adjacent to the sides of the bridge.
Leaves can be reached only by adjacent islet or by the starng adja-
cent deployment zones.
A frog can jump in an islet/bridge with an enemy unit to engage them.
IMPORTANT: Leaves can have only one unit at the same me !
LINE OF SIGHT
In Pondemonium the line of sight is ever free. Field obstacles and
other units never block a range aack, but it is important to remem-
ber that range aack has a range value and that normally a range at-
tack can’t be used when engaged.
reloading
At the beginning of each player turn, re guns are always consider-
ated loaded, and the same is for melee phases with re guns withRapid Fire ability. During the turn, every me a re gun shoots it will
be considerate unloaded and will be necessary to spend an acon
to use it again in the same turn. Loading a weapon two mes in the
same turn is useless. Reloading is useless if you played the lower ac-
on card (the one with only two acons).
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END OF the TURN
Once a player used all of his acon points or decided to pass, melee
combat are resolved. Every engaged units must do a close combat.
There are two dierent phases. First the player who was in turn aack
and the opponent defend. Then the opponent aack and the player in
turn defend.
The advantage to be on turn is that controlled units aack rst, so it is
possible to eliminate enemy units before taking a counteraack.
It is the player on turn who decided what combat want to resolve
rst, but every combat must be done.
If in a close combat there are two or more miniatures, the player on
turn divide equally aackers and defenders. If possible every aack-
ing unit ght with a dierent defender (it is possible to regroup minia-
tures on an islet for helping in this phase).
It is imperave to divide equally aackers and defender. It is not pos-
sible to create dierent combinaon if the two sides have the same
number of units.
TURTLE RACIAL ABILITY: ARMOR
At the cost of one acon point, a turtle can protect herself inside the
armor.
Put an “armored” token to remember the bonus. At the beginning of
the next turtles player turn every “armored” token must be removed.
An armored turtle have an addional defense dice that can be used
in the same turn of the turtle player and in the frog player turn (this
means that can be used against range aack too).
Racial cards are single use. When it is played, a player can acvate
freely the racial ability for every unit, but he will not have any other
acon. Over that, a player will take back every acon cards he already
used.
This means that the frogs player will have a free movement phase for
all his army. The turtle player will have a turn with an increased de-
fense for all of his units.
DISENGAGING
An engaged unit can disengage only:
- If Frog using the Jump acon.- Frogs or Turtles can disengage in an islet using a movement acon for
leave the terrain only if the units are in overnumber ( at least one unit
more than opponents).
A Turtle can never disengage on a bridge (a Turtle is slow and too big for
a fast disengaging manouvre). An engaged unit can’t shoot with ranged
weapons, but she can do the other acons.
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PINCER MANEUVER
During the match it is possible that units create a pincer maneuver on
bridges. (example: frog-turtle-frog).
In case of the same number of units (frog-turtle-frog-turtle) there will
be two dierent melee combats. The player on turn will decide the
ght that will be done rst. If there is a superiority the single unit will
have to defend against two dierent aack but will be able to aack
only one unit.
EXEMPLE MELEE WITH 3 UNITS ON BRIDGE
Frog - Turtle - Frog
The player on turn is the Turtle Player. He can choose the unit that
will be aacked by the Turtle. Once the aack of the Turtle is re-
solved, if the Frog is survived, the unit can aack the Turtle back.In any case, the other Frog will be able to aack the Turtle.
In this case the Turtle player will try to aack the weaker Frog, hop-
ping to kill the unit using the advantage of the iniave.
If the player on turn is the Frog Player, he will choose the rst unit
Every aacker/defender that is in surplus must be pued in an already
created combinaon and will ght only if the other unit will be killed.
Once every combinaon is created, the player in turn decide what combat
want to resolve rst, but every ghng must be resolved.
May happen that the are dierent units in a melee combat. The order and
the combinaon is ever decided by the player in turn. This is a really im-
portant advantage. For example, a Turtle ghts with 3 Frogs. If the Turtle
player is in turn he can decide the unit the Turtle will ght with and the
next unit in case of eliminaon of the rst one.
