GOAL Defeat the opposing team by knocking out all of their...

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SETUP • Divide players into two teams. Roll a die. High roll picks the team’s factions: The 19XX (blue) or The Black Faun (purple). • Each player draws THREE Character Cards from their faction without looking. Turn them over and choose ONE to keep, discarding the rest. This is your character! • Some characters require special cards during setup; read your character’s setup description. • Each character has one unique ability they can use every turn and one special ability they can use only once per game. Don’t forget to use it! • Each player is dealt FOUR Item Cards and ONE Luck Card to start. Hold these cards in your hand and equip them on your turn. • The game proceeds clockwise, starting with the person who chose factions. • The game may be played in teams or everyone for themselves. Each player or team gets their own marker on the points chart. (Markers are provided for two factions.) • Sit across from your teammate(s). See the diagram on the back page. GOAL Defeat the opposing team by knocking out all of their players in the same turn or by getting to lucky 13 first on your SCORE CARD. Equip items and weapons to make your faction the strongest! 19XX SCORE CARD Quick Setup Deal each player: 1 Character Card, 4 Item Cards, and 1 Luck Card. Roll to see who goes first. Check your character’s setup instructions for any further details. BLACK FAUN SCORE CARD ON YOUR TURN • Activate your special ability at any point during your turn, if you choose. • Draw one card from the Item Deck. • Attack once per round. You may use any number of green or yellow cards as you are able to, even if some of those cards allow you to attack more than once. You may choose to secretly trade a card with an ally instead of attacking! • Add whatever points you have earned to your score, and collect your bonuses, if any. • Discard or play any cards you can to get down to FIVE. • Pass the die to the next player. ver. 1.5 Welcome to ASSAULT: 19XX, the game. ASSAULT: 19XX is a battle between good and evil in the 1930s. The organization called The 19XX is fighting to protect the world’s future while The Order of the Black Faun is out to start World War II! Choose your side, choose your weapon, and fight!

Transcript of GOAL Defeat the opposing team by knocking out all of their...

Page 1: GOAL Defeat the opposing team by knocking out all of their ...kopetkai.com/kickstarter/AssaultRulesUpdate.pdf · Puttin’ on the Ritz You look sharp! Discard to gain 1 point for

SETUP• Divide players into two teams. Roll a die.

High roll picks the team’s factions: The 19XX (blue) or The Black Faun (purple).

• Each player draws THREE Character Cards from their faction without looking. Turn them over and choose ONE to keep, discarding the rest. This is your character!

• Some characters require special cards during setup; read your character’s setup description.

• Each character has one unique ability they can use every turn and one special ability they can use only once per game. Don’t forget to use it!

• Each player is dealt FOUR Item Cards and ONE Luck Card to start. Hold these cards in your hand and equip them on your turn.

• The game proceeds clockwise, starting with the person who chose factions.

• The game may be played in teams or everyone for themselves. Each player or team gets their own marker on the points chart. (Markers are provided for two factions.)

• Sit across from your teammate(s). See the diagram on the back page.

GOAL Defeat the opposing team by knocking out all of their players in the same turn or by getting to lucky 13 first on your SCORE CARD. Equip items and weapons to make your faction the strongest!

1 9 X X S C O R E C A R D

Quick Setup Deal each player: 1 Character Card, 4 Item Cards, and 1 Luck Card.Roll to see who goes first. Check your character’s setup instructions for any further details.

B L A C K FA U N S C O R E C A R D

ON YOUR TURN• Activate your special ability at any point during your turn, if

you choose.

• Draw one card from the Item Deck.

• Attack once per round. You may use any number of green or yellow cards as you are able to, even if some of those cards allow you to attack more than once. You may choose to secretly trade a card with an ally instead of attacking!

• Add whatever points you have earned to your score, and collect your bonuses, if any.

• Discard or play any cards you can to get down to FIVE.

