Myth and Goal Rulebook Web

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The lands of Grimiron have seen centuries of war and strife—kingdoms rising and falling as conquest for power

drove every
race of people to violence. It wasn’t until the mysterious disciples of Repheen claimed dominion over Grimiron that war was
finally put to an end. Repheen was the goddess of justice and peace, and her mortal followers took control of Pelnor, the holy
citadel at the heart of Grimiron. From there, Queen Avia spread her rule quickly and quelled the endless wars by introducing
a contest of champions that struck at the very heart of the competitive nature of mortals.

Thus, mythball was born.

Myth & Goal is a tabletop fantasy sports game for 1-2 players – or
Team Managers, to use their proper title. As a Team Manager you’ll be
in charge of eight talented Players, chosen from one of four Factions. It’s
Game Overview
up to you to guide your team to victory by ensuring they score more A single game of Myth & Goal represents a single Contest between two
points than the opposing team before the Contest Timer runs out. teams: the local Home Team and the visiting Away Team. A Contest is
made up of three Periods.
Your players will score points by throwing the ball through the other
team’s Goal, a glowing ring that sits at the top of the Gatehouse at At the start of a Period, each Manager forms five of their eight Players
their end of the field. Players who prefer a more aggressive approach into a Squad and sends them onto the field. One team – the Away team
can also try to Breach the Bastion by running the ball into the area in the first Period, the Home team in the second, and the losing team in
behind the opposing team’s Gatehouse. When a team scores, any of the third – is the Aggressor, and one of their Players starts in possession
their players hanging around the other team’s Goal or Bastion will be of the ball. The other team are the Defenders.
sent back to their team’s Encampment by powerful magic, so a shrewd
Once the whistle blows and the Period starts, the Managers alternate
Manager will avoid an all-out offense!
taking Team Turns, starting with the Aggressor. During their turn a Manager
You can push your players to perform fantastic feats – but beware! activates their players in an attempt to maintain or steal possession of the
Players who are pushed too hard can become Exhausted, degrading ball, and score points by either Shooting on Goal or Breaching the Bastion.
their performance and putting them at risk of collapsing entirely and
There are eight Team Turns in each Period: four per team. Once the last
being teleported to safety. If you want to succeed, you need a good
turn is over the Period ends, play resets, and the Managers have the
eye for risk management, a little luck and a whole lot of guts.
chance to substitute some of their players with those they kept in reserve,
Are you up to the task? The only way to find out is to play ball! on their Bench. At the end of the third period, the team that has scored
the most points is declared the Champion, and wins the game.
This section gives an overview of the game, introduces the various components, and tells you how to set up to play.

CORE CONCEPTS
Here are a few concepts you should know before your first game.

TERMINOLOGY KEEPING SCORE AND TIME


The plastic miniatures in the game represent Mythball players, and are Running down the long edges of the board are the Score Tracker and
referred to in the rules as Players. To avoid confusion when time the Contest Timer.
rules are referring to the humans playing the game – i.e. you, reading
Whenever a Team scores points, move their Score Marker along
this, and your opponent – we will use the term Managers.
the Score Tracker a number of spaces equal to the number of points
Some rules refer to a Player’s Friendly and Opposing Players. scored. If the marker moves off the end of the track, return it to the
A Friendly Player is any player on the same team as the team; an 0 space and place a second Score Marker on “+10” space; if there is
Opposing Player is any player on the other team. already a marker on the +10 space, move it to the +20 space.
At the end of each team turn, move the Hourglass Marker one space
ADJACENT AREAS along the Contest Timer. If the marker moves onto the End space, the
An area is adjacent to another area if it shares a border. In other words, Period comes to an end. There are three different Hourglass Markers,
diagonally adjacent areas do not count as being adjacent. This is really one for each Period.
important! Players cannot move diagonally between areas, and when
you count the Range for a throw, you cannot count diagonally.
THE BALL
There is always a single Ball in play. At the start of a Period is it carried
by a player on the Aggressor team, and it can change hands during
play. The teams score points by throwing the Ball through the opposing
team’s Goal, or running it into the opposing team’s Bastion.
During play, a Player can be given possession of the Ball. Clip the Ball
token into the slot on the miniature’s base ring to show this. If no one is
carrying the Ball, it is Loose. Place it flat in the area.
Game Components
These pages describe the game’s components, which are illustrated and annotated on the next page.

Front Back

1. Player Name 6. Resolve Rating The reverse of each Player Card is 11. Team Logo and Name
2. Team Icon 7. Speed Rating the Exhausted side, which comes 12. Team Story
3. Power Rating 8. Stamina Rating into play if the player takes too 13. Set Tags
4. Agility Rating 9. Player Class much Fatigue.
5. Skill Rating 10. Special Rule

Action / Fatigue Tokens Warning / Final Warning Tokens


(Double sided) (Double sided)

PLAYER CARDS FOCUS CARDS


Each Player miniature in the game has a corresponding double-sided When a Manager chooses their Team, they also choose a Focus Card to
Player Card. The front of the card is used when the Player is Fresh, and determine how the team has been focusing its training and preparation
the back is used when they are Exhausted (this is explained later). Each for the Contest. Focus Cards give a Special Rule which can be used
side shows the Player’s Team Icon, Name and their Class (their role on throughout the game; they also provide more Set Tags, which function
the team). It also features their four Ability Ratings (Power , Agility , identically to the ones on the Team Card.
Skill and Resolve ), as well as their Speed and Fatigue Limit .
At the bottom of the Fresh side is a Special Rule, which might be a unique TACTICS CARDS
Action they can make (represented by a icon before the name) or a The game contains two complete decks of Tactics Cards, one for each
bonus they receive in certain circumstances. Manager. Each deck contains a number of three-card Sets, each with its
own Tag (there is also a set of three Generic cards, used by all teams,
TEAM FACTION CARDS which does not have a Tag). At the start of a Contest, each Manager
Each team of eight Players has a Team Faction Card which gives their removes any cards from their Tactics Deck that have a Tag that is not
backstory, as well as one or more Set Tags, which are used when shown on their Faction Card or Focus Card, and uses the remaining
choosing the team’s Tactics Cards for a Contest. cards throughout play.
The reverse of each Team Faction Card shows suggested setups for your
first game, depending on whether you are the Aggressor or Defender.
Check Dice

Gambit Dice

Dice Symbols
14. Focus Name 17. Tactic Name
15. Special Rule 18. Tactic Rules
16. Set Tags 19. Set Tag Hit Block Infraction Critical

