Valley Hoopers: The Series
Valley Hoopers: The Series Rulebook
Table of Contents
Table of Contents
Introduction
In this game you will guide a tribe of hoopers playing a basketball match.
Your goal is to realize at least one point more than your opponent at the end of the last period.
You will play actions by using cards and you will roll dice to resolve them.
Catch the ball and hit the pitch!
Before Starting
Valley Hoopers can be played in many different ways. When you will start mastering the game you will be able to set as you prefer many aspects. All the details you need to fully discover Valley Hoopers will be provided in this rulebook. Before you start, decide in accordance with your opponent which setup is best fitting you. In the next pages you'll find the preparation, setup and the rules of the mode Classic Play: it is a one-time match that lasts 4 periods.
Other components related to "The Series..." mode are presented in the chapter "The Series".
Components
General Components
- A) 1 Scoreboard
- B) 1 Turn token
- C) 1 Period token
- D) 27 Playbook cards
- E) 3 Milestone markers
- F) 4 Out of Position markers
- G) 8 Injury markers
- H) 14 Onfire LV.1 chips
- I) 8 Onfire LV.2 chips
- J) 71 Points markers
- K) 1 D20 die
- L) 1 D8 die
- M) 20 Foul red cubes
- N) 20 Injury white cubes
- O) 1 Sleeves pack
- P) 2 Player Aid cards
- Q) 8 Action upgrade cards: a) 2 [one-star] Actions, b) 6 [exclamation mark] Actions
- R) 10 Milestone upgrade cards: c) 1 "plus two energies", d) 8 "Stat +10 plus one energy", e) 1 "three energies"
Player Components
All these contents are intended x2 (one set per player):
- A) 1 Player board
- B) 27 Action cards
- C) 1 Score tokens disc
- D) 1 Score token cylinder
- E) 10 Hooper cards
- F) 5 Position tokens (PG; SG; SF; PF; C)
- G) 5 Position markers (PG; SG; SF; PF; C)
- H) 7 Energy tokens
- I) 2 Bench tokens
- J) 3 Timeout cubes
- K) 8 Coach action tokens
- Translucent cards:
- L) 6 Counter action cards: a) 2 Steal dribble, b) 2 Intercept pass, c) 2 Offensive rebound
- M) 1 Player upgrade kit: d) 10 Position upgrades (2 PG; 2 SG; 2 SF; 2 PF; 2 C), e) 5 Hooper upgrades: [star] plus one energy plus second position (PG; SG; SF; PF; C)
Anatomy
Hooper Card
Parts of the Hooper card: First position (may be Stellar); Defense position; Energy; Second position; Attack stats (2PS, 3PS, LUP); Defense stats (D2, D3, DLU); O-Counter stat; V-Counter stat; Personal skill.
Action Card
Parts of the Action card: Summary (in the top corners); Action; Bonus; Position required; Ball dynamic; Action (defense, at the lower left). The card's four sections are Attack, Fundamental, Defense and Counter.
Action Upgrade Card
Parts of the Action upgrade card: Condition (star); Former action needed; Improvement.
Scoreboard
Parts of the Scoreboard: Score track; Period track; Turn track; Team foul track; Common playbook area.
Player Board
Parts of the Player board: Playbook area; Coach actions; Tribe power; Onfire track; Energy track; Hooper card spaces; Court side; Bench side.
The Tribes
Keepers
Playbook: High Post
Action upgrade cards: No-Look (star); From the Corner (!); Hook Shot (!); Backdoor Cut (!)
Tribe power: Before the beginning of your opponent's attacking turn, you may play a defensive action card face down.
The outcomes can be as follow:
a) If the attack action matches your defense, then that defense becomes a Block. Resolve it but apply one extra foul result.
b) If the attack action does not match your defense, then reveal your card and discard it. You can defend as usual.
c) If your opponent turn ends before the attack (for any reason) or the attack can't be defended, then put your card back into your hand.
Hoopers' personal skills:
- SF - Edd Trapp: You can play a defense lay-up to defend a 3 points shot by using him.
- SF - Manny Gentle: He does not roll the foul die when countering.
- PG - May Friend: She can donate one of her energies to her not exhausted teammates.
- PG - Vernon Dely: He does not spend any energy to pass.
- SG - Chus Kinder: If a teammate performs a pass, then he does not spend any energy to attack.
- SG - Henry Closure: He does not spend any energy to defend a 3 points shot.
- C - Perry Hel: He can spend one energy to add his defense stat to one defending teammate. If he does not have the defensive position required, then add only the half the value.
- C - Linda Siempre: If she rolls this face on the foul die when defending, then she does not commit a foul, but she gains the foul bonus releated. The attacker receives the injury cube.
- PF - Maddy Cure: If her attack is successful, then one teammate of your choice recovers one energy.
- PF - Hector Pröt: If his defense is successful, he moves one step forward on the Onfire track.
Unleashed
For the classic play
Playbook: Pick 'N' Stay
Action upgrade cards: Wall of Death (star); Rainbow Shot (!); From the Elbow (!); Curl (!)
Tribe power: After having retrieved the ball without game interruption if:
a) a counter action has successfully been played b) defense card has been played and the opponent attempt to score fails.
Then you can activate one additional action of the same card that you have already played, do not move the turn token if you use this power:
- If the hooper is assegned to both actions, then you spend only one energy.
- This Tribe power, in case b, will be activated before an attempt of your opponent to catch the ball by using an offensive rebound.
- If the second part of a card activated by this power is countered or defended, then the opponent can commit a "flagrant foul" by rolling [the foul die face shown on the diagram]. If a flagrant foul is committed, you gain two FREE THROWS and then you get a new attacking turn (F1 is no more available).
Hoopers' personal skills:
- SF - Dime N'Shons: You can play an offensive rebound to intercept or steal by using him.
- SF - Joy Kill: If her counter is not successful, then the opponent's fundamental receives a -10 malus.
- PG - Faust Exit: If a teammate performs a screen, then he does not spend any energy to attack.
- PG - Serge Ceptor: He does not spend any energy to intercept.
- SG - Sin Miedo: A defender committing foul on him does not gain any foul bonus releated.
- SG - Muy Schillato: After having used a LV.1 Onfire chip, he gets back that chip to use it again without applying the stellar extra bonus.
- C - Reley Baton: You do not spend any coach action token to move her from the bench to the court.
- C - Never Tired: If he should recover energy, then he recovers one extra energy. Do not exceed his maximum.
- PF - Lance Endure: He can spend his teammates' energy but he must not be exhausted.
- PF - Wally Block: He does not spend any energy to screen.
When Upgrading...
The preparation of your deck and your team is necessary for your first game. Then you could decide to skip directly at the setup and use the deck as you have already prepared.
For your very first game: It is suggested the players to upgrade their deck only with four counter actions: two steals and two intercept. You will start familiarizing with the game and you'll get a deeper knowledge of how and what you need to upgrade to fully express your basketball style.
...Your Hooper
- Take your ten hooper cards and the five hooper upgrades of your player upgrade kit (see paragraph "player components").
- Choose one [star] upgrade from your player upgrade kit and sleeve it onto an un-stellar hooper. By sleeving this upgrade the hooper gains: 1- The ability to play [star] actions in his first position; 2- One extra energy; 3- A second position.
- Select seven out of ten hoopers: this is your team for the match.
- Put back in the box the three unselected hoopers and the other four [star] upgrades.
Strategy tips: The choices of the seven hoopers and the hooper upgrade are strictly connected. For strategy's purposes, this team structure will be the cornerstone over which you will craft your action deck. It is moreover important to consider the position of the hoopers you are calling to play in order to have a good quality rotation during the match.
Be careful!
- Every hooper can gain only one upgrade.
- A former stellar hooper cannot be upgraded.
...Your Deck
- Take your action card deck and the following upgrade:
- a) All the four action upgrade cards of your tribe (see box "for the classic play" on chapter "the tribes"): these upgrades will boost a former action.
