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Game Reference: Teams & Ringers

The Cowboy team ability allows Bruisers to attack any figure up to 2 spaces away in a straight line. If a Cowboy shoots at an opponent from 2 spaces away and misses, their gun misfires, causing 1 damage to themselves. When a Cowboy misfires against an opponent with the Hate upgrade, the Cowboy takes 1 damage but the opponent does not gain the +1 bonus from Hate.
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0% found this document useful (0 votes)
255 views29 pages

Game Reference: Teams & Ringers

The Cowboy team ability allows Bruisers to attack any figure up to 2 spaces away in a straight line. If a Cowboy shoots at an opponent from 2 spaces away and misses, their gun misfires, causing 1 damage to themselves. When a Cowboy misfires against an opponent with the Hate upgrade, the Cowboy takes 1 damage but the opponent does not gain the +1 bonus from Hate.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
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GAME REF ERENCE

TEAMS & RINGERS

The ultimate game reference


for the Teams and Ringers of
Kaosball Season 1

1 VERSION 1
By Billy Moffat
INTRODUCTION
VERSION 1.0

Hello, I’m Billy Moffat and this is an unofficial document,


written with permission from Cool Mini or Not. I do not stand
to profit financially from this - I'm just a fan of the game.

Why produce this document?


SOCIAL MEDIA
I wanted to do this to provide myself with in-game reference
sheets for the teams I have (as I unfortunately don't have them I go by the username Argentetbury, so look
all, yet), so while playing the game, when I encounter the grey out for me on the following:
areas in the rules I'm not constantly interrupting play while sifting
through the Internet forums for an answer.
But before I got started I decided to expand it to all Season 1 TWITTER @argentetbury
teams and Ringers, to make a complete guide. Each page purposely
contains a single team as these pages are intended to be printed Follow Argentetbury on Twitter
individually and placed near a coach’s dugout as an in-game aid. for Kaosball opinion and match
reports.
The content for this guide was written and compiled by me, Billy
Moffat, with huge nods to the BoardGameGeek and Cool Mini or
Not forums, plus the unofficial FAQs such as Brian Nors Jensen's
reference guide and the “From Amazon To Zorra” FAQ. YOUTUBE
Follow Argentetbury on YouTube
Not an FAQ for World-beating Kaosball videos,
FAQs can sometimes be confusing, with various clarity issues, including rule clarifications, tips,
different phraseology depending on where the questions were opinion and tactics.
sourced from, and a general unprofessional appearance.
I decided to word this document as an accompaniment to the
rules where everything is written as if it were a rule, not an BOARDGAMEGEEK
answer to a question.
Check out Argentetbury’s in-depth
match reports and analysis on
Paper size the BoardGameGeek Kaosball
I designed this document in English A4 size specifically with sessions pages.
a 1cm white exclusion area around the border of each page
(apart from the front cover) for easy home printing. People from
countries who don’t use A4 should use paper scaling in their print
settings to ensure none of the content is cropped.

CONTENTS

Teams (in alphabetical order) Pages 3-20

Ringers (base game) Pages 21-23

Ringers (Kickstarter) Pages 24-28

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.

Amazon wins a tackle


If an Amazon successfully performs a diagonal tackle on
an opponent with the ball, they cannot follow up as they
The hand-off options for an
are not allowed to move diagonally. Amazon with Relay Training.

Amazon fails a tackle


If an Amazon attempts to tackle diagonally and loses, the
opponent can choose to push the Amazon one space in
any of the four orthogonal directions (but not diagonally),
even though two of those directions means the Amazon A A
would end up in the opponent’s killzone. But if any of
those four spaces are occupied the Amazon gets knocked
down in the space she is in.

The push options for A couple of examples of


Walls an opponent when an how walls can block an
Amazon Bruiser fails a Amazon’s killzone. The
The corners of walls block an Amazon’s killzone - any special diagonal tackle. spaces without an X are
ability, upgrade or card that allows diagonals may be blocked blocked.
by walls. If the diagonal skims the edge of a wall, it is blocked.

