Game Reference: Teams & Ringers
Game Reference: Teams & Ringers
1    VERSION 1
                                   By Billy Moffat
                                     INTRODUCTION
                                       VERSION 1.0
CONTENTS
  2       VERSION 1
                                        AMAZONS
                                                 3                    +1             +   0         + 2                    2
                                             BRUISER                 HANDLING TACKLING FIGHTING                       RUNNER
Killzones
                                                                                              TEAM ABILITY
The Amazons’ diagonal killzones apply for all contests,
including reactions on the turns of their opponents.                                       MELEE MASTERY
Every space surrounding an Amazon is its own killzone -                               Your killzone includes diagonals.
Amazons have 8 killzones (as opposed to the 4 killzones
of the figures from other teams). The killzone is not
considered one continuous area that surrounds an
Amazon, so when an opposing figure moves through                       Hand-offs
multiple adjacent spaces in an Amazon’s killzone, the                  Amazons can hand-off the ball diagonally.
Amazon figure may choose in which of those spaces they
would like to react, if they choose to react at all.
                                                                       Relay Training
                                                                       With the Relay Training upgrade, Amazons can hand-off 2
Movement
                                                                       diagonals because it extends the killzone range for passes.
Amazons have diagonal killzones but they
cannot move diagonally.
Adjacent
Adjacent and killzone are two separate terms (which
helps to ensure clarity for the Amazons’ ability.)
So when Ringers such as Gabe, Tycho, Gojira or                                                                   A
Rumblefist (whose abilities refer to adjacents) play for
the Amazons, their abilities do not apply diagonally.
  3        VERSION 1
                                    BARBARIANS
                                           4                   +1       +  1          + 1                     3
                                         BRUISER              HANDLING TACKLING FIGHTING                RUNNER
Berserkers
                                                                                 TEAM ABILITY
The Berserk ability is not to be confused with the
Barbarian base stats (which are all +1 across the board)                           BERSERK
- the Berserk +1 is in addition to the Barbarian base
                                                                         Your figures with at least 1 wound
stats, and so in effect this gives any damaged (wounded)
                                                                               get +1 to all contests.
Barbarian a total of +2 on top of the card value.
When totalling numbers for a contest the following
method of calculation is observed:
      (base stat + card) + apply any abilities
No stacking
Berserk gives Barbarians +1 to their total for having at
least one damage, not +1 per damage on their figure. So
whether a Barbarian figure has 1, 2 or 3 damage, he only
gets +1 to contests.
Pain/Gain
If the Barbarian team has the Pain/Gain upgrade, an
uninjured Barbarian figure can choose to have +3 to
their first contest: +1 for team stat, +1 for Pain/Gain
and +1 for Berserk (which is triggered by the Pain/Gain
upgrade).
Hardy
A Barbarian with the Hardy upgrade who receives his first
1 point of damage cannot apply Berserk as the damage is
cancelled.
If the Barbarian loses the contest by 2 or more, he would
cancel the first damage but the rest of the damage would
apply, triggering his Berserk ability.
  4      VERSION 1
                                   COWBOYS
                                           2                  +1          + 0            +  1                    2
                                        BRUISER              HANDLING TACKLING FIGHTING                      RUNNER
Misfire
                                                                                    TEAM ABILITY
If a Cowboy shoots at an opponent (attacks) from 2
spaces away and fails, they take 1 damage as normal -                       CONCEAL AND CARRY
the Cowboy’s gun misfires and damages him.
                                                                   On your turn, your Bruisers may attack any figure
                                                                  they can see up to 2 spaces away in a straight line
Cowboys versus Hate                                                  (walls and standing figures block their sight).
When an opponent has the Hate upgrade and a Cowboy
Bruiser misfires from 2 spaces away, the Cowboy takes
1 damage but the opponent doesn’t score 1 point                Runners
because Hate is not applicable in this instance because
the opponent did not cause the damage, it was the gun          The Cowboy Runners are the only figures in the whole of
misfiring. But if the opposing figure was adjacent to the      Kaosball who cannot use or influence their team ability.