- b) All your six counter action cards: these upgrades will add a third (counter) action.
- c) Four out of ten position upgrades of your choice from your player upgrade kit: these upgrades will enable a second hooper to perform the related actions by adding another position to the former actions.
- Choose the fourteen action cards you want to improve and sleeve the selected translucent cards onto it.
Be careful!
- If an upgrade is strictly connected to an action, you must sleeve it onto a card that performs the same action (see paragraph "anatomy action upgrade card"). For example: "From the Elbow" upgrades just a Two Point Shot action.
- Every card can gain only one upgrade.
You can take this full advantage by sleeving this kind of cards onto a fundamental/attack card or take just a half improvement by choosing a defense/x card. In this second option the new position added in the defense summaries in the corners does not have any effects.
Setup the Table
- Each player unfolds their player board and places them one in front of the other.
- Don't connect the two player boards but leave some empty space between them. This space will be used to play the action cards.
- Place the scoreboard beside the player boards in the middle.
- Place the score tokens near the start of the score track.
- Remove the "High Post" and the "Pick 'n' Stay" playbooks from the deck. Place on the playbook spaces four random playbooks and reveal them. Place a face down Onfire chip LV.1 over the playbooks that request it (see paragraph "playbook"). Place the remaining cards in a deck within easy reach.
- Stack in two face down piles the remaining Onfire LV.1 chips and place them at one side of the scoreboard.
- Stack in a face down pile the eight Onfire LV.2 chips and place them beside the Onfire LV.1 stacks.
- Stack in a face down pile the eight injury markers and place them beside the Onfire LV.2 stack.
- Set the three milestone markers on the "WIN" side (see paragraph "milestones") and place them on the other side of the scoreboard.
- Place the milestone upgrade cards beside the related markers in the following order:
- Win first period - stellar upgrade plus two energies
- Win the second period - all eight cards that figure a stat+10 plus one energy
- Win the third period - three energies
- Place the turn token on the first space of its track on the scoreboard.
- Place the period token on the first period space on the relative track.
- Place within easy reach the dice, the red cubes, the white cubes and the out of position markers.
- Place on the side of the player boards the respective action decks face down.
Player Boards Setup
Each player prepare their side as follows:
- Take the coach action tokens and the three timeout cubes and place them in the corresponding space.
- Place your starting playbook in its proper space and put one coach action token over it.
- Place the five Position tokens on each white circle of the Onfire tracks on the five court side spaces.
- Place your starting five hoopers in their proper spaces. Consider that the first or the second position of the hooper must match the Position token at the beginning of the game.
- Put the corresponding Position markers over the relative hoopers.
- Place the remaining hoopers on the two bench spaces on the right side of your board and place the bench tokens over them.
- Set the energy tokens of all your hoopers on their proper track according to the energy shown on the relative card also considering the upgrades.
- Shuffle your action deck and draws a full hand of seven cards.
You are ready to start! Each player rolls the d20 die. The one who gets the highest value starts his/her first attacking turn!
Overview
Game Structure
The game is divided into four periods. The period track on the scoreboard shows the length of a CLASSIC PLAY match.
The energy icon in each period space explain how many energies are recovered by the hoopers before the beginning of the next period:
- [+1 energy icon] At the end of the first period all the hoopers recover only one energy (do not exceed their own maximum limit which is fixed by the icon on the card plus eventual upgrades).
- [Full -1 icon] At the end of the second period all the hoopers set their energy one step below their maximum limit (if an hooper is full of energy, do not update his/her energy track).
- [+1 energy icon] At the end of the third period all the hoopers recover only one energy (do not exceed their own maximum limit which is fixed by the icon on the card plus eventual upgrades).
At the end of the fourth period the player who has achieved the total highest number of points is the winner.
If there is a tie, you will play as many overtimes as needed to decleare a winner. If an overtime will be played the hoopers don't recover any energy.
NOTE: Some personal hooper' skill may change the energy recovering rules. For example: Never Tired recovers two energies after the first and third period, and becomes full of energy after the second one.
Milestones: Every Period Matters
Your team will improve by winning the single periods, you will achieve an hooper upgrade by scoring the highest number of points by considering only one period length of play. If a period ends with a tie then no player gains any upgrade.
The reward of the first period is an hooper upgrade that figures out two extra energies plus the stellar improvement on the first position. You can choose to sleeve the translucent card onto the hooper you prefer by respecting all the limits involved (see paragraph "when upgrading your hooper"). Update the hooper's energy track immediately.
Before starting to play the second period, place the cylinder score tokens under your discs in their actual spots. The cylinder tokens are a reminder of the score achieved at the end of the last period and they will be used to calculate the next partial score. Repeat this process at the end of the second and third period.
The reward of the second period is an hooper upgrade that figures out one extra energy plus a +10 improvement on a stat of your choice. You can choose to sleeve the translucent card onto the hooper you prefer by respecting all the limits involved (see paragraph "when upgrading your hooper"). Update the hooper's energy track immediately.
The reward of the third period is an hooper upgrade that figures out three extra energies. You can choose to sleeve the translucent card onto the hooper you prefer by respecting all the limits involved (see paragraph "when upgrading your hooper"). Update the hooper's energy track immediately.
Variants
Fast Play
You can choose to shorten the length of a match. To play only two periods apply these changes:
- Use only four coach action tokens and one timeout cube for each player
- Use only the first period milestone
- An hooper is ejected from the game with three red cubes
- An hooper gets injured with two white cubes
Friendly Play
You can freely choose which player is going to achieve the period milestones. By flipping the markers on the "LOSE" side, you will change the punitive grade of the game. From a well balanced and competitive game (classic play) to a more friendly match. You can try all the possible combination.
Draft
Prepare the cards by dividing them as follows:
- Give to each player 6 counter actions as usual.
- Create a deck composed by 21 hooper cards (plus other hooper promo cards you may have).
- Take just 1 player upgrade kit and separate the hooper upgrades from the position upgrades.
- Create 1 hooper upgrade deck by merging all the milestone upgrades with the hooper upgrades from the player pack.
- Create one deck upgrades deck by merging all the 8 action upgrades with the position upgrade from the player pack.
Place all the hoopers on the table by dividing them in relation to their first position. Choose randomly a first player who will start the draft by selecting one hooper, then the opponent will select two hoopers, then the first player takes two hoopers, and so on until the first player has completed a team of seven hoopers, then the second player has his last choice. Now you draft the hooper upgrades: place on the table all the 15 translucent cards of the hooper upgrade deck that you have created before. The player who ended the hoopers draft now begins by selecting just one upgrade, then the opponent chooses two upgrades, then the first player select two upgrades and, to conclude, the opponent chooses his last card (three hooper upgrades for each player). Now the players can prepare their team and then they will draft the deck upgrades. Shuffle the 18 deck upgrades translucent cards and divide them in two decks of 9. Place the first 9 cards on the table and proceed as before by changing the starting player, the last card remaining will be discarded. Repeat the process with the second deck. Each player gains 8 deck upgrade translucent cards. Now upgrade your deck by adding also the 6 counter actions.
You will not use the milestones during the game. NOTE: If you have an unequal number of stellar hooper, then the second player starts the hooper's draft by discarding one hooper.
Period Structure
Each period is composed by sixteen attacking turns: eight for each player. The turn track on the scoreboard shows the length of an entire period. It is divided into eight pair of attacking turns.
- [+1 card icon] After the first (1), the third (3), the fifth (5) and the seventh (7) pair of attacking turns, each player draws one card.
- [+3 cards icon, bench +1 energy icon] After the second (2) and the sixth (6) pair of attacking turns, each player draws 3 cards and each hooper on the bench recovers one energy until his/her maximum.
- [Hand 7 icon] After the fourth pair (4) of attacking turns, and before starting a new period (8), each player refills their full hand up to 7 cards.