Time Out Token Hourglass Markers Score Markers Ball


(First / Second / Third Period) (Home / Away)

CHECK DICE TOKENS AND MARKERS


The game contains ten Check Dice, five each in red (for the Home In addition to cards and dice, the game features a number of card Tokens
team) and blue (for the Away team). All Check Dice are the same, and Markers. Tokens and Markers are kept in a Supply to one side of
regardless of colour. If a Manager needs to roll more Check Dice than the playing area until they are needed.
are available in their colour, they can use the other team’s dice, or keep
Double-sided Action / Fatigue Tokens track the Actions a team makes
count of their score and roll some of their dice again.
during the turn, and are placed on Player Cards to mark Fatigue.
Each face on a check die is marked with either Hit or Block symbols.
Double-sided Warning and Final Warning are placed on Player Cards
to mark infractions that can eventually get a Player ejected.
GAMBIT DICE
Each player also has a Gambit Die (orange or purple), which can be Each Manager has a Time Out token, which they can use once per
added into Action Tests when they wants to take a risk to achieve a Contest to substitute players from their Bench.
high score. Like Check Dice, Gambit Dice show Block and Hit symbols. The Hourglass Markers and Score Markers are used on the tracks
Also, one face shows the Critical symbol, and two faces feature that run down the long edges of the game board.
Infraction symbols.
Player Miniatures
These pages show the miniatures included in the box.
Designer’s Note: Free Agent Miniatures
Each Player Miniature has a duplicate in the box, which can be used as a Free Agent as described later in the rules.

BASE RINGS
Each Manager has a
set of eight coloured
Base Rings to mark
their players. These
should be pushed onto
the miniatures’ bases
before a Contest as
pictured.

(Red Base = Home Team)

(Blue Base = Away Team)


The Game Board
The game board features the field where the Contest takes place, and is overlaid with several gameplay elements which hold cards and track
game information. This page explains all of the board elements, which are illustrated and annotated on the next page.

FIELD ELEMENTS
The playing field is split into rectangular Areas, the boundaries of which
are marked by changes in grass colour, white lines and white crosses. The
Areas are spread over nine Rows. Players always occupy a single Area,
and up to two Players from each team can share the same Area (up to
four players in total).
The field is split into two Halves, one for each team, separated by the
Midfield Row. At either end of the field are the teams’ Gatehouses.
Atop each one sits their team’s Goal, where the opposing team will be
trying to throw the ball.
At each team’s edge of the field, behind their Gatehouse, is a special
Row called their Bastion. The other team can run the ball into this Row
to score points. The area directly in front of the Goal is the Gate. Note
that due to the Gatehouse, the central Bastion area does not count as
being adjacent to the neighbouring Gate.
Each team’s Gatehouse is bound with powerful warding spells; when a
team Scores, any of its players who are in the opposing team’s Gate or
Bastion are teleported back to their Encampment.
Player Classes
Each Mythball player trains according to a specific set of
TEAM ELEMENTS traditions, known as Player Classes. Each class specialises in
These are found at each team’s end of the board. a particular aspect of the game, and each Faction has their
Each team has five Squad Slots running along their board edge. At the own favoured mix of classes.
start of a Period, each Manager chooses a Squad of five Players and Guardians are well suited to halting an offence and
places their cards into the Squad Slots. The order of the cards in the preventing the opposition from scoring.
slots doesn’t matter.
Sentinels prefer to support the offence and assist their
Running up one long edge of the board are three Bench Slots for the teammates.
team. The cards for any players who aren’t chosen for the Squad are
placed here. Rangers use speed and agility to run the ball upfield.

Each team also has an Encampment. This is a staging area for Players Strikers specialise in securing and throwing the ball.
who are currently not on the field. Chargers excel at directly challenging and blocking
opposing players.
OTHER GAMEPLAY ELEMENTS
Along the long edges of the board are the Score Tracker, which is Vanguards are skilled at evading opponents and receiving
used to record each team’s score, and the Contest Timer, which shows passes.
how much of the Contest has elapsed. Some Factions also make use of Specialists, who do not
follow one of the Class doctrines and play in a unique way.
Setting Up a Contest
To set up for a game of Myth & Goal, follow these steps.

Designer’s Note: Kickstarter Demo


If you’re using the Kickstarter Demo file on Tabletop
Simulator, the game is already set up and ready to go.
If you like, you can skip to page 10 and start the first
Period - the Aggressor takes the first turn.

1. Each Manager chooses a Team Faction Card A / A and a Focus


Card B / B for their team, and takes set of eight Player Cards C / C
and miniatures D / D that match their Faction.
They also take a Time Out Marker E / E , which they place on
their Faction Card. Return all unused Team Faction Cards, Focus
Cards, Player Cards and Miniatures to the box.
2. Each Manager rolls three Check Dice, and totals the number of hit
icons they have rolled. Roll again in the case of a tie. The Manager
who scores the highest chooses whether they will be the Home
team or the Away team. (The Home Team will be the Aggressor in
the first Period.)
The Home Manager takes the red Base Clips and Check Dice F ,
and the orange Gambit Die G . The Away Manager takes the blue
Base Clips and Check Dice F , and the orange Gambit Die G .
3. Each Manager takes one of the Tactics Decks and removes all
cards which have a Set Tag that is not shown on either their
Faction Card or Focus Card. Note that there are three Generic
cards, without a tag, which are always left in the deck. Do not
shuffle the deck. Return any unused cards to the game box.
Note that if the same tag appears on a team’s Faction Card and
Focus Card, the team is Dedicated, and will receive a bonus later.
4. Unfold the board and place it in the middle of the playing area.
One short edge should be facing each Manager, with the red
Home side facing the Manager of the Home team. Each player
places their Focus Card into its slot at their end of the board.
5. Place the First Period Hourglass marker on the “1” space of the
Contest Timer H . Place both Score Markers on the 0 space of
the Score Tracker I .
You are now ready to start the first Period.

