Specificity |  EXPLANATION OF THE GAME | - Killpower Ball is a board game, futuristic sports in which your role is that of a coach of a team of seven warriors. They are equipped with magical powers.
- In a room completely closed, resembling a basketball court and under the rules of handball and inspired gladiator fights, you need to score a winning number of points against the opposing team or the massacre.
- Killpower Ball is played with two, but a third person may act as an arbitrator.
- Win games and lead your team to the leading position, but be careful Killpower, Ball is a game where the legions are turning ... .. and victory is never achieved.
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| |  SPECIAL GAME | / / Monday, June 1, 2009, 16:01 / /
- Board game sports (with cardboard figures) deftly combines Strategy & Game Roles.
- Game Mode choice: championship, tournament or just a game.
- Random selection or choice of the team as the game mode
- System of disability between two teams of different power.
- Match with possible one-shot (dead warriors in one blow).
- Arbitration Optional parts by a third person
- Evolution of warriors with experience.
- Management of 3D terrain.
- Management of bluff with cards bluff.
- 80 power crazy: Reverse baskets, Russian roulette ball or poisoned
- Creating characters with fast drawing tables
- Creation of equipment with table and random draw infinity a warrior can have equipment in power indefinitely.
- Multiple options make your games unique parts. A single game can happen in an entirely different way depending on your tactical choices.
- Winning games is possible without throwing a single die - Tournament mode.
- Draw team with millions of combinations.
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| |  GAME INFO | / / Monday, June 1, 2009, 16:21 / /
VERSION 2.0 scheduled for release in January 2010 :
- Playable from: 12 +
- Game length: between 45 and 90 minutes
- Number of players: 2 players (3 if the third plays the role of arbitrator).
- Creator Game: Sylvain Mayet
- Illustrators: Yann Tisseron - Marc Simonetti - Miguel Coimbra - Wilfried Chevalier - Josselin Grange - Boris Robin
- Creators powers: Franck Déchaud - Gildas Milin - Sylvain Mayet
- Editor: GDjeux Edition
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| |  CONTENT OF THE BOX | - A book of 40 pages of rules with different game tables
- A game board
- 14 bases for your miniatures.
- 80 cards powers divided into 4 categories.
- 6 bluff cards.
- 14 figures representing 14 human
- 28 chips swords, bows 16 tokens, a token balloon.
- 1 10-sided die
- 1 team sheet,
- 1 sheet Arbitration
- 1 sheet classification.
- 1 sheet simulation game with 2 sheets of teams ready to play.
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| |  L'EXTENSION PACK 1 : "Sylvania" est sortie | / / Tuesday, March 8, 2011, 18:35 / / FEATURES EXTENDED French version
- 80 new powers with 79 new illustrations by Pascal Quidault Josselin and 1 Barn
- Powers adapted to the rules in 2.1 or 2.0
- New powers to double the lifespan of the game
- Powers always original and never redundant: Create mountains, freeze your enemies, cancel the score, starting with the ball ....
- With the base game, you will have a total of 160 power, 40 power by category (43,680 possible combinations to create a random team (without the damage and increased protections that have the number of combinations to infinity).
- Powers easier to manage in each category as the basic powers. Available only by mail order at a price of 20 € pack (or 30 € for 2 packs). If you are interested, contact me via the "Contact" button in the menu above to explain how.
Update: Click below to see the different pictures on the extension.
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| |  L'EXTENSION 1 : "Destins, Critiques et Fric" est sortie | / / Tuesday 1st March 2011, 12:21 / / Here comes the first expansion for the game Killpower Ball. Adapted rules 2.0 or 2.1, it includes: -1 richly illustrated color book of 36 pages with 100 destinations, more than 230 critics, the rules on money and on the captain. -1 team sheet, including the new rules. -1 sell sheet - 6 A4 sheets for each of the 6 races. - 3 A4 sheets (cut) with over 100 figures and over 60 pieces. Available only by mail order at a price of 20 € (5 euros shipping). If you are interested, contact me via the "Contact" button in the menu above.
FEATURES EXTENDED French version
- New way to play with funny money: the gratuitous.
- Buy your players, bet on your games, but watch out for poor management team, you lose your players as your opponents can share.
- Increases game strategies with new breeds, each with special abilities.
- Makes the game more eventful external and funny situations. Pictures soon.
Update: Click below to see the different pictures on the extension.
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| |  GOAL OF THE GAME | There are 2 types of goal in Killpower Ball: The purpose of a game and the goal of a championship or tournament.