- [Bench +1 energy icon] After the fourth pair (4) of attacking turns, each hoopers on the bench recovers one energy until his/her maximum.
- [+X energy icon] Before starting a new period (8), all the hoopers recover the appropriate amount of energy in relation to the period. (For details see paragraph Game Structure.)
Use the turn token to indicate the running playing turn.
The player who starts the first period by attacking, will be the first attacker again in the fourth period; the opponent will start the second and the third period.
An overtime is an extra period that lasts just four pair of attacking turns (half a period) (4).
During a period, players will alternate in attempting to score points during their attacking turns. During an attacking turn, players will alternate by playing cards to attack the rim or defend their own basket.
Turn Sequence
Attack
After having determined the first player (see paragraph "player board setup"), the games begins with your first attacking turn:
- You may spend a coach action token to:
- Call a timeout
- Do substitutions (see chapter "coach actions")
- You may play a fundamental card in F1 space: this card, if successful, will increase your attack stats.
- You may play a coach action token to activate a playbook (see paragraph "to activate and resolve a playbook").
- You may play a second fundamental card in F2 space: this card, if successful, will increase your attack stats.
- You must play an attack card or lose the ball and skip your turn.
When playing your first card (fundamental or directly attack) you are free to choose which hooper will be involved respecting the position expressed by the action card. On the other hand, you will face some limitation regarding the ball dynamic to play your second and third card (see paragraph "fundamental actions").
After every step, before going on with your action, your opponent could play from his/her hand a counter or defense card (see paragraph "counter actions" "defense actions").
-
Resolve your attack:
- If a defense card has been played against the attack, the defending player rolls the d8 foul die (see paragraph "Foul").
- Sum every bonus you gained through your fundamental cards to the hooper's corresponding attacking stat and subtract the opponent's hooper corresponding defense stat: the result identifies the maximum value you can reach by rolling the d20 die to score this basket.
For example: Muy Schillato has played, without being countered, a dribble in F1 space and then he tries a 3 points shot. May Friend contest the shot with a D3 card: No foul is drawn so he gains +15 from F1 but he must subtract -15 which is the value of the D3 stat of the hooper chosen to play the defense card. Starting from the stat of Muy Schillato's 3 points shot: 70+15-15=70. The basket is scored if the die value rolled is below or equal to 70.
-
Update the Position token on the Onfire track of the hooper:
- a) If the attack is successful move the Position token one step towards the Onfire LV.II space on the right.
- b) If the attack is not successful move the Position token one step towards the cube (leftmost) space on the left.
[Diagram of the Onfire track, left to right: cube space, light blue space, the hooper's position (starting) space marked "XX", orange space, LV.I space, LV.II space.]
-
If the attack is not successful, then you may play an offensive rebound card to gain a new chance to score points in this attacking turn (see paragraph "Counter action").
-
If you score, then update your score track on the scoreboard. The attacking turn passes to your opponent.
Basic Concept to Keep in Mind
Every card could be used in different ways, but you will use a card just for one action. After having played it, you will discard it. In other words, when you are playing an action using a card, you are deciding to not use the other (or others) actions of that card until you will shuffle again your deck.
NOTE: the tribe power of the Unleashed team could elude this rule (see paragraph "Unleashed").
The d20 die is a special die made by multiples of five. It reflects the percentage of success of an hooper (which base value is expressed by the hooper's stat on the card) in different actions. For this reason, lower is your outcome rolled on the die, then higher is your probability to be successful.
You will spend one energy for every card you will play during your action. Remember to update immediately the energy track of the relative hooper everytime you play an action card. NOTE: some personal hooper skills may elude this rule (see paragraph "Keepers", "Unleashed"). When an hooper goes out of energy, you need to flip the energy token and place it in the middle of the card.
Every fundamental and attack action needs to be played according to the correct position expressed by the card. You must spend one energy from the hooper who's occupying the position shown by the Position token on the Onfire track. NOTE: You must consider just the position expressed by the Position Token to select your hooper. Do not consider the first/second position of the hooper card: an hooper could play out of position (see paragraph "Out of Position").
Each counter and defense action is not linked to any position. You will choose your defending hooper by checking the Position token of the attacker: it must be included in your defensive position flag (see paragraph "Defense").
Action Cards
Fundamental
A fundamental is a type of action that contains a bonus. If successful, it will increase the value of your attack. It is used to enhance your odds to score points by raising the maximum value to reach when rolling the d20 die. While you do not have any restriction when choosing your first hooper (be careful! it must be in accordance with the position required by the action card), a fundamental action will impose you the BALL DYNAMICS rules:
The hooper starts and concludes this action with the ball [icon: ball in hand]: It means that the following action (fundamental or attack), if requires the ball possession, must be played by the same hooper involved in this first action. It is the typical feature of a dribble move. NOTE: a screen from another hooper is permitted because it is a movement that requires not having the ball.
The hooper starts this action with the ball but he/she concludes it without the ball [icon: ball leaving hand]: It means that the following action (fundamental or attack), if requires the ball possession, must be played by a different hooper from the one who played this first action. The first hooper can't be involved in an attack action without having got the ball back again. It is the typical feature of a pass action.
The hooper starts and concludes this action without the ball [icon: ball outline]: It means that the hooper involved can't be assigned to the very following action if the ball possession is required. It is the typical feature of a screen.
Examples:
- You play in F1 a dribble by using your SG then in F2 a screen by using your C, then you must attack the rim by using your SG because the possession of the ball has never changed.
- You play in F1 a pass by using your SF then in F2 a pass by using your PF, then you can choose which hooper is going to attack. The only one that is not eligible is the PF who has lastly passed the ball.
- You play in F1 a pass by using your SG, then in F2 a screen by using your C, then both the C and the SG are not eligible for the attack because they don't have the ball possession.
- You play in F1 a screen by using your C, then in F2 a pass by using your PF, then just the PF is not eligible for the attack. In this case the pass of the PF allows the C (who was the first screener) to attack because he/she could be the target of the pass.
DRIBBLE: It is a ball handling movement made to overpass the defending hooper. The hooper who performs this action must perform another action (F2 or A) which involves the ball in hand (NOTE: a screen by another hooper can be made between F1 and A). Every dribble gives a +15 bonus. It can be countered by a steal action. For example: Muy Schillato plays a dribble in F1 then Muy Schillato plays a 2 points shot in A.
PASS: It is a movement that starts by having the ball which is delivered to another hooper. The hooper who performs a pass can't perform the very following action (F2 or A) if it involves the ball. A pass can be countered by an intercept.
SCREEN: It is a tactical interference played without having the ball during an offense. The hooper who performs a screen can't perform the very following action (F2 or A) if it involves the ball. A screen can't be countered by any card, but it could commit an offensive foul. When you play a screen you have to roll the d8 foul die to check if your hooper is committing a foul. An offensive foul is committed if the die shows one of this two faces: [the two foul-icon faces: the single foul face and the "2" foul face].
Attack
An attack represents a movement directly used to score points. If you are not able to attack, for example if you are out of energy or out of cards, you need to end up your turn and give to your opponent the ball.
When playing an attack action (be careful! the hooper must be in accordance with the position required by the action card) consider, if a fundamental has been played before, the ball dynamics rules (see paragraph "Fundamental"). An attack is always considered an action that requires the ball possession.
The action cards have three types of attack:
2 POINTS SHOT (2PS): It is an attempt to score a basket from inside the 2 points area. In order to perform a 2 points shot you need to consider your hooper's 2PS value. The value of your hooper's stat identifies the maximum value you can reach by rolling the d20 die to have success with your shot.
3 POINTS SHOT (3PS): It is an attempt to score a basket from outside the 2 points area. In order to perform a 3 points shot you need to consider your hooper's 3PS value. The value of your hooper's stat identifies the maximum value you can reach by rolling the d20 die to have success with your shot.
