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Smash Board Game .pdf



Original filename: Smash Board Game.pdf
Author: Haramman

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AMIIBATTLE
the Amiibo strategy game
Contents:
1.
2.
3.
4.
5.

Basic Rules
Character Stats
Playing the game
Alternate Rules
Quick Stat Tables

1. Basic Rules
Start by choosing your team of 3 Amiibo. Place them anywhere you like within 8
squares from your side inwards.
Take turns to play. Each turn you get 3 ‘actions’, which you can divide between
the figures however you like. On your turn you can:
1. Move – Move up to the amount of squares shown by your speed stat
(1 speed = 1 large square). You can move less than the count shown e.g. If your
speed = 3, you can move 1.5 squares or 2 squares etc.
2. Attack – Perform an attack to an opponent Amiibo within your range stat.
There are 3 types of attack
a) Standard - uses 1 action, damage = attack stat
b) Smash – uses 2 actions, damage = attack stat + smash stat
c) Dash – uses no actions, can only be performed after a movement,
damage = attack stat – dash stat
NOTE: Check your knock stat to calculate knockback, and add or take
away depending on if the attack was a dash or a smash. Then move the
opponents Amiibo that many squares

3. Defend – must be the last action for that Amiibo, but not necessarily your
entire turn, reduces all incoming damage on your opponents next go by the
defence stat, damage = opponents attack damage – your defence stat
4. Special move – These vary in actions and effects, see character stat sheet for
info on each special move. If the move says to deal damage, apply standard
attack knockback unless otherwise noted
If an Amiibos health drops to or below zero, it must be removed from play. Game
ends when all of one players Amiibo are ‘KO-ed’
Note: if the knockback of a move means an opponent would go off the board,
check the recovery stat, and roll that many dice. If for any of them you roll a 6,
place the Amiibo on the edge of the board. If you don’t, the Amiibo is instantly
‘KO-ed’

2. Character Statistics
THIS SECTION IS A WORK IN PROGRESS: NOT ALL CHARACTERS ARE
REPRESENTED
List of Characters in order:
Mario Luigi Fox
Falco
Mr. Game and Watch
Villager Captain Falcon
Yoshi Pixel Mario
Link
Gamondorf
Shulk Jigglypuff
Ike
Marth
Ryu
Pikachu

Kirby

Example name
HP: 00
Attack: 0
Smash
Dash -0

Defence: 0
Knockback: 0
+0
+0
-0

Speed: 0 (in squares)

Recovery: 0 (in dice rolls)

Range: 0 (in squares)
Specials:
Special Name – Effects (Modifiers) (Action uses)

Mario
HP: 30

Defence: 4

Attack: 15 Knockback: 2.5
+4
+0.5
-8
-1.5
Speed: 3

Recovery: 6

Range: 1.5
Specials:
F.L.U.D.D. – Move the opponent 2 squares from where they are in a straight path.
(Range: x2) (1 action)
Fireball – Do 5 damage to anyone within your range. (Range: x2) (1 action)
(Ignore Knockback)

Luigi
HP: 40

Defence: 4

Attack: 13 Knockback: 2
+2
+1
-7
-1
Speed: 2

Recovery: 4

Range: 1.5
Specials:
Luigi Launch: Roll one d6.
If you roll 6: Move Luigi forward 4 squares. If he touches another
Amiibo, stop movement and deal 8 damage if it is an enemy Amiibo
If you don’t roll 6: Move Luigi forward 2 squares. If he touches
another
Amiibo, stop movement and deal 4 damage if it is an enemy Amiibo
(Knockback: +1) (2 actions)

Falco
HP: 25

Defence: 1

Attack: 10 Knockback: 2.5
+6
+1
-9
-0.5
Speed: 3

Recovery: 6

Range: 2.5
Specials:
Laser – Do 4 damage and 1 knockback to anyone in range. (Range: x2) (1 action)
Falco Phantasm – Move 8 bases (2 actions)
Reflector – All effects of opponents special attacks are ignored by Falco on your
opponents next turn (1 action)