Cowboy during the contest then the opponent would
score 1 point.
One at a time
The Cowboy Bruisers’ ability to “shoot” is an
enhancement of their basic attack action. Only one
Cowboy Bruiser gets to shoot in a single turn.                                               C
Range
The range for attack with the Cowboy’s team ability is 2
spaces orthogonally (not diagonally).
The benefit of attacking from 2 spaces away is that the
Cowboy can attack without entering their opponent’s                           A Cowboy Bruiser’s attack range.
killzone (and thus avoids a possible reaction).
Self-sacrifice
If a Cowboy Bruiser figure with 1 health dies after a
fighting contest from 2 spaces away, the opposition team
do not get the Cowboy figure as a kill trophy or any other
associated bonuses as the damage was self-inflicted.
  5       VERSION 1
                                       DAEMONS
                                               3                   +1           + 0           +  1                  3
                                            BRUISER               HANDLING TACKLING FIGHTING                      RUNNER
  6       VERSION 1
                                     FANGS
                                             3                  +0          +  2          + 1                 3
                                          BRUISER              HANDLING TACKLING FIGHTING                   RUNNER
Initiating
                                                                                     TEAM ABILITY
Vampirism works when a Fang initiates and wins an
attack or tackling contest, either as an action or reaction.                         VAMPIRISM
If the opposing figure initiated the contest and the Fang             When one of your figures successfully attacks or
wins, Vampirism does not come into effect.                          tackles, heal 1 damage from any one of your figures.
Handling contests
Vampirism doesn’t work for handling contests.
Self-healing
A Fang figure can choose to heal 1 of his own damage
if he triggers Vampirism through a successful attack or
tackle.
  7       VERSION 1
                                    GOBLINS
                                            2                 +0           +  0           +   0                  2
                                         BRUISER             HANDLING TACKLING FIGHTING                       RUNNER
Multiple Mosh
All opposing figures who are surrounded at the end of                                    G       d
the Goblin turn are benched.
                                                                                          a     G
Mosh King
With good positioning, a single Goblin figure can                                 G              b
contribute to the benching of multiple opposition figures
in a single turn.                                                                         e     G c G
Don’t care if you’re down                                           At the end of the Goblin turn, all opposition figures
                                                                    marked with an X (“a”, “b” and “c”) are benched (the
Opposing knocked down figures are automatically                     knocked down figure “c” is benched because a Goblin
benched if surrounded.                                              occupies the same space and there is another Goblin
                                                                    adjacent). “d” and “e” are not benched because “d” is
If a standing Goblin occupies the same space as a                   protected by a wall, and “e” is not surrounded.
knocked down opposition figure, and there is another
Goblin adjacent, the knocked down figure would get
benched at the end of the Goblin team turn.
Walls
If a wall blocks an opposition figure from being
surrounded, they are protected from the Mosh Pit ability.
Order of resolution
Mosh Pit is an “end of turn” event - whenever multiple
events would happen simultaneously, the team whose
turn it is decides the order in which to resolve them. And
as Mosh Pit occurs at the end of the Goblin team turn,
the Goblins can always choose for the effects of Mosh Pit
to happen before opposition teams’ end of turn events.
  8      VERSION 1
                                    HELLCATS
                                            3                  +1          + 1         + 1                 3
                                         BRUISER              HANDLING TACKLING FIGHTING                 RUNNER
No stacking
                                                                                   TEAM ABILITY
The scoring from Dominate does not stack for spaces
with multiple knocked down figures in them - the                                    DOMINATE
knocked down opposition figures are not the scoring
                                                                   Enemy knocked down figures count as minor scoring
mound, it is the space they are in.
                                                                                zones for your team.
For clarity, the Dominate ability should say: “Spaces
containing enemy knocked down figures count as minor
scoring zones [mounds] for your team.”
Additionally, the scoring from Dominate does not stack in
proportion to the number of tackled opposing figures on
the scoring mound space.
Bruisers’ role
It appears that only Hellcat Runners benefit from the
Dominate ability (as only Runners can score points from
scoring mounds), but the team would rely mostly on its
Bruisers to knock down the opposition in the first place in
order for its Runners to benefit from the Dominate ability.