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.

Dead card versus dead card


When a Berserk Barbarian and his opponent both play
dead cards in a contest, they resolve the contest as
though both had played a “0” (comparing only their
team’s Handling, Tackling or Fighting stat as appropriate),
and do not apply the Berserk ability in this instance.

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).

Slow your trigger finger


The dashboard states “on your turn,” because the ability
does not extend the killzones of Cowboy Bruisers on an
opponent’s turn.

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

Stand still and Scorch


TEAM ABILITY
A Daemon figure can be activated, stand still (not move, fight,
or tackle) and then Scorch with their Smokin’ Hot ability. SMOKIN’ HOT
After you finish activating a figure, you may scorch
Picking up the ball all enemy figures in its killzone for 1 damage. An
A Daemon figure can pick up the ball and then decide to opponent may prevent all such damage to his figures
Scorch immediately afterwards (picking up the ball ends by burning an energy card with value 3 or higher.
a figure’s activation while Smokin’ Hot comes into effect
after activation).
Dead card
Opposition reactions The card burnt by an opponent to prevent the damage
A Daemon has to be standing at the end of their caused by Smokin’ Hot does not have to be a live card.
activation in order to Scorch. If a Daemon figure is Live cards are only relevant in a contest. For any ability
knocked down or killed by an opposing figure’s reaction, that requires a card of a specific value to be burnt or
their activation is immediately over and they cannot discarded, it can be either a live or dead card.
Scorch because they are rendered inactive from the
moment they were knocked down or killed.
Rain of Fire
Scorch the fallen Despite their “innate or imbued resistance to flame”
the Daemons have no resistance to Rain of Fire and
Knocked down figures are normally considered inactive take damage as normal when passing through spaces
but they can be damaged, and potentially killed, by containing fire.
a Daemon’s Scorch. Knocked down figures occupying
the same space as a Daemon are also affected by the
Daemon’s Scorch. Walls
Walls block the effect of the Smokin’ Hot ability between
Multi-save the Scorching Daemon and opposition figures on the
other side of a wall.
When a Daemon Scorches 2 or more figures of the same
opponent in its killzone in a single Scorch, the opponent only
needs to burn a single 3 or higher energy card to Hate
prevent damage to all of their affected figures. Daemons with Hate get a point for each
figure Scorched (and no points for those
Scorching in a 3 or 4 team match saved by burning a 3 or higher energy
card). So if a Daemon has numerous
In a 3 or 4 team match, if a Daemon Scorches opponents in its killzone it is possible to
figures from different opposing teams in its get multiple points as the result of a single
killzone in a single Scorch, each opponent has Scorch.
to burn a single 3 or higher energy card to
prevent damage to their affected figures.
Hardy
Burn, not discard If the opposition have the Hardy upgrade,
Scorching is rendered useless on those
To prevent damage, an energy card with value opposition figures for which it would be
3 or higher will need to be burnt, not discarded. the first 1 damage dealt in the turn.

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.

Blood bank is closed


If no Fang figures have any damage at the time a Fang
wins an attack or tackling contest that he initiated,
nothing happens - Vampirism only works if a Fang figure
has damage at the point the contest was won - the
healing cannot be saved for later.

Heal the fallen


Knocked down Fang figures are eligible to have damage
healed with Vampirism.

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

We have them surrounded


TEAM ABILITY
Goblins have to be adjacent on any two sides for Mosh
Pit to work, but the surrounding Goblin figures need to MOSH PIT
be standing at the time. Diagonals do not count.
At the end of your turn, if your standing figures
surround an enemy figure on 2 or more sides, that
Automatic figure is automatically benched (benched figures heal
If the Goblin figures are in a position to Mosh, the all damage).
opposition figure(s) must be benched - there is no choice.

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.