LAY-UP (LUP): It is an attempt to attack the rim. It is a variant of a 2 Points Shot. In order to perform a lay-up you need to consider your hooper's LUP value. The value of your hooper's stat identifies the maximum value you can reach by rolling the d20 die to have success with your shot. NOTE: When attempting a lay-up, your hooper could commit a charging foul. (See the paragraph "Foul")
Defense
A defense represents an attempt to contest an opponent's attack action and it is played during the opponent's attacking turn. To contest a shot, you need to use the exact type of defense that corresponds to the opponent's attack. This action does not have any specific position required: it is up to you to choose which hooper is going to come between the attacker and the rim. To do that, you need to consider the defensive position flag of your hoopers. The flag must contain the attacker position expressed by his/her Position token (see paragraph "basic concept to keep in mind"). Before resolving the attack (see paragraph "Turn Sequence"), if you have played a defense action you must roll the d8 die to check if you are going to commit a foul (see paragraph "Foul").
The action cards have three type of defense:
DEFENSE 2 POINTS SHOT (D2): It is an attempt to contest an attack. By performing a defense, you will subtract the hooper's D2 value to the attacker 2PS value with every potential bonus.
DEFENSE 3 POINTS SHOT (D3): It is an attempt to contest an attack. By performing a defense, you will subtract the hooper's D3 value to the attacker 3PS value with every potential bonus.
DEFENSE LAY-UP (DLU): It is an attempt to contest an attack. By performing a defense, you will subtract the hooper's DLU value to the attacker LUP value with every potential bonus.
Counter
A counter represents an attempt to catch the ball from the opponent possession. You will find these action as translucent cards: it is up to you decide which are the best cards to upgrade by sleeving onto them your counter actions (see paragraph "When upgrading your deck").
There are three kinds of counter actions:
STEAL DRIBBLE: It is used to contest a dribble played by the opponent. You'll play it during the opponent attacking turn. As for a defense action, you have to consider the Position token of the hooper who's dribbling to select your countering hooper by looking at your hoopers' defense position flags. Before resolving the counter, roll the d8 die to check if you are going to commit a foul (see paragraph "Foul"). If a foul is not committed resolve the steal as follows:
- by considering the Position token of the dribbler:
- a) use your O-stat if you are countering a PG or SG;
- b) use your V-stat if you are countering a PF or C;
- c) use your worst stat between O and V if you are countering an SF
- Roll the d20 die: the value of your hooper's stat identifies the maximum value you can reach to have success with your steal dribble.
INTERCEPT PASS: It is used to contest a pass played by the opponent. You'll play it during the opponent attacking turn. As for a defense action, you have to consider the Position token of the hooper who's passing to select your countering hooper by looking at your hoopers' defense position flags. Before resolving the counter, roll the d8 die to check if you are going to commit a foul (see paragraph "Foul"). If a foul is not committed, roll the d20 die: the value of your hooper's O-stat identifies the maximum value you can reach to have success with your intercept pass.
IF YOUR STEAL DRIBBLE OR YOUR INTERCEPT PASS HAS BEEN SUCCESSFUL, THEN YOUR ATTACKING TURN STARTS IMMEDIATELY, UPDATE THE TURN TRACK.
IF YOUR COUNTER HAS NOT BEEN SUCCESSFUL, THEN YOUR OPPONENT CONTINUES HIS/HER ACTION AND MAINTAIN THE FUNDAMENTAL BONUS.
OFFENSIVE REBOUND: It is used to contest a defensive rebound by the opponent, which is otherwise always considered automatic after a your failed attack, thus gaining an extra chance to score points in the same attacking turn (NOTE: There are not rebounds if a player has scored points). You'll play an offensive rebound during your attacking turn in F3 position (see paragraph "Turn sequence"). Before resolving the counter, roll the d8 die to check if you are going to commit a foul (see paragraph "Foul"). If a foul is not committed, roll the d20 die: the value of your hooper's V-stat identifies the maximum value you can reach to have success with your offensive rebound. If the counter is successful you can choose between:
- a) Draw two cards and play another attacking turn without moving the turn token
- b) Gain a +15 bonus if your next card is an attack that involves the same hooper (NOTE: when attempting an offensive rebound you are free to choose which hooper is going to be involved).
Gameplay Example
Lucy plays a Dribble in F1 by using Muy Schillato. Karl does not have any suitable counter action.
Lucy keeps going with her action; she plays a 3 points shot by using Muy Schillato (NOTE: She is obliged to use the same hooper that previously played the dribble move for the ball dynamics rules).
Karl can contest the shot by playing a Defense 3 points shot: considering the defensive position flags, his eligible hoopers are: Hector Prot, Chus Kinder, Edd Trapp and May Friend. By looking their D3 stats he decides to use Edd Trapp to contest the shot.
After that Karl rolled the d8 die and he does not commit any foul, they resolve the attack as follows:
- The maximum value reached from the attacking action is: 70 (Muy Schillato 3PS stat) +15 (dribble move bonus) = 85
- The malus that Lucy gets from Karl's defense action is: 30
- Then: 85-30 = 55: This is the maximum value (included 55) that Lucy can reach by rolling the d20 die.
- She rolled 45 then she scores 3 points and updates her score track and Onfire track.
NOTE: FOR EVERY ACTION CARD THAT HAS BEEN PLAYED, THE ASSIGNED HOOPER HAS SPENT ONE ENERGY.
Now starts Karl attacking turn.
Karl plays a Dribble move. The action card shows that the hooper must be his PF. In his player board Hector Prot is the hooper that is occupying the PF position then he spends one energy.
Lucy has a Steal Dribble in her hand and she decides to counter the dribble. By considering the opponent's hooper Position token (PF) she can select her hooper by looking at her hoopers' defensive flags. In addition, to counter a dribble played by a PF, she needs to consider the V-stats of her hoopers: she chooses her C "Never Tired" to perform that counter and spends one energy.
After that Lucy rolled the d8 die and does not commit any foul, they resolve the counter as follows:
- The maximum value that she can reach by rolling the d20 die to steal the ball is identified by Never Tired's V-stat (see paragraph "Counter Action") which is 55.
- She rolls 80 and this means that the attempt to steal fails.
Karl keeps going with his action and maintains the bonus gained from the dribble. Hector Prot attacks the rim by using a lay-up action card and spends one energy.
Lucy does not have any suitable defense card.
Karl can resolve the attack directly by rolling the d20 die. NOTE: without a defense card there is not any d8 die to roll. He rolls 95 that is over his maximum value for this action (70 LUP stat +15 dribble). He does not score points and moves the Position token one step back on the Onfire track.
Lucy gets the ball with an automatic defensive rebound.
But Karl plays an offensive rebound in F3 to try to get another chance to score. He selects his hooper by looking at the V-stat of his available hoopers (do not consider the hooper with the bench tokens). He chooses Edd Trapp and spends one energy.
He resolves his counter as follows:
- Rolls the d8 die and he does not commit any foul
- Rolls the d20 die and he gets 05 that is below the maximum value needed (Edd Trapp V-stats which is 55) thus gaining another attacking turn without moving the turn token on the track.
He decides to attack the rim with another lay-up card by selecting again Edd Trapp and thus gaining a +15 from his offensive rebound. He spends another one energy.
Lucy can't contest the attack.
By rolling the d20 die Karl gets 80 which is exactly the maximum value needed to score (Edd Trapp LUP = 65 +15 from the offensive rebound). He updates both the Onfire track of Edd Trapp and the score track.
Both players draw one card from their deck and then Lucy starts her new attacking turn.
NOTE: IF AN ATTEMPT TO COUNTER AN OPPONENT FUNDAMENTAL IS SUCCESSFUL, THEN YOUR NEW TURN STARTS IMMEDIATELY.