• Pass the die to the next player.

ver. 1.5

Welcome to ASSAULT: 19XX, the game. ASSAULT: 19XX is a battle between good and evil in the 1930s. The organization called The 19XX is fighting to protect the world’s future while The Order of the Black Faun is out to start World War II! Choose your side, choose your weapon, and fight!

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In the aftermath of World War I, countries were either eager to get revenge or terrified of another war. In this atmosphere, paramilitary groups thrived where the seeds of revenge were nourished. Power was sought in the dark arts. The group known as the Order of the Black Faun can trace its origins to the death of Otto the Great, the first ruler of the Holy Roman

Empire. But here in the dark valley that is the 1930s, it finally has a chance to truly influence the course of history.

The 19XX organization has its heritage in many earlier groups that came before it. These groups have always been behind the scenes fighting evil wherever it raises its head. This new organization was created to save the 1900s from the next Great War. The 19XX goes where it is needed, with members all over the world fighting any force that is too big or too unknown for

normal authorities to handle. The 19XX has operatives everywhere, but the airship known as the Carpathian is the closest thing it has to a home.

THE ORDER OF THE BLACK FAUN

THE 19XX

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ITEM CARDS and LUCK CARDS add to your Attack, Luck, or Defense values. Hold them in your hand until ready to use. Both sets are divided into the following three categories:

ITEM & LUCK CARDS

GREEN

Cards with permanent modifiers (GREEN nameplates) are equipped the same way, and their bonuses accumulate until the cards are either destroyed or discarded. See the chart on the back of your character card for directions on where to equip these.

BLUE

WEAPON cards (BLUE nameplates) are placed sideways to equip in front of a player and are activated the following turn. Each player is allowed only a single two-handed weapon or two one-handed weapons. If you replace an equipped weapon, discard the old one(s) for no bonus.

LUCK DECKLuck is an important part of the 19XX world. The luck deck includes magic powers, mysterious relics, and lucky situations. Draw a Luck Card in the following situations: If you discard a weapon from your hand, if you knock someone out, or anytime you roll a 1 on the die. The 1 on the die is marked with a clover. You may only have equipped or in your hand at the end of your turn as many Luck Cards as your total luck value! You must discard or use any others.

YELLOW

Cards that are single use (YELLOW nameplates) can be used immediately and do not need to be equipped, but they must be discarded after use. Some may be used when it is not your turn! See the card’s text for details.

Puttin’ on the Ritz

You look sharp! Discard to gain 1 point for your team and double your die roll for

your current attack.

IMPROVED AMMO

+1

You sprung for the good stuff. Add +1 to all of your attacks.

Thompson gun

On a roll of 4+ you may attack again, subtracting one from your total Attack

value each time until failure.

+3

The ITEM DECK consists of weapons, bandages, and other equipable items.

The LUCK DECK includes magic items, situations of chance, and other unexplained

phenomena.

On cards featuring items that take up slots, the equipment graphic on the card shows how many slots the item uses. Some weapons require one hand and others two hands. Two squares to the right of the head allow spots for small equipment. The image to the right shows an item that takes up one small equipment slot.

EXAMPLE:DEFENSE MOJO takes one small equipment slot.

BROWNING AUTOMATIC RIFLE requires two hands to hold, so it utilizes both arm slots.

Defense Mojo

+1Add +1 to your Defense value.

Browning Automatic riffl le

On a roll of 5+ you may attack again, subtracting one from your total Attack

value each time until failure.

+3

EQUIPMENT SLOTS

TYPES OF CARDS ASSAULT:19XX comes with the following decks, Item, Luck, Chapter, and Character. Read below to learn about each one!

takes up one small equipment slot

takes up two arm slots

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ATTACKING A PLAYER Declare a target then roll a die. Add Luck value + starting Attack value + any WEAPONS or ATTACK MODIFIERS + the result of one six sided die.

Compare to defender’s value.

DEFENDING PLAYERAdd Luck value + starting Defense value + any DEFENSE MODIFIERS. If the Attack value is greater than the Defense value, the defender takes damage.