Designer’s Note: Keeping It Simple


If this is your first time playing, we recommend
ignoring the Team Focus and Tactics cards. Once
you’ve learned the core rules of the game, you’ll find
it easier to choose them, and to figure out the best
way to use them.
Setting Up
For a Period
Each of the Contest’s three Periods starts the same way, by following
these steps.
1. Determine which team is the Aggressor. This is the Home team in
the first Period, the Away team in the second Period, and the team
with the lowest score in the third Period (or the Away team, in the
case of a tie.) Note that the Period tokens are colour-coded as a
reminder.
2. The Manager of the Aggressors picks five of their Players to form
their Squad, and places their cards into their five Squad Slots.
Any remaining players are placed in their Bench slots. If a team
has fewer than five players remaining, the Manager must put all of
them into their Squad slots.
In the first Period, make sure each Player Card has its Fresh side
face-up. In subsequent Periods, Players may start with their
Exhausted side face-up if they haven’t spent time on the Bench.
3. The Manager of the Aggressors sets up the five miniatures for their
Squad in their half of the field, following these rules:
a. No area can contain more than two players.
b. No players can be set up in the Bastion.
Then they place the Miniatures for any players in their Bench slots
on their team’s Encampment.
4. The Manager of the Aggressors gives the Ball to one of their Players,
clipping it into their base ring to show that they are carrying it.
5. The Manager of the Defenders repeats steps 2 and 3 for their own
team.
6. Each Manager chooses two Tactics Cards from their Tactics Deck,
and takes them into their hand and placing the rest of the deck
next to their playing area J / J .
If the team is Dedicated (that is, the same Tag appears on both
their Team Faction Card and their Focus card), they can choose
three Tactics Cards instead. However, they will only be able to use
two of them in the Period, as described on page 14.
7. The Period starts; the Aggressors take the first Team Turn, as
described below.

Designer’s Note: Quickstart Setups


The reverse of each Team Faction card shows two
Quickstart Setups for the team, one for when
they are the Aggressor and one when they are the
Defender. Setting up your team is a chance to react to
your opponent’s choice of Faction and Focus, and (if
you’re the Defender) how they’ve set up; however,
if you just want to get into the action, the Quickstart
Setups let you do this. This makes them ideal for your
first game; don’t worry about trying to figure out all
of the Classes, just follow the Quickstart Setup and
you can start playing straight away.
CORE CONCEPTS
This section lists some of the mechanics that lie at the heart of Myth & Goal.

ACTION TESTS
During many Actions, there are points where the outcome is uncertain and will depend on the abilities of the Players involved. When this is
the case, the rules will call for an Action Test, which takes the form of an opposed dice roll. The Action’s rules will show a Test Chart, which
has two parts: the upper part details how many dice each player rolls, while the lower part shows the potential outcomes of the Test.
Here’s an example Test Chart, showing the test that is made when a Player attempts to Evade an opponent:

During an Action Test, the Active Manager will roll a number of dice based on one of the Active Player’s Ability Ratings; the Opposing Manager
will roll a number of dice based on the Ability Rating of a specific player in their team, as dictated by the Action rules (this may be the target of
the Action, or a Player who is attempting to prevent the Action.)
To make an Action Test, follow these steps:
1. The Active Manager gathers their Dice Pool as follows: 3. Both Managers roll their pools.
• Refer to the “Active Player” row of the Test Chart. 4. For each Block Symbol rolled by the Opposing Manager, disregard
one Hit Symbol rolled by the Active Manager. Count up the
• Take a number of Check Dice equal to the Active Player’s rating
remaining Hit Symbols to determine the Check Score, then look
in the Ability that is shown.
up the Outcome on the Action Chart:
• Increase or decrease the number of Check Dice according to
• A score of 0 is a Failure.
the “Modifiers” column.
• A score of 1-2 is a Partial Success.
• If they wish, the Active Manager can also add the Gambit Die
(see below). They can do this even if a modifier has reduced • A score of 3 or more is a Full Success.
their dice pool to 0 dice.
5. Look up the Outcome in the lower part of the test chart, and
2. The Opposing Manager gathers their Dice Pool as follows: resolve the instructions.
• Refer to the “Resisting Player” row of the Test Chart.
• Take a number of Check Dice equal to the Resisting Player’s
rating in the Ability that is shown.
• Increase or decrease the number of Check Dice according to
the “Modifiers” column.
• If they wish, the Opposing Manager can also add the Gambit
Die (see below). They can do this even if a modifier has reduced
their dice pool to 0 dice.
Example of Play
In this example, it is the Durnhold Anvils’ turn. Fjora
Silvervane is making a Run action, leaving an area that
contains a standing Enemy player, so she needs to Evade.
This triggers an Action Test.
The Opposing Manager declares that Hron the Howler will
resist the Action, and each player gathers their dice pool.
The Anvils player looks at the “Active Player” row of the
chart, and sees that they will use Fjora’s Agility rating of
3, with no modifiers as they do not have any Supporting
Player in the area. They gather three Check Dice, and
decide not to add the Gambit Die. The Ruffians manager
checks the Chart and gathers three Check Dice due to
Hron’s Resolve of 3, plus one more because Gultran is a
supporting player. Then they add the Gambit Die, as they
really don’t want Fjora getting away! They roll…
The Active Manager has scores 3 Hits in total, but the
Opposing Manager has scored three Blocks. This results in
a Check Score of 0: a Failure outcome. Fjora’s Action is over,
and the Active Manager must choose to either give her a
Fatigue token, or place her Prone…

