GRID GAMES – DISC BATTLE - ADVANCED
This version requires a bit more record keeping as well as at least two dice. Use the Basic rules with the following changes:
Programs now have Levels. Basic Programs start at Level 1. A Program’s Level will have an effect on the number of Action Cards it has as well as how many Actions Card can be held. High level Programs also have the option of being able to use two Discs in battle. The following chart shows the points required for each Program Level and the number of Action Cards they get, as well as how many Action Cards they can hold during the game and how many they may start the game holding.
Points Level Action Cards May hold May start held Other
Start at 0 Level 1 - 4 - 1 - 1 - 1 Disc
8 points Level 2 - 5 - 1 - 1 - 1 Disc
16 points Level 3 - 5 - 2 - 1 - 1 Disc
32 points Level 4 - 5 - 2 - (1 - 2) - 1 Disc
64 points Level 5 - 6 - 2 - (1 - 2) - 1 Disc
128 points Level 6 - 6 - 3 - (1 - 2*) - 2 Discs*
256 points Level 7 - 6 - 3 - (1 - 3*) - 2 Discs*
512 points Level 8 - 7 - 3 - (1 - 3*) - 2 Discs*
1024 points Level 9 - 7 - 4 - (1 - 3*) - 2 Discs*
2048 points Level 10 - 7 - 4 - (1 - 4*) - 2 Discs*
* A Program may use two Discs. If a Program chooses to use two Discs, they remove one of their Action Cards from the battle and start the game with 1 less Action Card held instead.
[Example - A Level 7 Program using 1 Disc has 6 Action Cards and can start the game with up to 3 of them held. A Level 7 Program using 2 Discs has 5 Action Cards and can start the game with up to 2 of them held.]
Setup
During Setup, a Program always starts the game with at least 1 Action Card held. They may hold additional Action Cards at the start depending on their Level. After Level 6, a Program may use a second Disc in a battle. If they do use a second Disc then they must remove one of their Action Cards from the battle and start the game with 1 less Action Card held instead – but they must always start with at least 1 Action Card held.
Skill Test
In the Advanced game, some actions now require a Skill Test. Some tests will give you a number and some Actions, like Block and Dodge, require an opposed Skill Test and will be made against another Program.
To make a Skill Test against a number you roll a die and add the Program’s Level. If the result is equal to or higher than the number needed then the test is passed. If the result is less than the number needed that the test is failed.
To make an opposed Skill Test against another Program you both roll a die and each Program adds their Level to their roll. The Program with the higher total succeeds.
Actions
Block – If you have your Disc and another Disc Marker or Disc Movement Base crosses your Action Base you may spend an action to attempt to Block it. Make an opposed Skill Test against the Disc’s owning Program.
If you succeed or tie then you are successful - Roll the Direction Die and place the small end of the Disc Marker against your Action Base in the direction shown on the die.
If you fail the Skill Test then you are struck by the Disc.
Dodge - If another Disc Marker or Disc Movement Base crosses your Action Base you may spend an action to attempt to Dodge it. Make an opposed Skill Test against the Disc’s owning Program.
If you succeed or tie then you are successful - Roll the Direction Die and place the small end of the Disc Marker against your Action Base in the direction shown on the die.
If you fail the Skill Test then you are struck by the Disc.
If you have no actions and want to Dodge then make an opposed Skill Test as above. If you fail then you are stuck by the Disc. If you succeed then you become Prone. If you are already Prone you may not Dodge.
Disc Movement
When moving a thrown Disc, you now can arc it instead of throwing it in a straight line. Instead of placing the Disc Movement Base flush with the end of the Disc Marker by the arrow you may choose to place it at an angle. Place the Disc Movement Base at the angle you wish and make a Skill Test. If the angle is up to 45 degrees you need to make a Skill Test of 6. If the angle is between 45 degrees and 90 degrees you need to make a Skill Test of 10.
If the Skill Test is passed then move the Disc Marker to the other end of the Disc Movement Base. If the Skill Test is failed then move the Disc Movement Base back to be flush with the end of the Disc Marker and then move the Disc marker as normal instead.
A Disc that belongs to a De-Rezzed Program may only move in a straight line – it may not be arced.
Recalling a Thrown Disc – The owning Program may choose to recall their Disc at any time it would normally move. To Recall the Disc you would need to make a Skill Test of 6. If the Disc Marker is more than 4 Action Bases away from the Action Base of the owning Program, then the Skill Test required is 5 instead of 6.
Levels
Programs start at Level 1 with 0 points. They gain points as below by competing in matches. Programs may increase their Level between matches if they have gained enough points. During a match, at the end of every turn, when the Action Cards are shuffled, the scores are saved. If a Program is De-Rezzed, any points they have earned from the last save are lost.
Points are gained for the following:
De-Rezzing a Program – their Program level
In addition, Programs gain the following bonuses for winning:
Winning a solo match – your Program Level x 3
Being part of a winning team – your Program Level x 2
Any Programs that do not gain any points gain their Program Level in points just for being in a match.
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