Only the units that are in base contact can aack/counteraack, the sec-
ond, third... rank units can only advance if the allied in front of them die.
Only units with the PHALANX ability can aack without the base contact
(see the ability secon).
MELEE COMBAT ON BRIDGES
Bridges can have a maximum of four units (two for every facon). If in the
bridge there are at least three units the melee combat is considerated mul-
ple.
The dierence from the islet combat is that the order is already decided and
can’t be changed in any way. The arrival order on a bridge is very important
for a winning taccs.
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FIRST PHASE: PLAYER ON TURN AGAINST OPPONENT
The player on turn roll dices equal to the number indicated on the
equipped weapon of the unit and calculate the number of successes
he obtained. The opponent do the same for the armor value of his
unit.
If the aacker had more successes than defender, the dierence will
be inicted as damage (injuries).
If the unit is killed (injuries reach the life points value) and there
aren’t other enemies in the queue the ght is over, otherwise the
queue advance and there is a counteraack (see second phase).
If the unit survived there is a counteraack (see second phase).
Aer that, if there is another unit against this unit (3 units in a pincer
maneuver) there is another bale, but the defender will not have any
counteraack.
Normally every unit will have a single melee aack, but only if the
unit will reach an opponent
SECOND PHASE: OPPONENTS AGAINST PLAYER ON TURN
The second phase works the same way of the rst phase, but the de-
fender became the aacker and reverse.
If at the end of the melee phase there are is no unit killed, units con-
nue to be engaged.
If there are other units in the queue those units will do nothing.
Once acons and melee phases are over, the turn change and the
player with less iniave will do his turn.
that will aack the Turtle. If the Turtle will not be killed, the Turtle
will counteraack as usual. The second Frog will aack the Turtle but
there will be no counteraack by the Turtle, so there will be no risk to
the second Frog to suer damages.
EXAMPLE MELEE WITH 4 UNITS ON BRIDGE
Turtle - Frog - Turtle - Frog
The number of units is the same so it’s the player on turn that will de-
cide who will ght with. Unfortunately he must choose equally so the
choice is one and only one: 1 against 2 and 3 against 4.
Frog – Turtle - Turtle - Frog
Even in this situaon the choice is only one: 1 against 2 and 3 against 4.
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aack to allow a second aack in the same turn.
First Rank Phalanx: This ability allow Phalanx units to melee aack
even if in the second posion of a line. It is not necessary to be in con-
tact of another units, but must be no more far than the second posi-
on of the line. The aacks made with this ability are always aer the
regulars
aacks of the two rst line units. The aacks resoluon order is: ac-
ve player rst line unit, opponent rst line unit, acve player rst/
second phalanx units, opponent rst/second phalanx units.
Example: A Turtle Archer is engaged melee with a Frog Marauder and
a Pikefrog is in the second posion aer the Frog Marauder.
The turn is of Turtles player and the Turtle doesn’t do any damage to
the Frog Marauder. It’s Frogs player me to counteraack. The Frog
Marauder had one success, and the Turtle block it with a successful
defense roll. Everything stand in the same way, but the Pikefrog in the
second line can use the ability to aack the Turtle Archer.
Second Rank Phalanx: This ability works like Phalanx First Rank but it
allow to aack even from the third posion of a line. This ability will
work even with 2 friendly units between the unit and the target. The
aacks made with this ability are always aer the regulars aacks of
the two rst line units.
The aacks made with this ability are always aer the regulars
aacks of the two rst line units. The aacks resoluon order is: ac-
ve player rst line unit, opponent rst line unit, acve player rst/second phalanx units, opponent rst/second phalanx units.
Overwhelm: Aack roll successes are saved from the enemy with a
malus of +1 applied on his armour save (a standard turtle save at 5+
instead of 4+)
Rapid Fire: The units with rapid re ability can use the ranged weap-
When this second turn is over every player will play other cards.
This mean that it is possible for a player to do two consecuve turns,
one as second player, the other as rst player.