Tactic and cheat cards


The Surprise ability only works with matching energy
cards, so if a Ninja plays a tactic or cheat card (apart
from Booster Bru) in a contest instead of an energy card,
Surprise cannot be triggered.

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.

Knocked down figures


Stomp does not affect adjacent knocked down figures or
those occupying the same space as the Stomping Ogre.
O
Other Ogres
Stomp does not affect adjacent Ogre team figures.

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

Greater than good


TEAM ABILITY
Greater Good ability is not to be confused with the
Paragon base stats (which are all +1 across the board) - GREATER GOOD
the Greater Good +2 is in addition to the Paragon base
Before one of your figures begins a contest, you may
stats, and so in effect this gives any Paragon benefiting
bench one of your non-participating figures to gain
from the ability a total of +3 on top of the card value.
+2 to your total (Benched figures heal all damage).
When totalling numbers for a contest the following
method of calculation is observed:
(base stat + card) + apply any abilities
Kaos Warp
Initiating The benching of a Paragon figure through Greater Good
happens before a contest begins, so if the Kaos Warp
Paragons can use Greater Good in any contest, whether cheat card is played after the contest, the Paragon figure
they initiated the contest or not. remains benched but the Paragon team will not get the
+2 bonus to the subsequent contest.
Knocked down figures
When declaring Greater Good, the Paragons can bench Boot to the Head
one of their knocked down figures to help in a contest. If a Paragon figure is knocked down as a result of the
While spaces with knocked down figures are considered Boot to the Head cheat card the whole team loses their
to be unoccupied, knocked down figures are still Greater Good ability for the remainder of their opponent’s
considered to be on the field. turn. Once the figure stands back up the team can
continue as normal.
Usually, as soon as a figure is knocked down it loses the
use of all its abilities, but the Greater Good ability is an
exception because only the active figure engaged in a Dead card
contest needs Greater Good for the team ability to work. The +2 from Greater Good
only works in a contest when
Stim Pack the Paragons play a live card.
If they declare Greater Good
The Stim Pack cheat card doubles the total value in a and then play a dead card
contest (after the base stat, card and ability are applied). then they don’t get +2 but
For example, a Paragon figure is in a fighting contest they can still bench a non-
(base stat is +1). The Paragon declares Greater Good, participating figure.
plays a Stim Pack and plays a +3(*) energy card. The
total looks like this: Base stat +1, add +3 for the card,
add +2 for Greater Good, giving a subtotal of +6, and
finally the total is doubled to +12 because of Stim Pack.
(Note: The opposition will know before they play a card
that the Paragons are using Greater Good and the Stim
Pack card, so may play cards to disrupt that.)

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.

Big stash of loot


A team cannot have more than 15 cash - while the
Pirate team has 15 cash, they cannot earn extra cash for
winning contests.

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.

Dead can’t litter


If a Troll is activated with the intention of placing Trash at
the end of his turn, but during the turn is knocked down
or killed, then no Trash can be placed that turn.

Clean-up time
At the end of a period, Trash is removed from the field
along with other tokens.

Discard, not burn


To prevent being knocked down, an energy card with
value 4 or higher will need to be discarded, not burnt.

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

Strike the fallen


TEAM ABILITY
Knocked down figures are normally considered inactive
but they can be damaged, and potentially killed, by VANIR’S JUDGEMENT
Vanir’s Judgement. Knocked down figures occupying
Instead of activating a figure, you may call down a
the same space as a Valkyrie are also affected by
lightning strike that deals 1 damage to that figure and
Vanir’s Judgement.
all adjacent and diagonal enemies. Limit 3 lightning
strikes per period (use tokens to mark each strike).
Valkyrie with Hardy
A Valkyrie figure with the Hardy upgrade will not take any
damage when calling down Vanir’s Judgement. Friendly strike
When a Valkyrie figure calls down Vanir’s Judgement,
Opposition with Hardy any other Valkyrie figures who are adjacent or diagonal
A team with the Hardy upgrade can never take damage are unaffected. Only the Valkyrie calling down Vanir’s
from Vanir’s Judgement because they cancel the first 1 Judgement takes damage.
damage dealt to each of their figures each turn.