+?

+?

ATTACKING

versus +?+?+?

ADD NUMBER TO DEFENSE

ADD NUMBER TO LUCK

ADD NUMBER TO ATTACK

DESCRIPTION:Fallen from powerful crime boss to hired muscle, Sterling will do anything for money and find any excuse to use his Demon Hand.

ABILITIES:Demon Hand: Gains +2 to his Attack value when a weapon is not equipped.ONCE PER GAMEEye of the Demon Hand: May discard his entire hand to make someone else discard their hand.

SETUP:Starts game with the Kibosh card (Luck) in addition to his normal starting cards.

STERLING RISKIN

+2

ADDITIONAL ATTACKING RULES: Ties go to the defender.Roll of 1 (clover on the die) is an automatic fail! On an automatic fail, draw a Luck Card.Damage is always 1 unless otherwise stated by an ability or a special weapon. Must use all bonuses you are able to. You may secretly trade a card with your ally instead of attacking on your turn!

Faction Symbol

HEALTHKeep track of your health here. Use the gear marker corresponding to your faction’s color. Start at the green and move your marker toward the black as you take damage. Be careful; if an opponent knocks you out, they get to draw a Luck Card as a bonus!

LEFT ARMWEAPON

RIGHT ARMWEAPON

SMALLEQUIPMENT

ONE

SMALL EQUIPMENT

TWOGROUP ITEM

CHARACTER CARDSEach character features a brief description and a setup which includes any starting items that character receives during the setup phase. Abilities may be used as many times as the description allows. Your Once Per Game ability can be used only once during the entire game. Each character’s Luck, Defense, and Attack values can be found below their portraits. When playing with expansion Chapter Cards, make sure to use characters from that book!

HEAD ITEM

Place your equipped cards according to the graphic below to keep track of what items and weapons you are using.

YOU ONLY HAVE TWO ARM SLOTS FOR A MAXIMUM OF TWO ONE-HANDED WEAPONS OR

ONE TWO-HANDED WEAPON.

KEY TO BONUSES

EACH PLAYER MAY ONLY HAVE TWO SMALL

EQUIPMENT CARDS EQUIPPED.

YOU HAVE ONE HEAD, SO THAT MEANS ONE HEAD

ITEM!

EACH PLAYER MAY ONLY HAVE ONE CARD EQUIPPED THAT HELPS THE ENTIRE TEAM.

SCORING: If you successfully damage an opposing player, move as many spaces on your score card as total damage dealt and resolve any bonuses along the way before proceeding.

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Empire State Building

This state of the art building adds +1

to your faction’s Defense value until

this card is destroyed or your team

draws a card from the next chapter.

+1

CHAPTER I

KO!When a player is reduced to 0 health, their token is removed from the last gear on the health chart. At this point, a player is considered knocked out and unable to make any moves for one turn except draw their Item Card and heal themselves or be healed by an ally. A KO’d player cannot perform any other game actions until they have at least one health. If your entire team is knocked out at the same time, then you lose and your opponent has just scored a KO victory! If you are able to heal yourself, then you can take your next turn like normal.

KNOCK OUT! A knocked out player must skip a turn unless healed. They come back after one turn with one health. If you knock out a player, draw one Luck Card.

kalinin K-7Vehicles are rare in ASSAULT: 19XX, but they all follow a few simple rules. You may play them immediately from your hand without equipping. You add their stats to yours. Place them to the right of your equipped weapons. They may only be used for a short time before they overheat or run out of fuel.