  9      VERSION 1
                                    KLOCKWERKS
                                            3                  +1           +  0          + 1                   2
                                         BRUISER              HANDLING TACKLING FIGHTING                      RUNNER
Bluffing
                                                                                     TEAM ABILITY
A Klockwerk can declare Overload before a contest
even if they choose to play a dead card or an energy                                  OVERLOAD
card without a star icon. But if they win the contest the
                                                                   Before you start contest, you may declare Overload. If
Klockwerk figure will still take 1 damage.
                                                                    you do, the value of any live energy card with a star
                                                                     (*) you play is doubled. But if you win the contest,
Upset                                                                           your figure takes 1 damage.
Upset relates to the card being played, not the total after
Overload has been applied.
If the Klockwerks play a +4 card or greater, they are           Kaos Warp
Upset. +1, +2 and +3 cards can never be Upset.                  If a Klockwerk declares Overload and wins a contest, but
                                                                then the opposing team play the Kaos Warp card, the 1
Self-sacrifice                                                  damage the Klockwerk would have incurred from winning
                                                                the first contest is not applied because the first contest is
If a Klockwerk figure uses Overload to win a contest but        completely discounted.
in winning the contest it causes the Klockwerk figure to
die, the opposition team do not get the Klockwerk figure
as a kill trophy or any other associated bonuses as the
damage was self-inflicted.
Hardy
If a Klockwerk figure with the Hardy upgrade wins a contest
after declaring Overload they will not take the 1 damage.
Power Play
The Power Play tactic card enables a Klockwerk figure
to declare Overload and not take any damage that turn
whether they win or lose the contest.
Stim Pack
Overload doubles the card value, while the Stim Pack
cheat card doubles the total value.
For example, a Klockwerk figure is in a fighting contest
(base stat is +1). The Klockwerk declares Overload, plays
a Stim Pack and plays a +2(*) energy card. The total
looks like this: +2 doubles to +4 because of Overload.
Then the base stat is added for +5, and finally the total
is doubled to +10 because of Stim Pack.
(Note: The opposition will know before they play a card
that the Klockwerk is Overloading and using Stim Pack,
so may play cards to disrupt that.)
 10      VERSION 1
                                    LYCANTHROPES
                                            3                 +1           + 1          + 0                  2
                                         BRUISER             HANDLING TACKLING FIGHTING                   RUNNER
Ringers
                                                                                   TEAM ABILITY
Ringers cannot Shapeshift (they have both Runner and
Bruiser capabilities anyway).                                                      SHAPESHIFT
                                                                     Before you activate a figure, you may choose to
Shapeshift limitation                                             transform him from Human (Runner) to Wolf (Bruiser)
Lycanthropes can only Shapeshift if they have available            or vice versa. Damage tokens on that figure remain.
figures to swap with on their bench.
They cannot swap a figure on the field for a dead figure.
                                                               Last Stand
Self-sacrifice                                                 When using the Last Stand upgrade, the Lycanthropes
                                                               can activate a Bruiser as normal, or alternatively
Because damage tokens on a Shapeshifting figure                Shapeshift a Runner into a Bruiser then activate it
remain, it is possible for a Bruiser with 2 damage to          (because the transformation to Bruiser happens before
Shapeshift into a Runner and then die instantly, as            activating the figure).
Runners only have 2 health.
                                                               Last Stand does not allow a Bruiser to Shapeshift into a
In this case the opposition team do not get the                Runner before activation.
Lycanthrope figure as a kill trophy or any other
associated bonuses as the death was self-inflicted.
New Period
At the start of every new period, the Lycanthropes will
need to maintain the 3 Runner, 2 Bruiser ratio.
For instance, if they have 5 Runners on the field at the
end of the first period, they have to choose 2 Runners
to bench, and then put 2 Bruisers onto the line of
scrimmage for the start of the second period.
The 3 Runner, 2 Bruiser ratio also applies for the return
to scrimmage at half-time.