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)

The Butcher Cretin The Ettin The Dragon


The Butcher has to initiate the If Cretin attacks or tackles two figures The Speed Training ability can
attack for his instant kill ability to from different teams at once, he increase the Dragon’s movement
work. decides which figure engages him in a even further.
contest. The outcome of that contest
When playing for the Cowboys The Dragon can only move 3 spaces
still affects all figures involved.
he can attack from 2 spaces away when using the Scatter tactic card
thanks to their Conceal and Carry If Cretin initiates and wins a - his additional movement doesn’t
team ability. fighting contest, he deals damage apply in this instance.
to both opposing figures. If he
If the Butcher wins a fighting contest
loses, he takes 1 damage.
against a figure with the Hardy
upgrade, the first 1 point of damage If Cretin initiates and wins a tackling
doesn’t trigger the instant kill as contest, he knocks both opposing ...Cretin the Ettin continued
the damage is cancelled (unless figures down. If he loses, the figure
If Cretin has either the Hate or
the figure had already cancelled who Cretin engaged in the contest
Pile Driver upgrade and wins
damage earlier in the turn). can choose whether they would
against two opponents he can earn
like to push him, and where (he is
The Butcher cannot get instant 2 points for the contest.
knocked down as normal if there is
kills while activating the Valkyrie
another figure adjacent to him). If Cretin loses a fighting contest
or Daemon team ability because
against two figures from different
Vanir’s Judgement and Flamin’ Hot Only the opponent who Cretin
teams and one of Cretin’s
are not attacks. chooses to engage may use any of
opponents had the Hate
their relevant abilities or cheat
upgrade they would gain a point
cards to help them in the contest.
if Cretin takes damage, even if
Cretin’s ability can only be used on his they weren’t the one who Cretin
team’s turn, so he can’t react against engaged. If both opponents have
two opposing players at once. Hate they would both earn a point.
If Cretin attacks two opposing figures If Cretin is playing for the Fangs and
from the same team, they are triggers Vampirism after successfully
not allowed to stack their team attacking or tackling two opposing
abilities - the contest must be players in a single contest, the Fangs
treated just like it was a 1 versus 1. may only heal 1 damage (not 2).

21 VERSION 1
RINGERS (BASE GAME)

Macho Libre Panda Monium Panther


Macho Libre does not score double An opponent initiating a contest An opposing Runner or Ringer can
with the ball or for anything else he with Panda loses a point at the attempt to steal the ball from
does to earn points during a period moment of initiation, so any Panther if she is carrying it when
- he scores double when adding scoring subsequent to the contest is moving through their killzone - if
up the end of period points not affected. Panther wins the contest she is free
for standing on a minor or major to continue her movement with the
If an opponent reacts to Panda they
scoring mound. ball. If she loses the contest she
lose a point because reactions
can choose to either continue her
count as initiating a contest.
movement (without the ball) or stop
A team cannot lose points if they in the space she was in when the
have none, so if the team initiating ball was stolen from her.
the contest with Panda is currently
An opponent is free to use the
on 0 points, they receive no penalty
BZZZZT! cheat card to give
for initiating a contest with him.
Panther 1 uncancellable damage if
If someone uses the Kaos Warp Panther enters their killzone. If the
cheat card in a contest that the opponent has the Hate upgrade
opponent initiated, the opponent they claim a point, and if the 1
only loses 1 point (not 2) because damage is enough to kill Panther
the first contest is completely she is immediately removed from
discounted. the board and is claimed as a kill
trophy by the opponent who used
the BZZZZT! card.

