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Giga-Robo!» Forums » Variants

Subject: Giga-Ball: The Official (Unofficial) Super-Robo-Sport Variant rss

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Nate Parkes
United States
Chicago
Illinois
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Welcome, sports fans! Tonight Chicago is the host to another exciting game of Giga-ball! And when I say Chicago, I don’t mean Soldier Field… I mean the city itself! So I hope everyone has safely reached their underground bunkers, because the toss-up starts in downtown in 3… 2… 1…

Giga-Ball is a variant of Giga-Robo!, in which the robots and their pilots are competing to score Giga-points. The first team to score three Giga-points is the Giga-winner.

Giga-Ball is played as a 2v2 team match. Gameplay is identical to Giga-Robo, with the following exceptions.

Setup: The team that won initiative claims three adjacent starting zones. The other team claims the remaining starting zones. Set aside a power tokens to serve as the Giga-Ball. Set aside one six-sided die to resolve fumbles. At the beginning of the game, place the Giga-Ball in the center hex.

Possession: If a player ends or starts his turn adjacent to a space containing a Giga-Ball, that player gains possession. Place the Giga-Ball on their pilot ability card.

Fumble: Whenever the player with possession takes damage, they may spend 1 spirit for each point of damage taken (they must spend this BEFORE gaining spirit from Rage). If they don’t (or can’t), they fumble. Roll a six-sided die, and place the Giga-ball in the corresponding adjacent hex (1 = north, 2 = northeast, etc). Note: If a player takes more damage in a single turn then their heart or rage stat (whichever is higher), they automatically fumble.

Passing/Shooting: Target a team member or opposing starting zone with a ranged attack. If there is no counterattack or blocking (see below), then roll defense dice equal to 1 + distance of the target – minimum range of the attack.

For example, an attack with range 3-5 passing to a team member 4 spaces away would roll 2 defense dice (1 + 4 spaces – 3 minimum range). If the attack is successful, ignore all damage and effects from the card.

If the target was a team member, give that team member possession. If the target was a starting zone, place the Giga-Ball in that starting zone. If the attack was not countered or blocked, but was still unsuccessful, resolve a fumble in the target hex, then resolve a second fumble.

Blocking: When the player with possession announces they are passing or shooting, they must trace the intended path of the Giga-Ball. An enemy may declare a counterattack on any one of those spaces with any attack, as long as the space is within range of the attack. Resolve this as a counterattack, except if the counterattack is successful, ignore damage and any other effects on the card and resolve a fumble in the space that was attacked.

Scoring:
At the end of a player’s turn, if the player with possession OR the Giga-Ball token is in a starting zone, a point is scored. Replace the Giga-Ball with a Panic token; that zone is now considered “closed” and cannot be scored upon again. Start a new round.

New Round: Each pilot restores 5 armor to the robot they are in (so if two pilots are in a single robot, that robot could regain 10 armor); this does not allow a robot to exceed its armor maximum. The team that scored places their robots on any of their respective starting zones, and then the other team places their robots on any of their starting zones. Place the Giga-Ball in the center hex, and resume play, starting with the next player in turn order.

Ring Out: If a robot would be moved two or more hexes beyond the edge of the city map, remove it from the map. If that player had possession, place the Giga-Ball in the center hex of the city map. For the remainder of the round, that player may still gain spirit or power and activate abilities, but may not move or play cards.

Ball Out:
If a fumble results in the Giga-Ball being placed outside the city map, place the Giga-Ball in the center hex of the map.

Victory: If one team has a panic token in all three of their starting zones, the other team immediately wins.
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Oblivion Doll
New Zealand
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Eldil wrote:
Roll a six-sided die, and place the Giga-ball in the corresponding adjacent hex (1 = north, 2 = northeast, etc).


Quick note for those lacking in spare dice (it happens), Giga-Robo uses 12-sided dice. 12 is 6x2.

1 or 2 = North
3 or 4 = Northeast
etc.
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Nate Parkes
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obliviondoll wrote:
Eldil wrote:
Roll a six-sided die, and place the Giga-ball in the corresponding adjacent hex (1 = north, 2 = northeast, etc).


Quick note for those lacking in spare dice (it happens), Giga-Robo uses 12-sided dice. 12 is 6x2.

1 or 2 = North
3 or 4 = Northeast
etc.


Good point.
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Oblivion Doll
New Zealand
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Eldil wrote:
New Round: Each pilot restores 5 armor to the robot they are in (so if two robots are in a single robot, that robot could regain 10 armor)


I suspect you may have misspelled "pilot" somewhere in there.
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Nate Parkes
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obliviondoll wrote:
Eldil wrote:
New Round: Each pilot restores 5 armor to the robot they are in (so if two robots are in a single robot, that robot could regain 10 armor)


I suspect you may have misspelled "pilot" somewhere in there.


Either that, or it was a spoiler about the upcoming Russian Doll style robot, Natashard.
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Steven Hammerschlag
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Eldil wrote:
Either that, or it was a spoiler about the upcoming Russian Doll style robot, Natashard.


Each time Natashard (!!) is reduced to 0 Armor, the resin mini can actually be opened, and a smaller version of Natashard is revealed with overall reduced stats.
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mathew rynich
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Connecticut
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Perhaps the bigger robot is a transformer that turns into a human sized radio and the smaller robots can turn into equally human sized cassettes and fit neatly inside the larger robot. Also perhaps the larger robot is a headless transformer and the smaller robot is a headmaster. Perhaps the smaller robot is any transformer and they can neatly fit inside an equally sized transformer for some reason when that transformer is in it's astrotrain vehicle mode. Transformers where size doesn't matter.
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