As with all teams, if the Lycanthropes don’t have
enough figures to replace the lost ones and keep the 3
Runner, 2 Bruiser ratio for the start of a new period they
lose the match.
 11      VERSION 1
                                       NINJAS
                                             3                 +1          + 1          + 0                  2
                                          BRUISER             HANDLING TACKLING FIGHTING                  RUNNER
Automatic wins
                                                                                   TEAM ABILITY
If a Ninja initiates a fighting contest and wins by playing
the same energy card as her opponent, she deals                                      SURPRISE
3 damage, because if an effect allows someone to
                                                                    During a contest, if you play the same energy card
automatically win a contest, they always win by 3.
                                                                   as an opponent, you automatically win (even if your
                                                                                  energy card is dead).
Live cards versus dead cards
If a Ninja plays a 4 or 5 live card in a fighting contest
and the opponent plays a matching 4 or 5 dead card the
Surprise ability triggers and the Ninja would auto win by
3 (dealing 3 damage) instead of dealing 4 or 5 damage.
Surprise is automatic, not optional.
Booster Bru
The Ninja Surprise ability is valid against the Booster Bru
(+6) card as it is considered both an energy card and a
cheat card.
 12       VERSION 1
                                     OGRES
                                             4                   +0          + 1           + 0                   4
                                          BRUISER               HANDLING TACKLING FIGHTING                   RUNNER
Direction
                                                                                       TEAM ABILITY
When an Ogre figure Stomps, opposition figures are
pushed directly away from the Ogre - there is no decision                                 STOMP
on direction (It does not function like a failed tackle where
                                                                        Before you activate one of your figures, you may
the figure can be pushed to any free adjacent spot).
                                                                      stomp with that figure, pushing all adjacent enemy
                                                                     figures back one space. An enemy that cannot move
Walls                                                                      back one space is knocked down instead.
A wall between an Ogre and an adjacent opposing figure
does not block the effect of the Ogres’ Stomp ability -
thematically, the Stomp causes a mini shock-wave that a
wall cannot block.
Brick
When an opposing Bruiser figure with the Brick upgrade                           When an Ogre Stomps, adjacent
                                                                                 opposing figures are pushed
is being affected by Stomp, but cannot move
                                                                                 one space directly away from
back one space because the destination space is                                  the Ogre.
blocked, they can choose to take 1 uncancellable
damage to prevent being knocked down, as the
ability states.
 13       VERSION 1
                                       PARAGONS
                                               3                +1          +  1          + 1                   2
                                            BRUISER            HANDLING TACKLING FIGHTING                    RUNNER
 14       VERSION 1
                                   PIRATES
                                           3                  +2         + 1          + 1                 3
                                        BRUISER              HANDLING TACKLING FIGHTING                 RUNNER
Cheaters
                                                                                 TEAM ABILITY
Pirates are a straightforward team - they can spend big in
the drafts knowing that in most matches they can cheat                             LOOTING
with impunity due to the cash they can earn from every
                                                                    You gain 1 cash each time you win a contest.
win in contests.
Kaos Warp
If a Pirate wins a contest, but then the opposing team
play the Kaos Warp card, the 1 cash the Pirate would
have gained from winning the first contest is not applied
because the first contest is completely discounted.
 15      VERSION 1
                                     SAMURAI
                                              3                   +1           + 0          +  1                  2
                                           BRUISER               HANDLING TACKLING FIGHTING                     RUNNER
Be precise
                                                                                        TEAM ABILITY
The Samurai team ability says to announce a specific
card, so if the Samurais play a tactic or cheat card in the                     HONORABLE CONDUCT
contest instead of an energy card, they would have to
                                                                         Before a contest starts, you may declare your
say the name of the card.
                                                                       intention to play a specific card. If you reveal that
                                                                      card you score 1 point. There is no penalty for lying.
Kaos Warp
If a Samurai declares the correct card in a contest he
gets a point for Honorable Conduct, but if the opposing
team then plays Kaos Warp and then initiates another
contest in which the Samurai again tells the truth the
Samurai does not get 2 points - he only gets 1 point for
the second contest because the first contest is completely
discounted.