Foul
Foul: Basic Concepts
In this paragraph we'll see what is going to happen when a foul occurs in all the different cases but first, we need to fix some concepts:
- If a foul is committed by contesting an attack action, then the attacker will get FREE THROWS.
- A FREE THROW is a shot that can't be defended and it worths just one point. Its related stat is built by adding a fixed +15 to the 2PS stat of the hooper.
- FOUL CUBE: the hooper who commits a foul gets a foul cube (red). When an hooper gets his fourth red cube, he/she is immediately ejected. You need to flip the hooper's card face down and send him/her to the bench. A benchwarmer of your choice will take the vacant position. NOTE: you will never discard the red cubes from your hooper cards.
- TEAM FOULS: Every foul committed worths also as a team foul: take one red cube and place it on the foul track on the scoreboard. After having collected three red cubes in this space, your opponent will get two free throws even when you will commit a foul by playing a counter action. Discard all these red cubes when a period is over.
- INJURY CUBE: the hooper who gets fouled receives an injury cube (white). When an hooper gets his/her third white cube, he/she gets injured. Take an injury marker from the pile and place it on the hooper, then reveal it.
- INJURY MARKER: It will show (probably) the malus that you must apply when using that hooper. It will be applied permanently until the end of the game. The injury marker substitutes the three injury cube, so discard them. NOTE: An hooper could get injured more than one times.
Foul: The D8 Die
The foul die is a special d8 die used for checking if your hooper is committing a foul during different kinds of actions. These are the faces of the die:
- Whistle face: This face always represents a foul.
- Whistle "2" face: This face represents a foul when its outcomes are two or more.
- Whistle "3" face and charging-foul (broken shield) face: These faces are used only when contesting a Lay-Up: the defender has three outcomes to commit a foul but he/she could also draw a charging foul by the attacker.
- Jump ball face (ball with arrows): This face is used only when countering: It means that you will roll the d20 by considering the opposite O-V-stat required.
Foul: Cases
Screen
An hooper may commit an offensive foul when performing a screen: Roll the d8 die. The outcomes that stand for a foul are two (the whistle face and the whistle "2" face). The screening hooper gets a red cube and the opponent is free to choose which own hooper gets the white cube. The attacking turn ends, and the opponent, after having moved the turn token, starts his/her attacking turn.
Steal Dribble - Intercept Pass
An hooper may commit a defensive foul when countering by using an intercept or steal action: roll the d8 die.
The outcomes that stand for a foul are two (the whistle face and the whistle "2" face). The countering hooper gets a red cube and the opponent's hooper who performed the fundamental gets the white cube. The attacking action continues but the slot (F1 or F2) where the fundamental has been played is no more available for this attacking turn. The previous fundamental bonus is lost.
During a Counter action a Jump Ball may occur: This outcome impose the countering hooper to consider his/her V-stat if the O-stat was required. On the other hand, it impose the countering hooper to consider the O-stat if the V-stat was required. Then roll the d20 die as usual to resolve the counter.
For example: Karl plays an intercept pass to counter the Lucy's SG Pass. After having selected a suitable hooper for this action he rolls the d8 die. The outcome is a "jump Ball". He was required to consider the hooper's O-stat, but now he needs to consider his hooper's V-stat to resolve the counter.
Offensive Rebound
An hooper may commit an offensive foul when performing an offensive rebound: roll the d8 die.
The outcome that stands for a foul is just one (the whistle face). The rebounding hooper gets a red cube and the opponent is free to choose which own hooper gets the white cube. The attacking turn ends, and the opponent, after having moved the turn token, starts his turn.
During a Counter action a Jump Ball may occur: This outcome impose the rebounding hooper to consider his/her O-stat instead of the V-stat to resolve the offensive rebound by rolling the d20 die.
Defense 2 Points Shot
An hooper may commit a foul by contesting a 2 points shot by using a defense 2 points shot (D2): roll the d8 die.
The outcomes that stand for a foul are two, but they have a different foul bonus releated:
- by rolling the whistle face the defending hooper gains an additional +20 on his/her defense stat
- by rolling the whistle "2" face the defending hooper gains an additional +15 on his/her defense stat
Then the attacker rolls the d20 die and tries to score even if getting fouled:
- a) if his/her 2 points shot is successful he/she gains one additional FREE THROW.
- b) if his/her 2 points shot is not successful he/she gains two FREE THROWS.
The defending hooper gets a red cube and the attacking hooper receives a white cube.
Defense 3 Points Shot
An hooper may commit a foul by contesting a 3 points shot by using a defense 3 points shot (D3): roll the d8 die.
The outcome that stands for a foul is just one (the whistle face) and its bonus releated is +25. Then the attacker rolls the d20 die and tries to score even if getting fouled:
- a) if his/her 3 points shot is successful he/she gains one additional FREE THROW.
- b) if his/her 3 points shot is not successful he/she gains three FREE THROWS.
The defending hooper gets a red cube and the attacking hooper receives a white cube.
Defense Lay-Up
An hooper may commit a foul by contesting a lay-up by using a defense lay-up (DLU): roll the d8 die.
The outcomes that stand for a foul are three, but they have a different foul bonus releated:
- by rolling the whistle face the defending hooper gains an additional +10 on his/her defense stat
- by rolling the whistle "2" face the defending hooper gains an additional +5 on his/her defense stat
- by rolling the whistle "3" face the defending hooper does not gain any additional bonus
Then the attacker rolls the d20 die and tries to score even if getting fouled:
- a) if his/her lay-up is successful he/she gains one additional FREE THROW.
- b) if his/her lay-up is not successful he/she gains two FREE THROWS.
The defending hooper gets a red cube and the attacking hooper receives a white cube.
During a defense lay-up, a charging foul by the attacker may occur. This is the best defense that can be achieved. This outcome means that the attacker gets the red cube and the defender receives the white one. The attacking turn ends immediately.
Block
A BLOCK is a boosted defense or counter and can be played by using the specific Onfire LV.1 chip in addition to an action card (see paragraph "Onfire chips"). Moreover the Keepers team could obtain a block when defending by activating its tribe power (Be careful! in this case, there is one more foul outcome). The distinctive feature of this action is that the attacker's attempt to score is negated, thus he/she will not roll the d20 die.
By looking the outcomes, the attacker could maintain the possession of the ball but some slots will no more be available to continue his/her action. In addition every bonus that could have been gained before is deleted:
- a) by rolling the whistle face the blocking hooper commits a foul. You have to follow the rules explained in the previous paragraphs depending on the action involved, but no attempt to score is resolved. If contesting an attack, then resolve directly two or three FREE THROWS.
- b) by rolling the whistle "2" or whistle "3" face the attacking player has a new chance to attack. Do not move the turn token. All the cards played before are discarded and the attacking player starts a new action from F2 slot (F1 is no more available). NOTE: This outcomes do not stand for a foul during a block.
- c) by rolling the jump ball face or the charging-foul face the attacking player has a new chance to attack. Do not move the turn token. All the cards played before are discarded and the attacking player starts a new action from A slot. This means that the attacker could play just an attack action card (and, if not successful, then an offensive rebound).
- d) All the others outcomes stand for a successful block that is also able to recover the ball. Move the turn token and starts your attacking turn.
Foul: Summary Table
Columns are the faces of the d8 foul die: (1) whistle, (2) whistle "2", (3) whistle "3", (4) charging foul (broken shield), (5) jump ball. A blank cell means that face has no effect for that action.
| Action | Whistle | Whistle 2 | Whistle 3 | Charging foul | Jump ball |
|---|---|---|---|---|---|
| Defense lay-up (DLU) | Foul, +10 defense | Foul, +5 defense | Foul, +0 defense | Charging foul by the attacker (best defense) | - |
| Defense 2 points shot (D2) | Foul, +20 defense | Foul, +15 defense | - | - | - |
| Defense 3 points shot (D3) | Foul, +25 defense | - | - | - | - |
| Steal dribble | Foul | Foul | - | - |
If you roll the d8 die to resolve a block gained from the Keepers tribe power, then the outcome "jump ball" is a foul. NOTE: when resolving a defensive Linda Siempre's block, the outcomes "whistle" worths as "jump ball".