VEHICLES

When they are finished, remove them from the game. The chart below their name shows how many turns they may be in play. For example, the KALININ K-7 card to the left may be used for 4 turns before being discarded.

kalinin K-7

CHAPTER CARDSThese optional cards allow you to play through different story lines from the Adventures of the 19XX world. Lay them out according to chapter numbers and book titles. The back of each Chapter Card shows what book expansion it belongs to. Draw them when your score card tells you to do so. Immediately resolve all actions on Chapter Cards if necessary. Some Chapter Cards may be kept in your hand for later use. You may chose to play without Chapter Cards. If so, set them aside and use the back of the score cards. Place discards above the chapter decks. Do not reshuffle chapter decks when they are used up. Cards that are marked GLOBAL affect everyone. Only one GLOBAL card may be active at a time.

2

1C H A P T E R

C A R D S F O R T H E B O O K O N E C O R E

S E T A N D T H E B O O K T W O E X PA N S I O N .

2BOOK Make sure to separate any cards marked for the Book Two expansion. When playing the expansion, shuffle them into the Item and Luck Decks, and make sure you also choose from the character cards marked with the Book Two symbol at the start of the game.

C h a p te r c a r d s c a n b e u s e d i n s ta n t l y o r s a v e d f o r l a t e r i n y o u r h a n d

d e p e n d i n g o n t h e t e x t w r i t t e n o n t h e c a r d . R E A D T H E M O U T L O U D A S S O O N

A S Y O U D R AW I T !

VICTORY!If every opposing player is knocked out in the same round then you immediately score a victory and may begin gloating! If you score 13 points on your faction’s score card first then you win and may run around the room celebrating!

The Pyramid

You feel the presence of a once-great

civilization here. Roll a die. On a roll of

1-3, nothing happens. On a roll of 4+

you fall among the broken stones and

lose 1 health.

CHAPTER I

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GLOSSARY5+: a roll of 5 or betterESOTERIC: Magic or supernatural DISCARD: Remove a card from your hand or remove an equipped card.

UN-BLOCKABLE: Cannot be dodged or avoided using standard means like Miss, Dodge, or Misfire cards.

GAME LAYOUT

Lucky COin

Equip to ignore all effects from Chapter Cards or discard to draw a

free Chapter Card from the chapter your team last drew.

Perfect Disguise

Sneak behind enemy lines and look at one player’s hand. Discard after use.

LUCK DISCARD

PILE LUCK DRAWPILE

ITEM DRAWPILE

ITEM DISCARD

PILE

CHAPTER CARDS

TEAM ONE PLAYER

TEAM ONE PLAYER

TEAM

TW

O PL

AYER

TEAM TW

O PLAYER

Plenty of Ammo

There’s enough heat flyin’ around to keep these bean shooters hummin’

from here to Sunday! On a roll of 6, all attacks do +1

extra damage.

CHAPTER II

G LO BA L

GLOBAL EFFECT CARDS

SCORE CARD SCORE CARD

Arrange your players around the game space with members of different teams alternating. Play proceeds clockwise around the table with each team taking turns. If a global effect card is drawn, place it between the score cards.

ALTERNATE RULES Here are some alternate rules for brave gamers:ELIMINATION: Players are eliminated from the game after they are first knocked out.EVERYONE FOR THEMSELVES:Play without teams, and choose markers for each player on the scorecards.

Four Player Layout Example:

ON YOUR TURN• Activate your special ability at any point during your turn, if

you choose.

• Draw one card from the Item Deck.

• Attack once per round. You may use any number of green or yellow cards as you are able to, even if some of those cards allow you to attack more than once. You may choose to secretly trade a card with an ally instead of attacking!

• Add whatever points you have earned to your score, and collect your bonuses, if any.

• Discard or play any cards you can to get down to FIVE.

• Pass the die to the next player.

All images and text © 2014 Paul Roman Martinez. For more information visit: www.the19XX.com

2 PLAYER VS MODE! Here are a few exceptions to the rules when there are just two of you! • Remove Group Effect cards from the game as you come across them. They don’t work here in two player land! • No trading cards with your team mate, because you don’t have a team mate! • The Player who goes first does not get to attack on their first turn!

FAQs and Errata MESMERISM CARD: This is a mispack, replace with the Summoned Guardian card instead.