Cheat cards
Honourable Conduct only works for cards revealed during
a contest, not for those played before a contest - for
example, a Samurai cannot gain 2 points from a contest
if they announce and play a cheat card at the start
of the contest, and then announce and play another
card as normal in their contest - they only get 1 point
(maximum) for correctly announcing the card played
during the contest.
For clarity, the ability should say: “Before a contest starts,
you may declare your intention to play a specific card in
the contest”.
 16       VERSION 1
                                     TROLLS
                                              4                   +1            + 2           +  0                   3
                                           BRUISER               HANDLING TACKLING FIGHTING                       RUNNER
Throwing Trash
                                                                                         TEAM ABILITY
Trolls can throw Trash into a space containing an
opposing figure but the Trash has no immediate effect                                         TRASH
on that figure - Trash only affects figures when the figure
                                                                      Before or after you activate a figure, you may leave a
moves into a space that already contains Trash.
                                                                      piece of Trash in its killzone (max 2 Trash on the field).
                                                                      Any enemy figure that steps in Trash is knocked down
Moving Trash                                                          unless they discard an energy card value +4 or higher.
If both trash tokens are already on the field, a Troll figure
wanting to use his Trash ability can pick up either one of
the existing Trash tokens and place it into a new space (in        Brick
his killzone). The space where the Trash was vacated from
is now considered clean and safe to move through again.            When stepping in Trash, rather than discarding an energy
                                                                   card of 4 or more, an opposition Bruiser figure with
                                                                   the Brick upgrade can take 1 uncancellable damage to
Ball and Trash                                                     prevent being knocked down.
Troll figures may drop Trash after picking up the ball.
Clean-up time
At the end of a period, Trash is removed from the field
along with other tokens.
Dead card
The card discarded by an opponent as a result of
stepping into a space containing Trash does not have to
be a live card.
Live cards are only relevant in a contest. For any ability
that requires a card of a specific value to be burnt or
discarded, it can be either a live or dead card.
 17       VERSION 1
                                     VALKYRIES
                                            3                  +1           +  1          + 1                  3
                                         BRUISER              HANDLING TACKLING FIGHTING                     RUNNER
Hate
If the Valkyries have the Hate upgrade, they receive a
point for each opposing figure struck by Vanir’s Judgement.
Self-sacrifice
If a Valkyrie figure with 1 health
is killed when calling down                                                            Vanir’s Judgement deals 1
Vanir’s Judgement, the opposition                                                      damage to the Valkyrie and all
                                                                                       adjacent and diagonal enemies.
team does not get the Valkyrie
figure as a kill trophy or any
other associated bonuses as the
damage was self-inflicted.
Walls
Walls and the corners of walls
block Vanir’s Judgement - any
special ability, upgrade or card
that allows diagonals may
be blocked by walls. If the                                                            A couple of examples of
diagonal skims the edge of a                                                           how walls can block Vanir’s
wall, it is blocked.                                                                   Judgement. The spaces without
                                                                                       an X are blocked.
 18       VERSION 1
                                    WARLOCKS
                                              3                +0            + 1           +  1                   2
                                            BRUISER           HANDLING TACKLING FIGHTING                        RUNNER
Curse timing
                                                                                      TEAM ABILITY
The Curse ability is triggered when a Warlock loses a
contest, so all the effects for losing a contest take place                                CURSE
(taking damage and perhaps being killed, losing the ball,
                                                                   Once per period, if you lose a contest, you may turn the
being knocked down, etc.) and then the opposing figure
                                                                   opposing figure into a Frog token until the end of the
is turned into a Frog.
                                                                   period. Frog tokens have 2 life, no team or ringer ability
So, if an opponent is stealing the ball in a handling               and cannot tackle, attack, score or handle the ball.
contest, the ball is stolen as normal and then the
opponent is turned into a Frog. The ball then drops in the
opponent’s space because a Frog cannot handle the ball.
                                                                Team ability
Order of resolution                                             Frogs lose all access to their team ability, whether as a
                                                                giver or recipient of its benefits, so for example:
The order of resolution for events is decided by the active
team (the team whose turn it is).                                  A Paragon Frog cannot use Greater Good to give or
                                                                   receive a +2 bonus in a contest.