Supporting Players PRONE PLAYERS


Most Action Tests have a bonus for having a Supporting Player in the By default, all Players are Standing – but during the course of play, they
right position. This is a standing Player from the same team as the player may become Prone. To show that a Player is Prone, lay their miniature
for whom the dice pool is being assembled. down on its side in their current area. If they are carrying the Ball,
remove it from their base and place it loose in their area.
Unopposed Rolls A Prone Player still counts towards the limit of two Players per team in
In some circumstances, there will be no Resisting Player – for example, a an area. However, during a Run action, a standing Player can displace a
Pass action which does not have any opposing Players in the path of the Prone player as described on page 16.
throw. In this case, the Opposing Manager starts with zero dice, then
applies any modifiers. They cannot choose to add the Gambit Die. It's Players remain Prone until they stand up at the Recover stage of their
possible they might roll no dice at all. team's turn (see page 15). While Prone, a Player cannot interact with
the Ball or with other Players, and cannot use their Special Rule unless it
The Gambit Die specifically states otherwise.
The Players involved in an Ability Check each have the chance to add
the Gambit Die. This represents the Player exerting an extra effort in FATIGUE
the hope of overcoming the odds… at the risk of breaking the rules Players take Fatigue in a number of ways during play.
and being penalised. Whenever a Player takes Fatigue, place a Fatigue
Token from the Supply on their Player Card. Whenever
Any Hit or Block symbols on the Gambit Die are counted towards the a Player recovers Fatigue, remove a Fatigue Token
Check Score as normal, but there are also two unique symbols: Critical from their Player Card and return it to the Supply. Fatigue Token
and Infraction.
The maximum number of Fatigue tokens that a Player can have on their
If the Gambit Die scores a Critical, each Hit card is shown by their Fatigue Limit . If a Player would take Fatigue
and Block symbol that is part of the same roll is and they already have their maximum number of Fatigue Tokens, they
counted twice. become Exhausted instead.
For example, the Action Roll shown to the right
counts as having rolled 6 Hit symbols.
If the Gambit Die scores an Infraction, the Player
for whom the roll is being made (i.e. the Active
or Resisting Player) takes an Infraction, as described on page 14. If this
leads to them serving a Penalty or being Ejected, this does not happen
until the current Action has been fully resolved.
Exhausted Players TEAM FOCUS
When a player becomes Exhausted, remove all Fatigue tokens from Each Team has a Focus Card, which represents their overall play style. A
their card and flip it over to show its Exhausted side. (Warning Tokens team’s Focus Card is placed face-up into its slot during Setup, and is in
and Action Tokens stay on the card.) The player no longer has access to play for the whole Contest.
their Special Rule, and is at risk of Collapsing and being removed from
In addition to influencing which Tactics Cards a team can draw, the
the Contest. If they are the Active Player, their current Action ends
Focus Card shows a Special Rule which the Manager can use throughout
immediately, and they cannot make any more Actions this turn.
the Contest, following the rules as written. Unless a Special Rule says
A Player cannot recover from Exhaustion while on the field, so they will otherwise, it can be used as many times as the Manager wishes.
remain Exhausted until at least the end of the Period. See Ending a
Period on page 16 for details. TACTICS CARDS
At the start of a Contest, each Manager creates a Tactics Deck by
Collapse removing any Tactics cards from their deck that have a Set Tag that isn’t
If an Exhausted player would take Fatigue and they already have their shown on either their Faction or Focus card. At the start of each Period,
maximum number of Fatigue Tokens, they Collapse. Remove their each Manager chooses two of these cards to form their Hand for the
miniature from the board, and remove their Player Card from its Squad Period. A Manager can look at the cards in their own hand at any time,
Slot. Return any tokens on the card to the Supply. Set both the miniature but they are kept secret from the other Manager. At the end of each
and Player Card to one side; they will take no further part in the Contest. Period, any unused Tactics Cards are returned to the deck.
A Manager can play a Tactics Card from their hand by following its
rules, which will explain when the card can be used. After the card has
Designer’s Note: Budgeting Fatigue been fully resolved, it is returned to the game box; it cannot be used
A shrewd Manager will spread their Actions between again during this Contest.
the Players on their team. It’s often tempting to use
three or four Actions on a single Player in a turn, but Dedicated Teams
beware! Exhaustion is a serious liability, and a Player If the same Tag appears on both a team’s Faction card and its Focus
can’t recover from it until they spend a Period on the card, the team is Dedicated. At the start of each Period, they will
Bench. A good guide is to only let a player reach their choose a hand of three Tactics Cards instead of two.
Fatigue limit if you’re in the last turn of a Period, or if However, a Dedicated team can still only play two Tactics Cards
you’re going all-out for a big play. per Period. Once they have a single Tactics Card in their hand, it is
immediately returned to their Tactics Deck.

INFRACTIONS
The rules of Mythball are rigorously enforced, and even the most well-
intentioned Player slips up occasionally. When a Player breaks a rule,
they are punished with an Infraction. This usually happens when a
Manager adds the Gambit die to an Action Test, but can also happen
as the result of some Tactics Cards.
The first time a Player takes an Infraction, place a
Warning Token on their Player Card.
The second time a Player takes an Infraction, flip Warning Token
the Warning Token on their Player Card to its Final
Warning side. In addition, the Player is magically
banished from the field to serve a Penalty. Move
them to their team’s Encampment – they cannot leave Final Warning
it during this turn. Token

The third time a Player takes an Infraction, they are Ejected. Remove their
miniature from the board, and remove their Player Card from its Squad
Slot. Return any tokens on the card to the Supply. Set both the miniature
and Player Card to one side; they will take no further part in the Contest.
Note that Warning and Final Warning tokens stay on a Player’s card until
the end of a contest, unless a special rule specifically allows a Manager
to remove them.

Possible Infractions
Some effects or special Actions (usually on Tactics Cards) instruct you
to roll for a Possible Infraction for a Player. After resolving the Action,
roll a Gambit Die; if an Infraction Symbol is rolled, the Player takes
an Infraction, even if they are the Active Player and already took one
during this Action. Ignore any Hit , Block and Critical symbols.
TEAM TURNS
Each Period within the Contest consists of eight Team Turns, four for Designer’s Note: Keep It Together
each team. The teams alternate taking these turns, starting with the A Player can make as many of their Team’s actions as
Aggressor. The team who is currently taking their turn is the Active they wish within a turn, as long as they don’t make
Team and the other team is the Opposing Team. the same Action more than once. However, note that
all of a Player’s actions need to be made in a row; as
Each Team Turn has four Stages, which must be carried out in order.
soon as you activate another player, the first player
can’t do anything else this turn.
1 TIME OUT
If the Manager of the Active Team still has their Time Out marker on
their Faction Card, they may choose to call a Time Out, magically
freezing the action on the field while they make an adjustment to their
squad and strategy.
Free Actions
Some rules (especially Tactics Cards) allow Players to make Free Actions.
When a Time Out is called, the Active Manager may move a Player Free Actions do not use up one of their team’s Action Tokens, or give
Card from one of their Bench Slots into one of their Squad Slots. If the Player Fatigue.
there is a Player Card in that slot, they move it to an empty Bench Slot,
remove any Fatigue tokens from it, and move their Miniature to their
team's Encampment.
Then, the Active Manager may swap a Tactics Card in their hand with
one in their deck. THE BALL CARRIER
While a player is in possession of the Ball they are referred
Finally, they remove the Time Out marker from their Faction Card. If to as the Ball Carrier.
they moved a Player Card to their Bench, place the Time Out market on
that card; otherwise, return it to the game box. Either way, they cannot Action Limitations
call another Time Out during this Contest.
The Ball Carrier cannot make Actions that are marked with
the icon, and only the Ball Carrier can make Actions
2 RECOVER marked with the icon. If an Action has neither icon, it
Each standing Player in the Active Team's Squad recovers one Fatigue. can be made by any Player regardless of whether they are
For each Prone Playet in the Squad, the Active Manager chooses - they carrying the Ball.
either recover one Fatigue or stand up.
Dropping the Ball
Then, the Active Manager takes four Action Tokens from the Supply. If the Ball Carrier is placed Prone, or teleported to their
Encampment, they drop the Ball. Place it loose in their area.
3 ACTIVATE PLAYERS
The Active Manager now activates one or more Players in their Squad,
following these steps in order. If they run out of Action Tokens, this
Stage ends.
i. Choose a Player in the Active Team's Squad who has not yet been 4 END OF TURN
activated this turn. Advance the Hourglass Marker one space along the Contest Timer.
If it moves onto the End space, the current Period ends.
a. The Active Manager places one of their Action Tokens on the
Player's card.
b. The Player makes an Action (see page 16) that they have not
already made this turn.
c. The Player takes one Fatigue. (Show this by flipping the Action
Token to its Fatigue side.)
d. Either return to step a and repeat this process (choosing a
different Action) or move onto step ii.
ii. Return to Step i. and choose another Player.
SCORING PLAYER ACTIONS
At the end of the game, the team with the most points is the winner. During the Activate Players stage of the Team Turn, Players on the
Teams gain points by Scoring, which is done in one of two ways: team can make a total of four Actions.
• The Ball Carrier can Score On Goal by successfully completing a Some Actions (marked with ) can only be made by the Ball Carrier.
Shoot action that targets the enemy Goal, as described on page Other Actions (marked with ) cannot be made by the Ball Carrier.
18. This scores 2 points.
There are four Actions available to all Players: Run, Tackle ( ) Pass ( )
• The Ball Carrier can Breach the Bastion by ending an Action and Shoot ( ). Some Player Cards, Focus Cards and Tactics Cards list
in the opposing team's Bastion. This scores 5 points. If they fall additional actions that a Player can make. Remember that Actions are
Prone, Drop the Ball or are Ejected / banished to the Encampment always denoted by the presence of the icon before their name.
as a result of the Action, they do not score. This scores 5 points.
Whenever a Player scores, follow these steps:
1. The Scoring Player, and each other Player on the Scoring Team Dropping and Handing Off the Ball
who is in the opposing team’s Gate or Bastion is teleported away; At the end of any Action, the Ball Carrier can place the
move them to their team’s Encampment. Ball loose in their area, or give it to a teammate in the
2. Place the ball loose in the Opposing Team’s Gate. same area.