Example: Frog-Frog-Turtle-Turtle. Frog goes rst and kill the Turtle.
The second Turtle will take the place of the one killed and will aack
with a counteraack. If the rst Turtle survive the Frog aack, the rst
Turtle will counteraack and the second Turtle will do nothing.
VICTORY
Frogs wins if at the end of melee phase of the Frog player turn, in the
Fort in the center of the pond the Frogs are twice the number of the
Turtles.
The Turtles wins if in any moment the 80% (rounded up) of Frogs
army is eliminated. You must count the number of units, not the cost
of the army.
ABILITIES
In this part of the rulebook we’re going to explain the unit abilies of
Pondemonium:
Chivalry: Chivalry ability allow a unit to move like if using racial abil-
ity Jump, but the unit doesn’t need to end the turn aer the use of it.
The only limit of it is that Chivalry Units can’t jump, move or stay on
bridges. This means that this kind of units must use only leaf to enter
inside the pond.
Reload: Units with this ability must use an acon points aer a range
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or bridge eld, every units of the same facon earn a reroll during the ar-
mor roll to protect from injuries in melee combat.
This ability will last only unl the end of the next melee phase at the end
of the turn.
A unit with Adrenalinic Charge can move two mes only if the rst eld
is empty. Every me a unit with Adrenalinic Charge reach a eld with
friendly units the unit must stop and will not be able to use any other
type of movements (including the Jump racial ability).
The unit can use an acon point as movement without moving to reac-
vate the ability in the eld the unit is.
Rex Tremendae Maiestas: The Frog King can be targeted by ranged at-
tack only when he is the only enemy unit in his terrain. If in the terrainoccupied by the King there are other enemies, the aacking player must
choose one of them as target.
Slow reload: A unit with this ability must use two acon points to reload a
range weapon.
Amphibious: The units with this ability can cross short water areas, with
two movement acons a unit on a islet can reach a near islet.
This ability can be used only for move between two islets, and only if the
starng islet and the desnaon islet are divided by a straight line that
cross only water. Oen this special movement can allows to avoid bridges.
This special movement can’t start or end on bridges or leaves.
The units with the Amphibious ability can’t pass or stay on the bridges.
ons even when engaged, both as range aack, both as melee aack.
(Rapid re weapons are always loaded in melee phase)
Push: When a unit with push ability inict an injury (aer the defense
roll) , can choose to move immediately the target unit to an adjacent
terrain behind her.
A push on a bridge will move the unit to the previous islet.
This will work only if there are no other units in the line behind the
unit.
A unit pushed from an islet will be moved to one of the bridges in
the back of the unit. This will be possible only if the bridge have not
reached the maximum number of units (two units per facon). If the
player that make the push is the player with the iniave, the pushed
unit lose his counteraack phase.
Patriosm: When a unit with Patriosm enters in a terrain (islet or
bridge), every units of the same facon gain the chance to reroll one
dice aer the dice rolls in the aack phase of the melee phase.
This bonus will last only for the same turn the unit with Patriosm
moved and will end at the end of the melee phase. A unit with Patri-
osm can move two mes only if the rst eld is empty. Every me
a unit with Patriosm reach a eld with friendly units the unit must
stop and will not be able to use any other type of movements (includ-
ing the Jump racial ability).
The unit can use an acon point as movement without moving to re-
acvate the ability in the eld the unit is.
Furious Charge: A unit with this ability will ever have the iniave
and will ever aack rst, even in the opponent turn. If two units with
Furious Charge ght against each other the two aacks are resolved
at the same me. This means that it is possible for two units with this
ability to kill each other at the same me.
Adrenalinic Charge: When a unit with this ability enters an island, islet
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8/20/2019 Pondemonium Rulesbook Low Quality
16/16
PONDEMONIUM IS A SKIRMISH GAME
FOR two PLAYERs WITH MINIATURESin SCALE 28mm
The great mobility of Frogs against
the impressive defensive ability of Turtles
in a Pond battleground of huge variability
that will keep you company
for many matches !
www.miciosegoneags.altervista.org/pondemonium.html