If you roll the d8 die to resolve a counter or defense action against the second use of a card activated by the Unleashed tribe power, then the outcome "whistle" becomes a flagrant foul: the Unleashed gets 2 FREE THROWS before keep going with his/her action as usual (see paragraph "Unleashed").
For example: consider Karl action during his first attacking turn at page 22: Lucy attempts to steals Hector Prot's Dribble.
She rolls the d8 die and she commits a foul. Never Tired gets a red cube and Hector Prot a white ones. Lucy also updates her team foul space on the scoreboard by placing a red cube there.
Karl loses the bonus of his previous dribble and plays a new pass in F2 (because F1 is no more available) by using May Friend and thus spending one energy from her.
Lucy does not have any intercept card.
Karl keeps going with his action by playing a 2 points shot by using Chus Kinder and thus spending one energy from him (he is obliged to select a different hooper. See paragraph fundamental).
Lucy contests Karl's attempt to score two points by playing a defense 2 points shot. After having selected Dime N'Shons and having spent one energy she rolls the d8 die.
Chus Kinder gets fouled and receives one injury cube, but Dime N' Shons gains an additional +20 on his D2 stat and receives one foul cube. Lucy places another red cubes on her team fouls space and then they resolve the attack as follows:
- Attack: 55 (Chus Kinder 2PS stat) + 25 (pass) = 80
- Defense: 30 (D2 Dime N' Shons stat) + 20 (defensive foul bonus) = 50
- Attack - Defense = 30 which is the maximum value that Chus Kinder can reach to score the two points. By rolling 10 on the d20 he scores and then he rolls the d20 die again by considering 2PS+15 (55+15=70) to resolve one additional free throw. He rolls 50 and scores one additional points from the successful free throw.
They update the scoreboard and the turn track, Lucy's attacking turn begins.
We will keep going with this example in the paragraph "to activate and resolve a playbook" at page 29.
Coach Actions
Coach Action Tokens
These tokens represent a very useful resource to manage different situations that you may withstand during the game. These tokens are limited in number and you need to manage them from the beginning to the end of the game.
You can spend your coach action token:
- At THE BEGINNING of your attacking turn:
- To do substitutions
- To call a timeout by spending jointly a timeout cube (maximum 3 in an entire game): each hooper of yours recover one energy and you can do substitutions. NOTE: the hoopers of your opponent recover a total of two energies to distribute to two different hoopers of his/her choice. He/She can't do substitutions. He/She can spend one of his/her coach action tokens to gain all the benefits of the timeout without spending any cube.
- At ANY TIME:
- To draw 3 cards (then discard if exceeding the 7 cards limit)
- To discard any number of cards and drawing the same amount
- After a successful F1 action:
- To activate a common playbook (see paragraph "Playbooks")
Substitution
You can do as many substitutions as you desire by spending just one coach action token.
You can freely do as many substitutions as you desire when a period ends, before starting the new one.
When you move your hooper from the bench to the court and conversely from the court to the bench, you do not need to move the hooper cards that remain in their respective spaces for all the length of the game.
You will proceed by moving the Position tokens and the bench token:
- Move the Position token from the hooper on the court to the one identified by the bench token that you choose to enter the game. Place it in the hooper's initial flat white circle in the middle of his/her Onfire track. NOTE: By moving an hooper to the bench, he/she will lose his/her progress or backward steps on the Onfire track.
- Move, by contrast, the bench token to the hooper that is leaving the court.
- The hooper that now has become a benchwarmer immediately recovers one energy.
You can change in the same way the Position token of the hoopers on the court. But in this case, you'll change the Position tokens by placing them in the same circles on the Onfire track as they were before when occupying the previous position on the court. The hoopers do not recover any energy.
Out of Position
When starting the game, you are required to place your hoopers in the court side accordingly to their first/second position expressed by their cards (see paragraph "Player board setup"). You do not need to face this limitation when doing substitutions.
If you decide to line up one (or some) of your hoopers without considering their own first/second position, then take an Out of position marker and place it over the hooper's card between the stats. By playing from now Out of position, that hooper will be affected by a -10 malus on all the attack stats and a -5 malus on all the defense stats. His/her O-V stats are not affected.
You will play cards accordingly to the Position token as usual (see paragraph "Basic concept to keep in mind").
Playbooks
A playbook is a specific combo of three action cards (F1, F2, A): it is composed by the specific actions that requires and the linkage between the position of the hoopers involved. A linkage expresses that the two (or three) connected actions must be played by the same hooper.
For example: In the PICK 'N' ROLL playbook, the hooper who performs the Screen must be the same that will perform the Lay-up. A Pass from another hooper is required in the middle. You can notice that the Pass would be required also to play the same sequence of actions, even without the playbook, to make the screener eligible to conclude the action with the Lay-up (see paragraph "Fundamental").
By creating an action using a playbook, you will obtain an high percentage attack (It is even possible to overreach 100 as maximum value, thus scoring without rolling the d20 die): that's because of the F2 fundamental cannot be countered and also the A attack can't be defended. Your hoopers may also recover energy (see paragraph "to activate and resolve a playbook").
A playbook is considered active if it has a coach action token over its card. At the beginning of the game, you already have one active personal playbook.
On the spaces of the scoreboard, there are four common playbooks that can be achieved by the players after having activated them and successfully scored points by its first activation. At the beginning of a new period, all the four playbook slots of the scoreboard have to be replenished.
The coach action tokens that you use to activate a playbook are "locked" into the playbook but they are still available. You may decide during the game to spend those tokens and, by renouncing to the playbooks, discard them. If all the coach action tokens are already locked into playbooks achieved, then the common playbooks can no longer be obtained.
An Onfire LV.1 icon in the lower right corner of the card represents the extra reward that you'll achieve by successfully completing it.
To Activate and Resolve a Playbook
You can declare the activation of a playbook after a successful F1 action follow the next steps:
- If you are activating a common playbook, take and place it inside your player board. Lock one coach action token into it.
- Play the F2 and A cards consecutively. They cannot either be countered and defended. Spend the energy of the hoopers involved for each action card.
- Sum all the bonuses to the attack stat to identify your maximum value and roll the d20 die (if needed).
If you score the basket, you can choose between:
- Recover the energy spent in F2 and A
- Draw 2 cards
- Recover one energy spent (F2 or A) and draw 1 card
NOTE: The F1 energy is always spent.
Additionally, if any chip has been placed over the card:
- Redeem the chip and place it face down on the hooper card
- Put a new chip on the playbook card
If you don't score the basket, you must discard:
- all the action cards used (as usual)
Additionally, only if you were resolving a common playbook, discard also:
- the playbook
- the coach action token
If a F1 fundamental is countered:
- A playbook can still be activated if the counter action is not successful (a foul has not been committed and the value rolled by the d20 die is over the maximum value of the required O-V stat).
- A playbook cannot be activated if the countering hooper commits a foul (F1 card is discarded and its slot is no longer available) (see paragraph "Foul").
For example: Lucy's attacking turn that continues the gameflow example at page 26.
Lucy plays a screen in F1 by using Reley Baton and spends one energy. She rolls the d8 die to check that her C is not committing an offensive foul. The outcome of the die is successful.
Lucy declares to activate the common playbook HOT ZONE, she takes the card and locks into it one coach action token.
Then she plays consecutively a dribble and a 3 point shot by using her PG Serge Ceptor, thus spending two energies (one for each action). NOTE: That Karl cannot interfere because of the playbook activation.
She resolve the playbook as follow: 60 (Serge Ceptor 3PS stat) + 25 (screen) + 15 (dribble) = 100. She scores 3 points without rolling the d20 die and updates the Onfire track of Serge Ceptor.