3. The Active Team’s turn ends; skip straight to the End of Turn stage.

ENDING A PERIOD RUN


The Active Player makes a number of Moves up to their Speed
When the Hourglass Marker moves onto the “End” space of the Contest value, as shown on their Player Card. To make a Move with a Player, the
Timer, the current Period ends. When this happens, follow these steps: Active Coach moves them into an orthogonally adjacent area. A Player
cannot enter an area that already contains two standing Players from
1. If it is the end of the third Period, the game is over! The team with
their team, and cannot leave the field. Remember that a Gate area is
the highest Score is the winner. Otherwise, continue to the next
not considered to be adjacent to the central Bastion area, due to the
step.
Gatehouse, so a Player cannot make a Move between these two areas.
2. Remove the Hourglass Marker from the Contest Timer, and return
it to the box. Place the next Period’s Hourglass Marker on the “1” Making Way
space. The Active Player can move into an area that already contains two
3. Move all Player miniatures on the Field to their Encampment. Players from their team, as long as at least one of them is Prone. When
they do this, the Active Manager moves one of the Prone players into
4. Remove all Fatigue tokens from all Player Cards. (Warning tokens the last area that the Active Player left.
remain in place.)
5. If any Player Cards in Bench Slots are showing their Exhausted
Picking Up the Ball
side, flip them back to their Fresh side unless there is a Time Out At the start of a Run Action, or whenever they enter an area during a
marker on the card (meaning the Player was on the field earlier in Run Action, the Active Player may take possession of the Ball as long
the Period). If this is the case, return the Time Out marker to the as it is in their area, and is not being carried by an Opposing Player. (It
game box at this stage. must either be loose, or carried by a friendly Player). Clip the Ball into
the slot on their Base Ring; they are now the Ball Carrier.
Any Exhausted Player Cards in Squad Slots stay Exhausted.
If there is at least one standing enemy Player in the same area, picking
6. Slide all Player Cards out of their Squad Slots and Bench Slots, up a loose ball causes the Active Player to take one Fatigue.
ready to be set up for the next Period. Any cards that are still
Exhausted after Step 5 remain Exhausted, and Warning tokens still Dashing
stay on Player cards. During a Run Action, the Active Player can Dash as many times as they
7. Each Manager returns any unplayed Tactics Cards in their hand to like. When a Player Dashes they can immediately make an additional
their Tactics Deck. Move, after which they take one Fatigue.

Then set up for the next Period, as described on page @@. If the Player's Run Action ends for any reason (for example, if they
become Exhausted, or score a Failure when Evading), they cannot Dash
any more this turn.
Evading
If the Active Manager wishes to move the Active Player out of an area that contains any standing Opposing Players, the Active Player must first Evade.
Make an Action Test. The Opposing Manager chooses the Resisting Player; they must be standing in the same area.

Some rules allow a Player to “Evade Automatically”. No roll is made; they are assumed to have achieved a Full Success.

Leaving the Encampment


A Player in the Squad who is not currently Serving
a Penalty (see page 14) can make a Run action to
teleport back to the field. For their first Move, the
Active Manager places them in one of the areas to
either side of their team’s Gate, as shown to the right.
If a Prone Player has to Make Way (see page 16) as
a result of this first Move, they are moved into their
team's Encampment.

TACKLE ( )
The Active Manager chooses a standing Opposing Player in the same area as the Active Player to be the Target. Make an Action Test.
The Target is the Resisting Player.

Note that if a Partial Success is scored and the Fatigue that the target takes causes them to become Exhausted, they are immediately placed Prone.
PASS ( )
The Active Manager chooses a friendly Player in a different area to the Active Player, who is not standing in either team’s Bastion.
This is the Target. Determine the Path and Range to the target’s area as described on the next page.
Make an Action Test. The Opposing Manager may choose a Resisting Player; they must be standing in the Active Player’s area, the
Target’s area, or any area along the throw’s Path (see below).