GOAL OF GAME: The goal of the game is won by one of the 4 following conditions:
- Either you put the number of points you need to win by scoring baskets.
- Either you eliminate the opposing team by killing and expelling the rest of the match or by subjecting the powers for the duration of game.
- Either you give up your opponent.
- Either you turn powers that allow you to win.
FOR PURPOSE OR OF A CHAMPIONSHIP TOURNAMENT: For a championship, many of your friends play Killpower Ball and have each team. The goal is to play games and win victories for your first place overall. According to the result of a math, you'll gain or lose ranking points (minimum 0) so you rank among other teams. Of course only teams that have points are classified and not because you beat the first one you will necessarily before.
PURPOSE OF TOURNAMENT: For a tournament is played on a knockout basis and only the winner continues so that at the end the fact remains that wins.
Note: We will move towards the tournament in agreement with timed games and especially creation of team A to Z (with choice of power and features).
TIE: Of course, sometimes a game ends with equality. Here are the cases where this happens:
- Neither team has lost after 50 rounds of play
- Both coaches can still save the warriors of their team on the field after 50 rounds of play, or they do not have neither one nor the other.
- Neither coach has left before the 50 turns of game.
- Nobody has put the number of points he needed to win after 50 rounds of play
- Both teams have reached the number of points to score to win at the same time.
Note that in case of a tie, there is a rule that says you can leave at any meeting of penalties to separate the two coaches.
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| |  CREATING A TEAM | There are many methods of selecting a team. But there are 2 main: Depending on whether you play in shuffle mode (type single match or championship), or non-random fashion (type tournament).
RANDOM MODE : This is the championship mode. You will choose the specialization of your warriors and then randomly draw the authorities in different categories. 7 When your warriors are created, you will calculate the power of your team. The power is a function of force powers, experience points of your warriors, but also ranking points for your team. So a team that will start between 0 and 21 in power, while a team may well exceed 100 Advanced power.
NON-RANDOM METHOD: You do not play any random drawing because you have no luck at dice, no problem, the tournament mode is for you:
This time, you choose the specialization of the warrior and you have values. Then you distribute 25 points in your team knowing that:
- 1 power type F3 costs 4 points
- 1 power F2 costs 3 points
- 1 power type F1 costs 2 points
- 1 type F0 power costs 1 point
- Increase value of your attributes by 1 costs 1 point.
It is possible to take 14 powers F0 (14 points) and divide the last 11 points in your attributes, or take 3 powers F3 (12 points) and 9 government F0 (or 9 points) and 2 F1 (or 4 points). the total is 25 points. With this method you find the team that wins every time and win every tournament.
Click on this link to show the detail of the team sheet.
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| | With the money : since the release of the extension 1: Destin, Critiques et fric , it is possible to create a team with a certain sum of money. You can bet on your games, you earn money after each match you win or lose. But beware, in case of mismanagement of your bank account, your team will splitters and you should make a new team. As for your gladiators, they will be offering and the other coaches (players) who will buy a team. | |
| |  MATCH PROCEDURE | A game lasts 50 turns up. Here in detail how a tour:
Phase 1: Stage movement of the team that hand.
The team with the hand It is right along with its displacement:
- Launch the ball to a warrior or a box, but not try for goal.
- Drop the ball on his box (0A) or put her in ZA.
- Take the ball from the hands of an opponent.
- Collecting the ball on the ground.
The team did not hand and do not move, can:
- Collecting the ball or intercept the flight.
- Resist taking a flask of the enemy.
- Drop the ball.
STEP 2: Phase movement of the team that did not shake hands. This is the same as Phase 1 except that we reverse the two teams.
Relates the team that did not reach It is right along with its displacement:
- Launch the ball to a warrior or a box, shot off the cart.
- Drop the ball
- Take the ball from the hands of an opponent.
- Collecting the ball on the ground.
The team did not hand and do not move, can:
- Collecting the ball or intercept flight.
- Resist taking a flask of the enemy.
- Drop the ball on his box.
STEP 3: Reorientation of the team that hand
Phase on the team that moved the first The warriors can be redirected by the new position of enemies after Phase 3. They can no longer change direction during the end of this tour. Reorientation is simply turning his character in the position you want without changing the box. Remember that this determines the ZA warrior and its angle of view.