She decides to draw 2 cards as reward for the completed playbook and achieves the card.
Karl moves the turn token and starts his new attacking turn.
Onfire
Onfire Track
The Position token moves along the Onfire track that measures the hotness of an hooper. There are three events that make the token move:
- A successful attack shifts the hooper's Position token towards the LV.II (right) end.
- An unsuccessful attack shifts the hooper's Position token towards the cube (left) end.
- Other events in relation to a personal skill of an hooper may trigger the Position token movement along the track (see Hector Prot personal skill).
NOTE: If a foul is committed, the attacking hooper moves his/her Position token just if the attack is successful. Do not move it in relation of the eventual free throws.
Every Position token starts from the white circle in the middle: it is the flat zone. You must bring the Position token back to the flat zone when:
- the second period ends
- an hooper redeems an Onfire chip
- an hooper receives an injury cube from the track
An hooper that enters the game from the bench always starts on the flat zone.
Cold zone: The position token moves one step back towards the cube space for every attack failed or block received. NOTE: It works also if the block empowers a counter action. When the cube space is reached the hooper receives an injury cube and brings the Position token back to the flat zone.
Hot zone: The Position token moves one step towards the LV.II space for every basket made. When the LV.I space is reached the hooper may redeem an Onfire LV.1 chip and brings the Position token back to the flat zone. Otherwise he/she could try to reach the Onfire LV.2 chip. NOTE: When attempting to reach the most powerful chip (LV.2) if an attack is not successful, the hooper will lose all his/her progress on the track by falling back directly to the flat zone.
When you redeem an Onfire chip, after having checked which empowerment it contains, you will store it up over the hooper card face down. You will use it as follows:
- Onfire chips LV.1: they represent boosters that you can apply, by revealing them, to a played action card following the rules of the game. They always contain two boosters, one of which applies additionally just if the hooper is playing in a stellar (star) position.
- Onfire chips LV.2: they represent special actions that elude the rules of the game. You will use them without playing any cards and without spending any energy.
After having spent a chip (LV.1 or LV.2) discard it. At page 32 you can find a description of all the chips.
The Series
During "The Series" the players will compete to win four out of seven games. They will alternate each other by playing in the home court and in the away court:
| Game 1 | Game 2 | Game 3 | Game 4 | Game 5 | Game 6 | Game 7 |
|---|---|---|---|---|---|---|
| Home | Home | Away | Away | Home | Away | Home |
Special Components for The Series
- 1 Series track mini board
- 5 Competitive milestone markers, double sided
- 1 Hooper card "Susan Peg"
- 1 Tribe marker, double sided
- 1 Strength marker
- 1 Winner game marker
- 4 Gameplan cards, double sided
Prepare The Series
Home:
- The player sets three hooper's Position token of his/her choice on the first step of the hot zone on the Onfire track.
- The hoopers move on the Onfire track also when they successfully activate their tribe's power (even if a foul is committed or stops the action). NOTE: The Keepers facedown card needs to match the attack.
- The tribe starts the game with 9 coach action token.
Away:
- The player sets two hooper's Position token of his/her choice on the first step of the cold zone on the Onfire track.
- The hoopers will shoot Free Throws with their basic T2 stats.
Give the players their own player upgrade kit (see paragraph "components, M") and six counter actions (L). Upgrade your tribe as usual, then upgrade your deck by sleeving onto it only your six counter action cards. Prepare two upgrade decks as follows:
- A first Action Upgrade Deck (Q): two [star] and six [!]
- A second Hooper Upgrade Deck composed by all the ten milestone upgrade cards (R)
Choose randomly a HOME tribe, the other one will play AWAY.
Prepare the player boards as usual (see paragraph "Player boards setup") but set the Onfire track of the hoopers according to the HOME/AWAY rules. The HOME tribe takes one extra coach energy token (nine).
Follow the setup explained at page 11 but do not consider the steps 9) 10).
Prepare the Series milestones as follows:
- Stack in a pile the three milestone markers on the WIN side by placing the third period on the bottom and the first period on the top.
- Randomly place three gameplan cards near the scoreboard. (NOTE: each gameplan card is double-sided.)
- Place the hooper upgrade deck under the generic WIN marker.
- Shuffle the action upgrade deck and draw two random translucent cards: place one of them under the STRENGTH MARKER; place the other one under the Series track mini board.
Prepare the Series track mini board: Place one random condition marker on the proper space on the Series track mini board. Set the Tribe marker in the middle of the track on the side of the Home Tribe.
Game Play: Additional and Different Rules
Extra coach action:
- At the beginning of your attacking turn you can spend one coach action token to select and take a gameplan card. You can take only one card for a game.
Playbook:
- Refill the playbook on the scoreboard: up to three before starting the second period; up to two before starting the third period; up to one before starting the fourth period.
Points markers:
- Use the points markers to keep track of the points (and which kind of points) and place them on the card of the hooper who scored.
Onfire chips:
- If a type of Onfire Chip (Lv.1 or Lv.2) runs out, it becomes no longer available. Do not create new stacks.
- Keep every chip that you spend on your side.
Milestone markers:
- The winner of a single period takes the relative marker.
Series track:
- Move the Tribe marker on the series mini track one step towards your board every time that the condition displayed is satisfied. Before moving the marker from the central zone, if it does not show your tribe, flip it and remain there. If you should move the marker outside the track (follow the arrows) place it on the action upgrade card. This milestone will no longer be triggered.
The condition markers are:
- Play a successful stellar action (by Onfire chips or upgraded action card)
- Score an attack that gets fouled plus the additional free throw
- Overpass 100 as the value to score (including the defense)
- A successful Playbook
- Score directly after the specific fundamental (pass, dribble or screen, as shown on the marker)
- Recover the ball by using the specific counter action (steal dribble, intercept pass or offensive rebound, as shown on the marker)
Gameplan Milestone
The series Gameplan are cards that contain pairs of conditions. These conditions are divided into three pairs that are related to a specific game: GAME 1/2; GAME 3/4; GAME 5/6. You can obtain one of them by spending one coach action token at the beginning of your attacking turn. The milestones expressed by the chosen card will reward you at the end of the game with:
- one Onfire chip by completing only one milestone (1/2)
- two Onfire chip plus one hooper upgrade card from your player upgrade kit by completing both the two milestones.
NOTE: Consider only the milestones of the current game.
This Onfire Chip has a different use at the end of the game: they are the bargaining chips to achieve new position upgrade cards from your player upgrade kit (see paragraph "Reward phase").
How to read a gameplan: the card shows icons of WHO (the hooper(s) or team concerned) and WHAT TO ACHIEVE; "who > who" compares two sides on what to consider; a dashed box with "keep" means what to keep on your board; an arrow marked "spend" means what to spend.
Game 1-2 Milestones
- Do not spend two or more timeout cubes.
- Two or more hoopers of yours do not receive any injury cube or injury marker.
- Do not spend two or more coach action tokens.
- Do not commit three or more fouls as a team during the fourth period.
- One single hooper of yours scores at least 15 points.
- Score at least 7 free throws as a team.
- All your starting five hoopers (the hoopers placed on the court side of your player board) score at least 1 point.
- Score more free throws than your opponent considering only one single hooper.
- No hooper of yours receives 3 or more foul cubes (do not commit 3 or more personal fouls).
- One single hooper of yours scores at least 4 three-points shots.
- No hooper of yours gets injured.
- One single hooper of yours scores at least 10 points considering only the shots that worth two points (2PS and Lay-Up).
- At least one hooper of your opponent gets injured.
- Score at least 8 points considering the two hoopers placed on the bench side of your player board.
- Score at least 8 three-points shots as a team.
- Two or more hoopers of yours do not receive any foul cube (do not commit any foul).
Game 3-4 Milestones
- Score more points than your opponent considering all your starting-five hoopers (the hoopers placed on the court side).