SHOOT ( )
Determine the Path and Range to the opposing team’s Goal, treating it as being located in the central area of the opposing team’s Bastion.
Make an Action Test. The Opposing Manager may choose a Resisting Player; they must be standing in the Active Player’s area, the
Opposing Team’s Gate, or any area along the throw’s Path (see below).
Path and Range
During a Pass or Shoot action, the Active Manager must
determine the Path and Range of the throw.
To determine the Path, imagine that the Active Player is
making a Run action, and is trying to reach the target area
(the area containing the Target Player, or the central area
of the opposing team’s Bastion) in the minimum number
of Moves possible. Assume, in this case, that they can
move through the Gatehouse. They must attempt to move
in as straight a line as possible.
Each area that the Active Player could move into is
counted as part of the throw’s Path; unless the Throw is a
straight line, there will be multiple options, and they are
all counted. The number of moves it would take to get to
the target area is the Range.
In both examples here, the yellow line is a straight
line between Active Player and Target (both from
the Westarch Ruffians) and the pink arrows represent
possible moves – four in the first example, and five in the
second. The Anvils players shown are all in the Path of the
throw, and so are in a position to Resist the action; if there
were Anvils players in the areas with faded blue circles,
they would not be in the Path, and would not be able to
Resist.
Try the demo on
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Read This First!
Solo Play rules for Myth & Goal.
Hello! Welcome to the long-awaited .
game has been built with this in mind
h & Goal needed a solo mode, so the
From the start, we’ve known that Myt e we were sketc hing out our idea s
, so from the earliest drafts of the gam
We never wanted it to feel tacked-on e was noth ing in the two-player mode that would get in
ld look like, and mak ing sure ther
for wha t solo play wou as a two-player game, so that was our
the majority of players would play it
the way. However, we also knew that
priority for development.
world has been an epic journey, and
re we’re happy to share them with the
Getting the AI rules to the point whe be aware that what you see here is
in their current state. However, please
we’re happy for people to see them rishly to get them to where they
of the rules. We’ve been working feve
an unfinished, work-in-progress draft e that ther e are a few changes in the
Play Walk thro ugh video we posted, you’ll notic
are – if you saw the Solo e ironing out. The aim here is to let you
s, edge cases and grey areas that we’r
details. There are still a few loophole doing so, if you hit any snags, or
get a feel for how Solo Play works. In
play through a single Period so you can e so you can continue playing in the
this mod, please apply common sens
have any feedback on the contents of ame s.com with “Myth & Goal Solo Play
– then , after you’ ve finish ed, drop us a line at meow@needycatg
moment rules!
work a fix into the next version of the
Feedback” in the subject line, so we can
on of the Myth & Goal
e rules have been written as part of the “Advanced Play ” secti
One othe r thing – thes ion of the game works. Please read
liar with how the basic two-player vers
rulebook, meaning you need to be fami Kickstarter, if you can’t play it
maybe check out a playthrough on the
the Myth & Goal rules thoroughly (and
e.
yourself) before you tackle solo mod
dreadful pun at the end of the
t you see here! Oh… and sorry for that
Thanks, and we hope you enjoy wha
previous paragraph.

James and Sophie, Needy Cat Games


Happy soloing!

Tabletop Simulator Link


here:
the Solo Play Prototype can be found
In case you don’t have the link already,
files/filedetails/?id=2582909009
https://steamcommunity.com/shared
Overview
Myth & Goal can be played by a single Manager, who pits their wits and
strategy against a team controlled by the mystical Arcane Intelligence –
or A.I. for short.
Solo mode is fully modular with the other modes of play. You can play
a Solo Exhibition, include one or more A.I. Teams in a League, or play
through a Ladder Challenge which sees your team facing off against a
succession of increasingly tough A.I. opponents.
When you play against an A.I. Team, you use your team exactly as
you would if you were playing against a human opponent. During BEHAVIOUR DECKS
the A.I. Team’s turn, you follow a simple set of instructions to control The A.I. Team does not have a Team Focus card or a Tactics Deck – one
the opposing team; the Arcane Intelligence tells you what it wants set of each should be returned to the box during solo play, as only your
its Players to do, and you help it carry out its wishes by moving its Team will need them. Instead, each A.I. Team is built by combining a
miniatures and rolling its dice. If you’re ever called upon to make a Faction Card with a Behaviour Deck. There are six Behaviour Decks,
decision for the Arcane Intelligence, it will give you a set of principles each one corresponding to one of the game’s Focus Cards, so the A.I.
to abide by; you should follow these to the best of your ability, but has the same potential team combinations as a human Manager. These
sometimes you’ll have the opportunity to choose between two equally rules still refer to the A.I. Team’s Focus, but this should be taken to mean
likely opportunities. When this happens, you are honour-bound to “the Behaviour Deck that it uses”, not “the Focus Card that it uses”.
make the decision that results in the most favourable outcome for the

Solo Play Setup


A.I. Team. Of course, we can’t force you to do this, but there’s a certain
level of trust implicit in solo gaming. We can’t force you to be honest
with your dice rolls, either, but hopefully you’ll realise that the A.I.
system is at its most challenging (and most satisfying to beat!) when you Setting up a Solo Play Contest is the same as setting up a contest between
don’t take advantage of its limitations. two human Managers, with the following changes.

Finally, some terminology. The rest of this section is written to address


you – the Manager – directly. As such, the team you are controlling
TEAM SELECTION
If you’re playing a Solo Exhibition, you can choose a Faction and Focus
is referred to as simply your Team. The team controlled by the A.I. is
yourself, or choose randomly. In a League or Ladder Challenge, your
referred to as the A.I. Team.
opponent will be chosen for you.

New Components
The A.I. Team still uses the Player Miniatures, Player Cards and Faction
Card as normal. Also, take both of the team’s Strategy Boards, and the
six Behaviour Cards that match the team’s Focus. Return the remaining
A Solo Play game uses a handful of different components which are not Strategy Boards and Behaviour Cards to the box. Remember that the
needed in a game between two human Managers, which are described here. A.I. Team does not use Focus Cards or Tactics Cards.

DETERMINING THE HOME TEAM


Each A.I. Team has a preference of whether they will start as the
Aggressor or Defender in the first Period. This is shown at the top
of their Strategy Boards (one will say “this is the team’s preference in
the first Period”). In step 2 of Setting Up a Contest, roll three dice; if
you score three or more Hit symbols, you can choose whether to be
the Home or Away team. If you score two or fewer, the A.I. Team’s
Preference dictates who is the Home team (if their preference is to be
the Aggressor in the first period, they are the Home team; otherwise,
RISK GAUGE & RISK TOKEN they are the Away team).
The A.I. uses the Risk Gauge and Token to read the state of play and
decide how hard to push its Players. The Gauge has three levels: Low Whatever the case, you will need to take all ten Check Dice and both
Risk (Green), Standard Risk (Yellow) and High Risk (Red). Gambit Dice, so that you can roll for both teams.

