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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:

    [email protected]

    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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    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