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)

Biru Biru Gabriel Gangsta Z


While Biru Biru cannot be attacked, Gabriel’s ability can be used to While all of the other Runners on
he can receive damage if he redirect damage from more than Gangsta Z’s team receive +1 to all
initiates an attack and loses it. one figure at a time. contests, Gangsta Z himself does not.
He can also be killed by a Daemon’s Gangsta Z’s ability is only active
Scorch or a Valkyrie’s Vanir’s while he is standing on the field
Judgement, because these team (not while he is knocked down,
abilities are not classed as an killed or benched).
attack.
Biru Biru would be killed instantly
if he walks into a space containing
fire (unless he has the Hardy
upgrade).
He can also be killed if he fails a
tackle and the opposing figure can
push him into fire.
Due to Biru Biru only having 1
health, the BZZZZT! cheat card can
instantly kill him when used by an
opponent if Biru Biru enters their
killzone. Biru Biru is immediately
removed from the board and is
claimed as a kill trophy by the
opponent who used the BZZZZT!
card. If the opponent has the Hate
upgrade they claim a point.

24 VERSION 1
RINGERS (KICKSTARTER)

Gojira Kongbad Kutulu


At the end of a period, Gojira’s A reaction counts as initiating a Kutulu’s opponent only needs to
crushed spaces are reset and the contest, so if Kongbad reacts to an burn a single live energy card to
damage tokens are removed from opponent and wins the contest, the prevent to all of their figures in
the field along with other tokens. opposing figure’s team lose a point. Kutulu’s killzone from being knocked
down. In a 3 or 4 team match, each
Crushed spaces count as occupied A team cannot lose points if they
opponent has to burn a live energy
for purposes of being pushed, so if have none, so if Kongbad initiates
card to save their own figures.
a figure gets pushed into a crushed and wins a contest with an opposing
space they are knocked down. figure whose team is currently on Even if Kutulu has the Pile Driver
0 points, they receive no penalty. upgrade, he does not score any
Gojira cannot move through his
points for knocking opposing figures
own crushed spaces. If Kongbad initiates and wins a
down when using his ability - Pile
contest and then the opponent uses
If there are no available adjacent Driver only works for tackling
Kaos Warp but Kongbad also wins
spaces for Gojira to move into after contests.
the second contest, the opponent
winning a contest he cannot crush
only loses 1 point (not 2) because Kutulu cannot use his ability when
the space that he is in.
the first contest is completely he is knocked down.
If Gojira enters a space with the discounted.
ball and does not pick it up, then
subsequently wins a contest, he
can crush the space then move
adjacent, leaving the ball in the
crushed space - the ball is then
unobtainable for the remainder of
the period.

25 VERSION 1
RINGERS (KICKSTARTER)

M.A.Z.E. Mr. Awesome The Patriot


If M.A.Z.E. takes enough damage The Speed Training upgrade does The Patriot’s ability is triggered by
in a fighting contest to kill him, he not increase the number of spaces any type of contest.
can add or move a wall token before Mr. Awesome can move before
If the Patriot is carrying the ball
he is removed from the field. performing an uncontested steal.
and loses a fighting contest but
Mr. Awesome can only ever move up
If M.A.Z.E. has the Hardy upgrade survives, he can be placed on an
to 3 spaces before using his ability.
and he only receives 1 damage, unoccupied minor scoring mound
he does not get to add or move a If Mr. Awesome moves into or and take the ball with him.
wall token (because Hardy cancels through an opposing Ringer or
If the Patriot is carrying the ball
the damage). The same applies Bruiser’s killzone to perform an
and gets knocked down during a
if M.A.Z.E.’s opponent has the uncontested steal, the opponent
tackling contest, he drops the
Hardy upgrade and only receives 1 can react as normal before Mr.
ball in the space he was occupying,
damage. Awesome gets a chance to perform
and then can immediately stand up
his uncontested steal.
If M.A.Z.E. has the Brick upgrade and be placed an unoccupied minor
and takes 1 damage to prevent scoring mound (without the ball).
being knocked down, he can then
The Patriot may not use his
add or move a wall token.
ability if all of the minor scoring
If M.A.Z.E. has the Pain/Gain mounds are occupied.
upgrade and takes 1 damage to get ...M.A.Z.E. continued After losing a contest, if the Patriot
+1 to the contest, he can add or
M.A.Z.E. only gets to add or move occupies a minor scoring mound,
move a wall token after the contest
one wall token after a contest in he cannot use his ability to stand up
is over.
which multiple instances of damage in that space (it must be a different
If M.A.Z.E. is playing for the are taken and/or inflicted, as his minor scoring mound, if available).
Valkyries or Daemons and uses ability applies per occasion, not
If the Patriot’s team have an
their ability to damage numerous per figure damaged. Examples of
unoccupied Warpscore token on
opposition figures, he only gets these instances include a fighting
the field, the Patriot may use his
to add or move one wall token, as contest in which M.A.Z.E. uses
ability to be transported there.
his ability applies per occasion, not the Pain/Gain upgrade or the
per figure damaged. Klockwerks’ Overload ability.