THE A.I. TEAM AREA


After setting up the board, set up the A.I. Team components to one
STRATEGY BOARDS side of the board. First, place the Strategy Boards, one on top of the
Each Faction has a set of two
other, close enough for you to read them. Place the Risk Gauge above
double-sided Strategy Boards
the Strategy Boards, with the Risk Token on the 0 space. Shuffle the
– one for use when it is the
Behaviour Deck and place it on the Team Focus space on their half of
Aggressor, and one for use when
the board.
it is the Defender. The front
face of each board shows three When it comes to placing the A.I. Team’s Player Cards into Squad
Setup Diagrams as well as a set of Slots, you can either use the slots at their end of the board as normal;
Objectives; the back just shows a however, if this puts them too far away for you to read, you can also
set of Objectives. place them in a row beneath the Strategy Board.
Setting Up For A The A.i. Team’s Turn
Period The A.I. Team’s turn works differently to a normal Team turn. It follows these
Stages:
When it’s the A.I. Team’s turn to set up for a Period, follow these steps. 1. Set Risk Level
1. Rearrange their Strategy Boards so that the relevant one is on top 2. Draw a Behaviour Card
(i.e. in the first Period, if the A.I. Team is the Home Team, place the
3. Players Recover
Aggressor board on top).
4. Players Attempt Objectives
2. Choose a Setup Diagram that the A.I. Team will use by rolling a
single Check Die. The Team will use the diagram that shows the 5. Reset Risk Level
face you rolled.
6. End of Turn
3. Each Setup Diagram has five numbered Placement Icons. Set up
one Player at a time, starting with Placement Icon 1, as follows.
1 SET RISK LEVEL
a. If the Icon is marked with an F, this is a Forward Position. Start At the start of the turn, reset the Risk Gauge to 0, then follow these
at the top of the Roster and work down. If the Icon is marked steps. Whenever you are instructed to increase the Risk Level, move
with a B, this is a Back Position. Start at the bottom of the Roster the token one space to the right. Whenever you are instructed to
and work up. decrease the Risk Level, move the token one space to the left. These
b. In each case, set up the Player whose name you come to first, steps are summarised on the Gauge itself.
ignoring any who have already been set up, unless they have 1. If one team has more standing Players on the field, adjust the Risk
two Warning Tokens or are Exhausted. If this is the case, skip Level equal to the difference.
over them; if you reach the end of the Roster and have not yet
set up a Player, return to the first Player you skipped over and a. Increase it if your team has more players.
set them up. b. Decrease it if the A.I. team has more players.
c. As you set up each Player, put their Player Card in a Squad Slot. 2. If there is at least two points’ difference in the teams’ scores, adjust
4. Place any remaining Player Cards in the Bench Slots. the Risk Level for every two full points of difference.
a. Increase it if your team has the higher score

Your Team’s Turn b. Decrease it if the A.I. team has the higher score.

During the Contest, take your Team’s turns as normal. 3. If the ball is not in the Midfield Row or an adjacent row, adjust the
Risk Level.
If the A.I. Team needs to choose a player to resist an Action Test, it will
always use the Player who has the greatest chance of success. This will a. Increase it if it is in the A.I. Team’s half; increase it twice if it is in
normally be the Player with the highest value in the relevant Ability Rating, the same row as the A.I. Team’s Gate.
but a Player might also have a special rule that gives them a greater chance b. Decrease it if it is in your Team’s half; increase it twice if it is in
of success. As usual, if there is no clear answer, you can choose whichever the same row as your Team’s Gate.
Player you think gives the A.I. Team the greatest advantage.
4. If it is at least the fifth turn of the Period, move the Risk Token
If a situation arises where the A.I. team needs to decide whether to give one further away from 0 (in other words, if it in the right half of the
of their Players Fatigue, refer to the Fatigue Buffer chart (see page @@). If gauge, increase it; if it is in the left half, decrease it). If it is on 0, skip
the Player can take Fatigue without exceeding their Buffer, they will do so. this step.
a. If it is the Fifth or Sixth turn, move the Risk Token one space.
b. If it is the Seventh or Eighth turn, move the Risk Token two
Making Action Tests spaces.
Whenever the rules call for an Action Test, you will roll
the dice for both teams. You can roll them in a single The Risk Level is used to determine three things:
handful and separate them by colour, or roll for the • How likely the A.I. is to use a Gambit Die on a roll.
Active Team and then the Opposing Team.
• When the A.I. will decide that their Players have enough Fatigue to
When gathering the Dice Pool for the A.I. Team, use the stop their activation.
Gambit Chart (see page @@) to determine whether to
add a Gambit Die. • The outcome of certain Behaviour Cards
The Gambit Chart
Each A.I. Team Strategy Board features a Gambit Chart. This is shown by an
2 DRAW A BEHAVIOUR CARD
illustration of a Gambit Die, with a value for each stage of the Risk Gauge. Draw the top card of the Behaviour Deck, flip it face-up, and place it on
top of the deck. This card will show a special rule, which the A.I. Team
When gathering the Dice Pool for a Player on the A.I. Team, compare uses for the duration of the turn.
the number of Check Dice with the number of Check Dice in your
Player’s Dice Pool. Some cards have multiple Special Rules, each of which corresponds to
one or more levels on the Risk Gauge. If this is the case, apply the one
• If the A.I. Team is resisting, you will already have decided whether you which matches the current Risk Level.
will use the Gambit Die. If you do, count it as two additional Check Dice.
• If your Team is resisting, the A.I. will assume that you will not use 3 PLAYERS RECOVER
the Gambit Die, and will just use a number of Check Dice based on
Each standing Player on the A.I. team recovers one Fatigue.
your Player’s Ability Rating.
Each Prone Player on the A.I. team recovers one Fatigue if taking any
The number by which your Dice Pool exceeds the A.I. Team’s Dice Pool is
more Fatigue would exceed their Buffer Limit. Otherwise, they stand up.
your Advantage – for example, if you have 2 more dice, your Advantage
is +2. (If the A.I. team has one more die, your Advantage is -1.)
If your Advantage is equal to or greater than the number of dice shown
4 ATTEMPT OBJECTIVES
on the Gambit Chart for the current Risk Level, the A.I. Team adds a The Players on the A.I. Team attempt the team’s Objectives, as shown
Gambit Die to their pool. on their Strategy Card. This is explained in detail starting on page @@.