STEP 4: Phase Actions Simultaneous phase: for both teams. We proceed in order of decreasing speed of both teams
During each stage, each soldier acts according to his speed and according to its number of shares. During phase 6, all the warriors make their first actions, then the warriors who have two actions are their second action, etc. ..... When all the warriors have all their actions were going to the next round and so on until basket or a gift item. saying each time the speed of the warrior who wishes to act. A warrior is entitled to 1 share per round, provided it is not already used his work during Phase 1 or 2. It can:
- Launch the ball to a warrior or a box, shot off the cart.
- Releasing the ball.
- Take the ball from the hands of an opponent.
- Collecting the ball or intercept the flight.
- Pull the basket.
- Hitting a warrior.
- Draw an arrow.
- Collect their business on the ground, if on land.
- Remove one weapon from its case.
- Store a weapon in his holster.
- Seeing the Light.
- Resistance to a power he suffered for some time.
- Avoid an attack, if one sees his opponent.
- Enabling power
- Launch the ball randomly
PHASE OUT During any time of the round, both teams have the right to activate the powers that cost 0 acion.
GIFT BASKET OR AN ITEM If a team makes a basket, we end all actions of the turn and see if the team won a basket made is worth a certain number of points depending on the distance that you shoot (3 boxes, the basket is 3 points in 10 cases it yields 10 points, knowing that we can mark that is in the opposing camp). If the team did not win it again as an early game, giving the ball to the team that took the basket. And so on, until one team obtains or exceeds the number of points he needed to win or if she wins another way (to see a game).
A gift of a point arrives when a team has more players on the field (or the zone key) and it has wounded soldiers off the field. It then gives a point score of the team still present on the ground, and injured the opposing team back in starting again with the ball as an early game.
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| |  CHARACTERISTICS | You have 7 warriors in your team. Each is defined by different characteristics which are presented below: NOM: It is up to you to choose the name of your warriors. SPECIALISATION: Each warrior has a specialty thus increased some of its features that available to a limited role on the ground. More information in the article on this subject. EXPERIENCE: cela Corresponds to the total accumulated experience of a character during his career. It is constantly changing and never stops if his death or retirement. A warrior earns 5 points per game with safeguarding the basic game it is back on the field. With 10 points of experience, it increases by 1 point one of its characteristics.
The following are values of 10. To get a jet, just do less or equal to the value of your warrior with 1D10 (one to ten faces).
RAPIDITE: Value corresponding to the speed of reaction of warriors. During a turn, the warrior is the fastest acting first and so on in descending order of warriors. This value is randomly selected beginning of each new match - actually corresponds to the health of the warrior in this match - DEPLACEMENT: Single figure, drawn randomly, indicates the maximum number of spaces advance the Warrior 1 laps. For humans, this value is 4 or 5 if you take a specialization boost this value. COMBAT: This value is the chance that a warrior has to hit a target but also to avoid an attack when fighting in melee. TIR: This value is the chance that a warrior has to hit a target or to avoid an attack with a projectile weapon or missile. POUVOIR: Value that allows the warrior to enable or resist certain magical powers. HABILETE: This value is the chance that a warrior has in various cases as not to drop his or her affairs in hand held, does not itself fall to the ground or through the ZA of an opponent without being hit. FORCE: Value that corresponds to the physical power of a warrior. Note that this value is much higher for certain breeds future as the giants who are over 20. BALLON: Value for various actions in the game as the ball: throw the ball to someone on a box in the basket, catching the ball in flight, take the ball to an opponent, resist taking ball by an opponent, keep the ball in hand for a warrior who has just suffered an injury. VIE: This number corresponds to the vitality of the warrior. From this value, we determine the points of injury 6 locations planned. | |
| Rule 2.1: PHY: This feature replaces CBT (combat) and FOR (Force) by merging. HAB : This feature replaces TIR (shooting) and HAB (Skill) by merging. LIFE : this number corresponds to the vitality of the gladiator. From this value, we obtain the number of points of injury that has the gladiator. There are over 6 locations, but only one common. DEP : this number corresponds to the displacement of the gladiator who became fixed now. In version 2.1, there is more than 6 characteristics. 5 are scalable. | |
| |  THE SPECIALIZATION | The gladiators, elite athletes have all specialization among 9 which are on offer, because they all have a role to play in the field. The choice of specialization is final when creating your character. It enables him to have in some bonus features which enables it to perform better jets.