- Have more active playbooks than your opponent.
- Score more points than your opponent considering the two hoopers placed on the bench side of your player board.
- Have at least 3 active playbooks.
- Have at least 3 hoopers in the hot zone or still having an Onfire Lv.2 chip to spend.
- Spend at least 1 Onfire chip to perform a block.
- Score at least 51 points as a team.
- One single hooper of yours scores at least 20 points.
- Score at least 15 points considering only your un-stellar hoopers.
- Have more Onfire chip to spend than your opponent.
- Score at least 30 points considering only your stellar hoopers.
- Spend at least 1 Onfire Lv.2 chip.
- All your seven hoopers score at least 1 point.
- Do not spend any timeout cube.
- Score more three-points shots than your opponent.
- Do not receive more than 7 foul cubes (do not commit more than 7 fouls) as a team.
Game 6-7 Milestones
(Printed heading reads "Game 6-7 Milestones"; the three gameplan pairs are otherwise stated as Game 1/2, 3/4 and 5/6.)
- Spend at least 2 Onfire Lv.2 chips.
- Have at least 5 active playbooks.
- Score more free-throws than your opponent.
- Have no hoopers in the cold zone or injured.
- Score more points than your opponent considering only one single hooper.
- Spend at least one Onfire chip to remove an opponent's attempt to intercept.
- Score more shots that worth two points (2PS and lay-up) than your opponent considering the two hoopers placed on the bench side of the player boards.
- Spend at least one Onfire chip to remove an opponent's attempt to steal.
- All your seven hoopers score at least 3 points.
- Receive fewer foul cubes than your opponent (an ejected hooper worth as 4 foul cubes).
- All your starting five hoopers (the hoopers placed on the court side) score at least 6 points.
- Receive fewer injury cubes than your opponent (an injured hooper worth as 3 injury cubes).
- Score more three-points shots than your opponent considering the two hoopers placed on the bench side of the player boards.
- Score at least 24 points as a team considering only the shots that worth 2 points (2PS and Lay-up).
- Have at least 2 period milestone markers (win at least 2 periods considering their partial score).
- Score more shots that worth two points (2PS and lay-up) as a team than your opponent.
Reward Phase
At the end of the game you will gain different kind of upgrades as reward for the milestones achieved:
Winner game marker: the winner of the game can choose one hooper upgrade from the deck under the marker.
Strength marker: the related upgrade card is assigned to:
- The winner of the game if the difference between the two scores is higher or equal to 7 points
- The loser of the game if the difference between the two scores is lower or equal to 3 points
- Nobody if the difference between the two scores is equal to 4, 5 or 6 points. The translucent card will be shuffled again in the proper deck at the beginning of the next game.
The Series track: The tribe shown by the tribe marker on the series mini board gains the action upgrade card related.
NOTE: this upgrade will be assigned even if the marker is still on the track at the end of the game. For example: In this situation, at the end of the game, the action upgrade card will be earned from the Unleashed tribe even if the marker is still in the middle of the mini-board because it is turned on their side.
Player Upgrade Kit Rewards
After having distributed and selected the upgrade cards of the reward phase, you will earn Onfire chips in relation to your performance. Proceed as follows:
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RESOLVE THE GAMEPLANS: If any gameplan has been taken, each player checks the two milestones of the current GAME and earns the Onfire chip rewards (see paragraph "Gameplan milestone").
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Change every milestone marker that you gained by winning the single periods with the same amount of Onfire chip.
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Give to the winner of the fourth period partial score directly one Onfire chip.
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Gather up all the chip that you did not spend during the game with the chips gained as reward. You can now exchange 2 Onfire Lv.1 chips with one Position upgrade card of your choice from your player upgrade kit. If you have any Onfire Lv.2 chip, you can now exchange each of them with one position upgrade card from your player kit. Discard every chips that can't be exchanged.
For example you end the game with: 3 Onfire chips Lv.1 still on your hoopers, 1 Onfire Chips Lv.2 still on your hooper, 2 milestone markers (I and III period) and you achieved both your gameplan milestones: you gain a total of 7 Onfire chips Lv.1 and 1 Onfire Chip Lv.2 that you exchange with 4 position upgrades cards and you discard one Onfire Lv.1 chip. You will take also one hooper upgrade card for having achieved both the milestones of your gameplan card.
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Keep track of the injured hoopers (with a injured marker): they will start the next game with two injured cube.
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The ejected hoopers (four foul cube) cannot take part in the very next game.
Before Starting the Next Game
If a player is going to begin a game that worths for the victory of the series before Game 7, the opponent will gain the favors of Susan Peg: she becomes deployable in his/her seven-hoopers line-up. NOTE: she can play more than one GAME with a tribe.
Susan Peg's personal skill: If Susan Peg does not commit a foul during an Offensive Rebound attempt, then she rolls the d20 die directly performing a Lay-up by using her V stat. It can't be defended.
You can freely upgrade your entire tribe and your deck. You can shift any previous translucent card earned in order to best boosting and fixing any lack that you suffered before (respect the rules of the paragraph "when upgrading...").
Choose the new seven hoopers for the next game (respect the points 5) and 6) of the previous paragraph).
Even after having displayed the new three gameplan cards you can modify your upgrades.
NOTE: you can't change an upgrade by substituting it with a new one, you can just rearrange what you have already selected and earned.
Chips and Markers
Onfire Chips LV.2
- Fast Break: It can be spent only after: a) a successful counter action; b) an unsuccessful attack by the opponent. You score two points. End your turn.
- Coast to Coast: It can be spent only after a successful attack by the opponent. You score two points. End your turn.
- Tap-Out: It can be spent only after a successful attack by the opponent. It becomes unsuccessful.
- Goal Tending: It can be spent only after an own unsuccessful attack, it becomes successful.
- Never Give Up!: Use this chip as an additional coach action token.
- Energy Drink: This hooper recovers immediately all his/her energy.
- No Way Block!: You gain a block (it could be spend to substitute any defense or counter), if you do not commit foul, then you recover the ball.
- Buzzer Beater: You gain one extra attacking turn but only in slot A. This chip worths as an attack of your choice, it can't receive any bonus but it can be defended as usual. The hoopers do not recover any energy, the players do not draw any cards.
Onfire Chips LV.1
- It can be spent to boost any kind of action. It gains an additional +10 and also, only if the hooper is stellar, he/she cannot be countered or defended.
- It can be spent to boost any kind of action. The hooper cannot be countered or defended and also, only if he/she is stellar, he/she gains an additional +10.
- It is used to remove an opponent intercept card, before resolving it. You don't need to spend energy to place this chip over the opponent card, if your hooper is stellar you gain an additional +10 on your F.
- It is used to remove an opponent steal card, before resolving it. You don't need to spend energy to place this chip over the opponent card, if your hooper is stellar you gain an additional +10 on your F.
- Your defense or counter becomes a block. If your hooper is stellar and does not commit any foul, then he/she recovers the ball.
Injury Markers
- Your injured hooper gets a -10 malus to all his/her defense stats.
- Your injured hooper gets a -10 malus to all his/her attack stats.
- Your injured hooper can no longer be part of this game. Move him/her to the bench and flip the card.
- You are lucky! Nothing happens!
- Your injured hooper can no longer defend.
- Your injured hooper can no longer attack.
- Your injured hooper lose his/her personal skill.
Other Markers
- Position markers: Use this marker to indicate the hooper who is involved in an action by placing them on the action card.
- Points marker: Use this marker to keep the count of the personal score of the hooper.
Generic Symbology
Opponent; Teammate; Unsuccessful; Successful; Move; Do not / can not; Defensive position flag; Foul additional defensive bonus; Win; Lose.
How to read a symbol: CONDITION (if) -> EFFECT (then); WHAT TO APPLY to WHICH ACTION; OF WHICH ACTION -> OUTCOME.