Mr. Game and Watch
HP: 25

Defence: 1

Attack: 7
+3
-2

Knockback: 1
+2
-1

Speed: 4

Recovery: 6

Range: 2.5
Specials:
Game and Swap – Switch the figure on the Amiibo base (the Amiibo normally
comes with 3
extra) Stat changes are permanent until figure is changed again
Standard – No modifiers
9 - +2 attack, -1 range
Bell - +1 speed, -3 attack
Parachute - +1 range, -2 speed
(0 actions)
Judge – Roll a d6, do x2 that number in damage to anyone in range (Knockback:
Dice
number) (Range: ½) (1 action)

Villager
HP: 40

Defence: 3

Attack: 5 Knockback: 3
+11
+3
(Deal 5 damage to yourself if you land a smash
attack)
-3
-2 (Dash attack range is 4)
Speed: 2

Recovery: Infinite

Range: 3
Specials:
Lloyd – Do 5 damage to the nearest enemy Amiibo (Range: Infinite) (2 actions)
Balloon Trip – Move to any location (Speed: Infinite) (2 actions)

Captain Falcon
HP: 25

Defence: 2

Attack: 13 Knockback: 2
+2
+2
-2
-0 (Captain Falcon cannot dash attack next turn)
Speed: 4

Recovery: 4

Range: 1.5
Specials:
Raptor Boost: Move to the nearest opponent and do 2 damage (Range: Infinite) (2
actions)
Falcon Punch: Must be the first action of the turn. Do 18 damage to all within 0.5
squares. (Knockback: 5) (3 actions)
Request Demonstration of movements: Your opponent must attack Captain
Falcon on
their next turn, but all damage done to Captain Falcon
is doubled on their next turn. If they do not attack
Captain
Falcon next turn, Captain Falcon gains 10 HP. (cannot go
above 25 hp) (2 actions)

Yoshi
HP: 20

Defence: 3

Attack: 10 Knockback: 4
+2
+1
-1
-2
Speed: 3

Recovery: 8

Range: 3
Specials:
Egg Throw – Do 7 damage to an Amiibo (Ignore Knockback) (Range = 8)
(Cooldown – Until next turn) (1 action)
Ground Pound – Do 4 damage to all within range (Knockback- +1) (1 action)

Pixel Mario
HP: 40

Defence: 4

Attack: 10 Knockback: 3
+0
+0
(Pixel Mario cannot perform a smash attack)
-4
-1 (Pixel Mario can dash after OR before movement)
Speed: 2

Recovery: 2

Range: 2
Specials:
Pixel Punch – Modifiers expire once your turn ends (Standard attack damage +4)
(Standard attack action use - +1) (1 action)
Warp Pipe Rescue – Move any friendly Amiibo to within Pixel Mario’s range (2
actions)

Link
HP: 30

Defence: 7

Attack: 10 Knockback: 4
+6
+1
(Cannot move next turn)
-0
-0 (Cannot move after dash this turn)
Speed: 3

Recovery: 4

Range: 2
Specials:
Gale Boomerang – Move an enemy Amiibo within range to 1 square from you
(Range: +1)
(1 action)
Hero’s Spin – Do 8 damage to all in range (Range: -1) (2 actions)

Ganondorf
HP: 40

Defence: 3

Attack: 15 Knockback: 4
+2
+4
-15
-4 (Ganondorf can’t dash)
Speed: 1

Recovery: 2

Range: 1.5
Specials:
Overcharge – Modifiers expire once your turn ends (Speed: +3) (Movement
action
use: +1) (0 actions)
Warlock Punch – Do 15 damage to all in range (Cooldown: after 2 turns each)
(Immunity: Kirby, Marth and Yoshi) (2 actions)

Shulk
HP: 30

Defence: 2

Attack: 7
+3
-7

Knockback: 2
+1
-2 (Shulk can’t dash)

Speed: 2

Recovery: 4

Range: 3
Specials:
Monado Arts – Must be the first action of your turn. Stat modifiers expire at the
end
of your opponents next turn.
Jump – (+2 recovery) (+2 incoming knockback)
Reach – (+2 range) (-4 attack)
Speed – (+ 2 speed) (-1 range)
Shield – (+4 defence) (-1 speed)
Buster – (+4 attack) (-1 knockback)
(0 actions)


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