The DEFENDER: This is a warrior who will try to prevent the opponent from scoring. Most of the time, he remains close to the basket and is cause to intercept the ball while having a greater ease to avoid physical attacks. The PASSER: This is a warrior who moves well on the ground and as its name indicates who will move the ball. The SHOOTER: Faster, he specializes in shooting basket. It is always very important to have in his team because if you can eliminate the opposing warriors, at least you score. The Sprinter: This is a warrior who moves quickly and has a good ball game. It is used to fetch the ball into the hands of the enemy and go quickly in the opposite camp. L'ENCAISSEUR: He is not here to play the ball, but to withstand repeated assaults by opponents. It has a drive that enables it to better absorb the blows. There is often the archers and swordsmen as Blocker, warriors who are often in contact. The WARRIOR: This is a warrior who is used to fight with and who will do anything to approach the enemy to eliminate it. L'ARCHER: This is a warrior who is used to attack remote and mostly does not care of the ball .... The BLOCKER: This person will serve to block a warrior who carries the ball while trying to take him. The MENTOR: This is a warrior who has greater mental power than others and be there for launch powers but also resist the enemy psychic attacks. | |
| | Rule 2.1: There are only five specializations that add +1 in a feature. | |
| |  Arbitration | Killpower ball lies in a futuristic universe or the computer second man in his environment. Thus the Killpower Ball games, which are completely virtual, are managed by a computer known as ARBITRATOR. The game offers a third person can play the role of the referee, which I think is fairly rare in a board game. Thus, although not mandatory, the referee has a definite role to play during a game. Let's see it.
INTRODUCTION TO ARBITRATION The arbitrator will then manage the game as he ran a real match. It must remain neutral towards the two people who are playing (they are called coaches), and made sure to apply the rules of the game is not rare that I advise beginners to start as a referee even without having read an ounce rule. This allows them to learn the rules more quickly and as I play, I show them and strategies to do so. They can also see the operation techniques of coaches and the effect of power on the ground.
The arbitrator will then hold the sheet of arbitration and will check the dice rolls and the launch of the powers are on the table face down. He can appreciate and learn the techniques of play other players, but also can enjoy the game, because the side jouissif game is that he knows everything that happens on the side of the powers that are normally turned face down.
However, in important tournaments, it will be important to entrust the job to a competent person who knows the rules, to nominate two referees for even fewer errors.
BASIC RULES If the arbitrator must be neutral, he should not commit sin for a match. This can happen to him knowing that he plays the role of a computer in the universe Killpower Ball. It applies the best rules and if power is forgotten, this is not his fault that comes back, but his coach who has failed to make clear to the arbitrator.
A referee will never be questioned and his view remains dominant in the current match, even if at the end of this year, the rules may change due to a point of disagreement between two coaches. During one match, the referee could hear the two coaches on a point of rules, but in no case after it is sliced, it will be right back on his word.
It may in rare cases, to replay a match (if indeed there was cheating voluntary or involuntary coach), while the incidence of outcome is important in the pursuit of a league / tournament for example.
Just give it the bluffs and limit the visual effect of these that might make a player a little too whimsical. "No, no, we do not see a troop of skeletons arrived on the ground under the pretext that you put a card Bluff, Be realistic.
FOIL FOR ARBITRATION Having entered the names of coaches and teams that compete, the arbitrator may write his paper on arbitration all essential information concerning the two teams: the speed or duration of powers. It is he who considers the importance of information to note or not.
REFEREE OR SERIOUS COOL Play the role of arbiter, may be associated with an actor in a stage or a player in a role play. You are the referee, so you must apply the rules. But nothing prevents you from playing a referee very severe or very cool. In the beginning of the game, severe arbitrator might well say that every piece will be played blurry while another coolest say that we can re-move his piece. This will depend only on the choice / character of your will. But it must inform the coaches of your mindset and do not put a fait accompli. "You are expelled, because suddenly, it took me to interdict this or that."
There are also arbitrators sadistic wish that you propose to do things while it is forbidden by the regulations. If you are his actions, he simply expel you, because you still need to know the rules a minimum. We avoid this kind of referee for beginners anyway. "Go put a sixth player on the field!"
So play the referee as you like without the rot but the current game. There are even officials who awarded the coach of a team if he allows himself to insult the referee for one reason or another. It is then even more in some role-playing in which the coach should say eg "master" to the referee whenever he speaks to him, on pain of penalty of silver ( extension).
CONCLUSION Even if it's optional, is sympathetic to arbitrate because it allows desire to make the roleplaying, directing a game and get to know the coaches and their strategy. And then omniscience can know everything and rejoice when both coaches are present dirt with a vengeance, believing each control part. I advise you that role.
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