For example, with the Ringer Gojira versus a Warlock:
                                                                   A Fang Frog cannot heal or be healed with Vampirism.
  If Gojira wins a contest on his turn he can crush the
  space that he is in and move to an adjacent space,
  and then he is turned into a Frog.                            Immediate death
  If Gojira wins a contest on the Warlocks’ turn he is          When a figure with 2 or more damage is turned into
  turned into a Frog (and cannot crush the space that he        a Frog it is killed immediately (since Frogs only have
  is in and move to an adjacent space).                         2 health), because a figure keeps all previous damage
                                                                when it transforms.
Frogs are figures                                               If the Frog is killed in this immediate manner, the
                                                                Warlocks acquire the original player figure as a kill trophy.
The Frog token counts as a figure on the field. As such, it
occupies a space, and can be tackled and attacked.
                                                                                 Dead Frog
If an ability denies a figure the option
to attack or tackle, it does not deny                                            If a team kills a Frog they get to keep the
them the ability to defend themselves                                            original player figure as a kill trophy and
- when defending itself in contests, a                                           claim any other associated bonuses.
Frog still adds the relevant team stat to
its energy card score.                                                           Changing back
                                                                                 If the Frog is still alive at the end of a
Moving a Frog                                                                    period, replace it with the original player
On their turn, an opponent may choose                                            figure at the start of the next period.
to activate the Frog, but the only action
they can take is to move it - the Frog
cannot engage in any contests.
The only way for the Warlocks to get
the Frog out of a space (in order to
pick up the ball) is to kill it.
 19       VERSION 1
                                     ZOMBIES
                                             3                +0         + 1          + 1                  3
                                          BRUISER            HANDLING TACKLING FIGHTING                 RUNNER
Shamble limitations
                                                                                  TEAM ABILITY
Zombies may not engage in contests or hand-off the ball
when using Shamble. The Zombies can each move one                                   SHAMBLE
space, nothing more.
                                                                   Instead of activating a figure, you may move any
Shamble does not allow a Zombie to move into an                   number of your figures one space, ignoring enemy
occupied space.                                                                         killzones.
Enemy killzones
“Ignoring enemy killzones” means opposing figures
cannot react when a Zombie figure uses Shamble to
move into their killzone.
Damage
When Zombies use Shamble, are still affected by
obstacles. So for example, they still take damage when
walking through fire and can still be affected when
stepping into spaces containing the Trolls’ Trash.
Speed Training
The Speed Training upgrade is an enhancement of a
figure’s normal movement, and so it does not affect
the Zombie’s Shamble ability as this ability is outside of
normal activation and movement.
Shamble will only ever let the Zombies move one space.
 20       VERSION 1
RINGERS (BASE GAME)
 21        VERSION 1
RINGERS (BASE GAME)
 22      VERSION 1
RINGERS (BASE GAME)
             Spectre                               T-Bone
Spectre can walk through both         T-Bone can only heal damage while
figures from his own team and         he is still alive.
opposition figures, even while        T-Bone can only heal his own
carrying the ball.                    damage.
Spectre can never end his             T-Bone cannot use his ability to heal
movement on an occupied space.        his damage when he is knocked
When Spectre moves into an            down.
opponent’s killzone in the process
of moving through them, they get a
chance to react as normal before or
after he passes through them unless
a wall or another figure blocks a
possible reaction.
Spectre’s killzone is blocked by
walls.
Spectre can move through figures
and walls when using tactic cards
that involve movement (such as
Scatter and Hustle).
 23       VERSION 1
RINGERS (KICKSTARTER)
 24      VERSION 1
RINGERS (KICKSTARTER)
 25      VERSION 1
RINGERS (KICKSTARTER)
 26       VERSION 1
RINGERS (KICKSTARTER)
 27       VERSION 1
RINGERS (KICKSTARTER)
 28       VERSION 1
                  If you love Kaosball...
29   VERSION 1
Billy Moffat, 2016