26 VERSION 1
RINGERS (KICKSTARTER)

Rumblefist Scrag Tycho


Rumblefist can choose to redirect Scrag’s +2 in any contest against Tycho can choose to deal the same
damage to an adjacent opposing another Ringer is in addition to damage to an opposing knocked
knocked down figure. the base stats of the team he is down figure adjacent to the target.
playing for.
If Rumblefist takes damage in a If Tycho has the Hate upgrade and
fighting contest, he can choose to injures 2 opposing figures with his
redirect 1 damage to the opposing ability he scores 2 points.
figure he was fighting.
...Rumblefist continued If the opposition have the Hardy
If Rumblefist takes enough damage upgrade and Tycho deals damage
Rumblefist cannot redirect
in a fighting contest to kill him, he during a fighting contest, those
uncancellable damage such as
can redirect 1 damage before he is opposition figures for which it would
that received in using the Brick or
removed from the field. be the first 1 damage dealt in the
Pain/Gain upgrades.
turn can cancel the first 1 damage
Rumblefist can redirect the damage
Rumblefist cannot redirect 1 but have to take the rest.
dealt from losing a fighting contest
damage to an opposing figure who
that he initiated.
currently has the Power Play tactic
If Rumblefist has the Hate upgrade card in use.
he scores 1 point when redirecting
When Rumblefist plays for a team
damage.
where their team ability requires
If Rumblefist has the Hardy them to take damage (such as
upgrade, and receives his first 1 the Klockwerks’ Overload and the
point of damage of the turn he Valkyries’ Vanir’s Judgement) he is
cannot redirect it as the damage is able to redirect that 1 damage as
cancelled. well as benefiting from the ability.
If the opposition have the Hardy Rumblefist may redirect the
upgrade, Rumblefist’s damage damage he receives when walking
redirection is rendered useless on through fire. On his turn
those opposition figures for which it Rumblefist may step backwards and
would be the first 1 damage dealt forwards, in and out of fire as much
in the turn. as his movement will allow.

27 VERSION 1
RINGERS (KICKSTARTER)

The Warrior Zorra


The Warrior’s sworn enemy has to Zorra’s ability is only active while
be a specific figure, not just a she is on the field and standing
generic ‘Runner’ or ‘Bruiser’. (not while she is knocked down).
When The Warrior names her sworn
enemy figure she must indicate a
figure that is in the starting 5 at
the beginning of each period and
not a benched figure.
The Warrior’s sworn enemy is killed
even if they are beaten by The
Warrior in a handling or tackling
contest.
If The Warrior has the Hate
upgrade, she receives an additional
1 point when killing her sworn enemy.
If the Warrior’s sworn enemy is
turned into a Frog (courtesy of the
Warlocks’ Curse ability) and the
Warrior wins a contest against the
Frog, it is killed and she scores her
3 points as normal.

28 VERSION 1
If you love Kaosball...

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Argentetbury on Twitter

29 VERSION 1
Billy Moffat, 2016

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