5 RESET RISK LEVEL


Reset the Risk Gauge to 0, then set the Risk Level again as you did in
Modifiers Stage 1. This Risk Level is used for the duration of your next turn.
If the A.I. Team’s Player already has a Warning or two,
the A.I. will be more cautious. For each Warning Token
they have, treat the Risk Level as one lower. (So if it is 6 END OF TURN
High, and the Player has two Warning Tokens, they will Flip the Behaviour Card on top of the deck face-down, and shuffle the deck.
count it as Low.)
Advance the Hourglass Marker one space along the Contest Timer. If it
If the A.I. Team’s Player is rolling to achieve a Priority moves onto the End space, the current Period ends.
Objective (see page @@), they treat the Risk Level as

A.I. TEAM
one higher.

FATIGUE BUFFER
Next to the Gambit Chart, each Strategy Board also features a Fatigue
OBJECTIVES
Buffer chart. This determines the point at which the A.I. decides that On each Strategy Board, you will find a numbered list of Objectives that
their Players cannot take any more Fatigue. As with the Gambit Chart, the A.I. Team will attempt to complete on its turn. This list works with
the Fatigue Buffer chart has a value for each stage of the Risk Level. the Risk Gauge and Behaviour Card to approximate a human Manager’s
approach to playing the game, meaning you can play a solo game of
Consult the Fatigue Buffer each time the A.I. has the option to give a Myth & Goal that’s as close as possible to playing against an opponent.
Player Fatigue, for example:
The general concept is that the A.I. team chooses what it wants its Players to
• When deciding whether an A.I. Player will make an Action. do, but leaves most of the how up to you, with some guidance. Remember:
• When deciding whether an A.I. Player will Dash during a Run Action. if there are multiple ways to resolve something, you should use your best
judgement to act in the A.I. Team’s best interests.
• When an A.I. Player attempts to Evade, achieves a Partial Success,
and must decide whether to take Fatigue or end their Action. ANATOMY OF AN OBJECTIVE
• When an A.I. Player has a Special Rule that will help them achieve Each Objective shows the following:
their objective, but which would cause them to take Fatigue. B A C

Each box of the Fatigue Buffer chart shows one of three things: D
E
a. If it shows the “Fatigue Limit” icon, this means that the Player
will take Fatigue as long as this will not take them above their A Each Objective has a descriptive name.
Fatigue Limit.
B Some Objectives are marked with a [*], which indicates they are a
b. If it shows a “Fatigue Limit -1” icon, this is the same as above, Priority Objective. This has various effects, described elsewhere.
but the Player’s Fatigue Limit is treated as being one lower than
normal. Some charts might also show -2, or even -3. C Most Objectives have a Class List, which shows the A.I.’s preferred
Classes for the Objective.
c. If it shows an X, the Player will allow themselves to become Exhausted
(or Collapse) as long as this would allow them to complete a Priority D The italicised text is the Aim of the Objective – what the team is
Objective (see page @@). Otherwise, they will take Fatigue as long trying to achieve.
as it will not take them above their Fatigue limit. E Some Objectives have a Follow-Up, indicated by an arrow.
RESOLVING OBJECTIVES c) If two or more Players are equally preferable, activate the
When the Attempt Objectives stage of the A.I. Team’s turn begins, refer one who will face the fewest Obstacles.
to the Objectives list on their Strategy Board, and follow these three d) If there is still a tie between two Players, activate the one
steps. who has the greatest chance of success (i.e. whose Ability
1. Choose an Objective Rating will give them the most dice, if an Action Test is
required).
Starting at the top of the Objectives list and working down,
choose the first Objective which: e) If there is still a tie, you can choose which of the Players to
activate.
a) Has an Aim that can feasibly be achieved by at least one
Player on the team, and 3. Activate the Player

b) Is not currently complete. Make Actions with the chosen Player, using the normal Activation
rules, in an attempt to complete the chosen Aim. The only
A Player can “feasibly” achieve an Aim if they could theoretically exception is that the A.I. Team is not limited to four Actions in a
do so, using any Actions and Special Rules available to them, turn.
without exceeding their Fatigue Buffer.
A Player will not make any Actions that mean an Objective above
2. Choose a Player to Activate their current one stops being completed. For example, on the
Consider all of the Players who can feasibly achieve the chosen Durnhold Anvils Defence Strategy Board, a player will not Mark
Aim, then consult the Objective’s Class List. This gives the A.I.’s Threats if this means they leave their Bastion or Goal undefended.
order of preference for which Player will attempt to complete the If the Player completes their Aim, and their Objective has a
Aim – if two or more players are feasibly able to achieve the Aim, Follow-Up, the Player will attempt to complete the Aim of the
the A.I. will select one whose class appears earliest in the list. (All Objective listed after the Arrow. Remember that they are still
Classes that do not appear on the list are assumed to be in joint limited to making each Action once per turn, and they will stop
last place.) making Actions as soon as they hit the limit set by their Fatigue
Before choosing, consider these factors: Buffer.

a) Ignore any Players who have already been activated this Note that a Player might do nothing once Activated, because they
turn. complete an Objective simply by standing in their current area.

b) Each time that a Player would need to Dash or Evade in Once all three steps have been completed, return to step 1 and start
order to get into position to complete the Aim counts as again. Continue until all players have been Activated. Then the Attempt
an Obstacle. The Player moves one space down the order Objectives stage of the Turn ends.
of preference for each Obstacle in their way.

For example, in the Mark the Ball Carrier objective shown


above, assume that both Donnel Hammerton (Sentinel) and The Golden Rule
Bridgitte Cragworth (Guardian) could feasibly achieve the Remember: these rules will not cover every single scenario
Aim. Bridgitte is in a good position to do this, but Donnel perfectly. Whenever there is more than one potential
would need to Evade past an enemy Player, and then Dash. outcome to a situation, make the decision that creates the
That’s two Obstacles, so Donnel would be bumped two spaces most advantageous situation for the A.I. Team.
down the preference list, putting him after Bridgitte. This
means she’s chosen to attempt the objective.
ON YOUR TURN PLAYER ACTIONS ACTION ROLLS
1. Time Out? (p15) Run 1. Active Manager assembles Dice Pool
2. Recover a. Check Dice equal to Ability Rating
Tackle
• Recover Fatigue or Stand Up b. Apply modifiers
• Take 4 Action Tokens Pass c. Optional: add Gambit die
3. Activate Players 2. Opposing Manager does the same.
• Place Action Token Shoot 3. Roll pools.
• Make an Action 4. Blocks in Opposing roll remove Hits in Active roll.
• Flip Action Token 5. Look up Outcome on the Test Chart.
4. End of Turn
• Advance Hourglass

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