Jump to content

Screwball idea...


Recommended Posts

Here's a bit for a silly yet fun game. Some friends and I have tried something similar with other games, and it worked out well and was a blast to play.

I had to adapt it for Malifaux, of course, but I think it'll work fine.

Obviously, some crews would do better at this than others, but that's true for pretty much any scenario.

What'cha think?

Malifaux Football/Soccer

Objective: Score more 'goals' than your opponent.

Setup: Choose crews normally (25-30 ss scrap is recommended). Use a 2’x2’ board, with the crews setting up within 6" of opposite sides. The 'ball' is placed in the middle of the board. Choose starting player normally.

Moving the 'ball':

Shooting--Make an unmodified damage flip vs. the 'ball', which will move in a straight line directly away from the shooter a number of inches equal to the damage that would have been inflicted against a 'normal' target. (Blast markers may still be placed to catch opposing models, but will not affect the 'ball'.)

Melee--Make an unmodified damage flip against the 'ball' which will move a number of inches equal to the damage that would have been done to a 'normal' target. (Direction chosen by the 'hitter'.) The ball may not be charged. (Move up and hit it.)

Focus may be used when hitting the ball, and grants a +1 twist to the flip for damage/distance.

The 'ball' may not be picked up or 'intercepted'.

Severe terrain affects the 'ball's' distance traveled as if it were a normal model moving along the ground.

The ‘ball’ doesn’t take damage from terrain that might otherwise injure models.

Scoring: A point is scored whenever a player moves the 'ball' off of their opponent's table edge.

When a point is scored, the ball is replaced in the center of the table and play continues from there.

Game Duration: Players should agree on a number of turns (the standard 6 is recommended) before flipping for game end per the normal rules.

'Injured' Models: Whenever a model would be 'killed', it is placed on the side. During each End Draw Phase, each player makes an unmodified flip for each 'injured' model they have. Any model that gets an 11 or higher is immediately placed anywhere on that player's starting table edge and may activate normally starting that turn. This flip may not be cheated, but a model with Use Soulstones may spend one to automatically come back in.

'Beanballs': If a model or piece of element terrain is in the path of the 'ball' when it is set moving, the 'ball' stops at that model, and the model takes an unmodified damage flip of 0/1/2.

<<As an option, the 'ball' could continue its movement up to the stated distance. If this option is used, when the damage flip is resolved, make another flip for the 'ball's' direction--1-4=stop, 5-8=90 degrees left, 9-12=90 degrees right, 13=keep going straight, Black Joker=Headshot ('Ball' stops and make another unmodified damage flip against the model struck), Red Joker=Pop Fly ('Ball' keeps going straight, and adds the result of an unmodified damage flip (same damage as the original hit that got the ball moving) as more distance. Using this option, multiple beanballs are indeed possible.>>

Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...

Important Information