Hell on Eight Wheels: Seventeen - Advanced Rookie Rules
Stage 1.5: Advanced Rookie Rules
Additions to the 1.0 rules:
-
Skater stress when a skater plays a card higher
than their relevant attribute.
-
Designation of the Lead Jammer and what this
entails.
-
Refined Blocking Rules
-
Track Markings and the effects these have on
movement
Play
Requirements
1 x Track Board
10 x Skater Markers (5 per
player)
20 x Speed Tokens (10 per
player)
1 x Activation Marker
10 x Stress Markers
10 x Practice Skater Profile
Cards (5 per player)
A Standard Deck of Cards
Practice Skater
Profiles
1. 1 x Jammer
Soul: 8, Speed: 8, Strategy:
6, Strength: 6
(Ignore Abilities and Traits)
2. 3 x Blocker
Soul: 6, Speed: 6, Strategy:
8, Strength: 8
(Ignore Abilities and Traits)
3. 1 x Pivot
Soul: 8, Speed: 6, Strategy:
8, Strength: 6
(Ignore Abilities and Traits)
Set Up:
Team and Board Set Up: As per Basic Rookie Rules.
Action
Sequence:
Activation: Any skaters highlighted by the activation marker
activate. Any players with an active skater flip the skater’s face down card and
play a card from their hand; using these two cards, one is allocated to speed
and one to strategy. If more than one skater has activated, the one with the
highest allocated speed card moves first (resolve ties using the allocated
strategy card).
Movement: When a skater is activated, you may add a speed token,
remove a speed token or leave the number of speed tokens unchanged (during the
first turn it is recommended that you add a speed token to each skater as they
activate, otherwise they will be unable to move). They may move a number of
grid units forward equal to their respective card or their speed attribute
(whichever is lower) multiplied by their number of speed tokens. While moving
forward around the track, a skater may move laterally a number of times equal
to the card allocated to their strategy or their strategy attribute (whichever
is lower).
If a player has played a card
with a value higher than the skater’s attribute (for either speed or strategy)
they may use the card value, but they suffer fatigue for pushing themselves
beyond their normal means. If a player pushes their skater in this fashion, the
skater gains a fatigue token. If a player pushes their skater again, while they
still possess a fatigue token, they gain a second fatigue token and their
fatigue lasts for the remainder of the jam. A third token gained in this
fashion causes the duration of the fatigue to last for the remainder of the
bout. A fourth token removes the skater from the bout; they’ve pushed
themselves too far and are just too tired to continue.
Any time a skater moves onto a
track segment marked with a white arrow, they automatically move forward an
additional segment at no movement cost. Track markings like this tend to be
found more commonly on the inside edge of the tracks rounded corners, they
reflect the way that a skater moves faster around the track when they hug the
inside edge. Any time a skater moves onto a track segment marked with a yellow
arrow (whether through a deliberate move or being pushed automatically with a
white arrow), their next move automatically shifts outward in the direction of
the arrow unless a lateral movement is spent to maintain position on the track.
Blocking: A skater may block an active skater if that active skater
moves into their threat zone. In this simplified version of the rules, either a
block works (and knocks a rival skater to the ground), or it doesn’t work (and
the rival skater passes unhindered).
Any time an active skater
moves into a passive skater’s inner threat zone (the track segments adjacent to
them), the player controlling the passive skater may choose to initiate a
block. When a block is initiated, the player of the passive skater compares
their skater’s strategy score with that of the active skater (any modifiers due
to fatigue or injury are included when comparing the strategy scores).
Respective Strategy Scores
|
Cards
|
Active Passer has a strategy at least 3 pts higher than
Passive Blocker
|
Passer 3 Cards
Blocker 1 Card
|
Active Passer has a strategy higher than Passive
Blocker
|
Passer 2 Cards
Blocker 1 Card
|
Passive Blocker has a strategy higher than Active Passer
|
Passer 1 Cards
Blocker 1 Card
|
Passive Blocker has a strategy at least 3 higher than Active
Passer
|
Passer 1 Card
Blocker 2 Cards
|
Cards may be drawn randomly from
the deck, or may be played from the player’s hand.
Only cards lower than the
skater’s strength count as valid block results. If the active passer has a
valid card matching the suit played by the passive blocker, the blocker’s card
is discarded. Once any matched cards have been discarded, if the blocker has no
cards left, the active passer continues their path forward without hindrance. If
the passive blocker has any cards still in play, the active passer has been
blocked.
If a block is successful (the
blocker still has cards in play), choose one of these cards as the impact card.
The block has an impact score equal to either the impact card’s rank or the
passive blocker’s strength score (whichever is lower). If the impact score is lower
than the active passer’s strength, the passer is hampered (lose a single speed token).
If the impact score is higher than the active passer’s strength, the passer is
knocked on their butt (lose all speed tokens). If a skater is knocked down, all
other skaters in an adjacent segment must draw a card and compare the result to
their strength, if the result is higher than their strength attribute they also
fall; if any of these skaters falls, they risk further falls among adjacent
skaters (It is possible for an entire team to fall down in this manner).
If the active passer loses all
of their speed tokens in this way, their movement and activation ends.
Scoring:
The aim of a roller derby bout
is to run rings around the opposing team. This is the job of the Jammers. Only
Jammers may score points, and they may only do so once they have completely
lapped the pack.
Once a jammer has completely
lapped the pack, they are able to earn a point by passing an opposing skater.
Each skater passed in this way earns a point, and if a skater completely passes
the opposing team, they may attempt to lap the pack again for another round of
point scoring.
The Lead Jammer:
Once either jammer has passed
through the pack, the jammer currently ahead is designated the “Lead Jammer”.
End of the Jam:
A jammed is timed as the
activation marker makes its way around the track. Each time a complete sweep of
the track is made by the activation marker (allowing every skater to activate
at least once), a period of 15 seconds of game time is considered to pass. A
regular jam lasts a maximum of 2 minutes; eight complete circuits of the
activation marker.
While the jam would normally
last a total of eight passes for the activation marker, the player controlling
the Lead Jammer may call off the jam early. A player will typically do this
when their jammer has scored points by passing the pack a second time, while
their opposing jammer is still caught in the thick of the pack. Calling off the
jam early is a strong strategic advantage. It can also ensure that a game
remains fast paced and action packed rather than dragging.
[EXAMPLE OF AN ADVANCED ROOKIE JAM TO BE WRITTEN]
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