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Batman Miniature Game

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FIGURES FOR THE COLLECTOR TM & © DC Comics (s12)
Transcript
Page 1: Batman Miniature Game

F I G U R E S F O R T H E C O L L E C T O R

TM &

© D

C C

omic

s (s

12)

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INDEXINTRODUCTION.................................................................5

GAME COMPONENTS....................................................5• PLAYINGSURFACE..................................................5• DICE............................................................................5• COUNTERS................................................................5• MARKERS..................................................................5• MEASURES.................................................................6• THEROUNDOFF......................................................6• THEMINIATURES....................................................6• MINIATURESSIZE....................................................6VOLUME.............................................................................6

CHARACTER CARD .......................................................8• CHARACTERNAME/IDENTIFICATION...........8• RANK......................................................................8• AFFILIATE..............................................................8• REPUTATION.........................................................8• $FUNDING.............................................................8• WEAPONS...............................................................8• TRAITS/SPECIALTRAITS...................................8

CHARACTER PRINCIPAL CHARACTERISTICS.......................................................9• STRENGTH..............................................................9• WILLPOWER..........................................................9• MOVEMENT............................................................9• DEFENSE..................................................................9• ATTACK....................................................................9• ENDURANCE...........................................................9• SPECIAL....................................................................9

PLAYING SEQUENCE...................................................111 TAKE THE LEAD...............................................................11

2 RAISE A PLAN..................................................................11• BASICSKILLS/ABILITIES....................................11• DISTRIBUTINGTHEACTIONCOUNTERS............................................................12• USINGYOURCOUNTERS.....................................12

3 EXECUTE THE PLAN......................................................12• ACTIVATEAFIGURE.............................................12• PASSIVESKILLS......................................................12• PASS...........................................................................12• SKILLROLL..............................................................134 CASUALTY RECOUNTS (end of a round) . .....................13

BASIC RULES..................................................................15 SIGHT.....................................................................................15• LIGHTS...................................................................15

MOVEMENT . .........................................................................16• DISABLEDMOVEMENT........................................16• MOVEAROUNDARKHAMCITY.......................16• PASSASMALLOBSTACLE....................................16• PASSADIFFICULTOBSTACLE...........................16• DIFFICULTGROUND............................................17• CLIMBAVERTICALOBSTACLE..........................17• JUMPAGAP.............................................................17• SPRINGINTOTHEAIR.........................................17• FALLS........................................................................18• MANIPULATE.........................................................18

ATTACK................................................................................18• CLOSECOMBAT...................................................18• HIT.............................................................................18• DAMAGE..................................................................19• NUMERICALINFERIORITY. ................................19• DEFENSEPOSITIONING.......................................19• CLOSECOMBATGRAB.......................................19• CLOSECOMBATPUSH..........................................19• DEFENSE..................................................................19• RANGEDATTACK/SHOOT..................................21• RANGE......................................................................21• RATEOFFIRE(ROF)..............................................21• AMMUNITION........................................................21• DAMAGW.................................................................21• BLINK!....................................................................21• BLINK!ROLL. ..........................................................21• CROSSFIRE. ............................................................22• IMPACT.....................................................................22

DAMAGE..............................................................................22• DAMAGEACCUMULATIONEFFECTS...............23• K.OKNOCKOUT....................................................23• CASUALTY.. .............................................................23• COLLATERALDAMAGE......................................23• KNOCKDOWN.......................................................23• CRITICALDAMAGE..............................................24• RECOVER. ...............................................................24• RECOVERFROMASTUN.....................................24• RECOVERFROMAK.O.........................................24

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WSET UP...............................................................................26• PLACE THE SCENERY................................................26

CONFIGURING YOUR BAND...............................................26• ESTABLISHREPUTATION....................................26• BANDLEADER.......................................................26• RANK........................................................................26• $FUNDING..............................................................26• EQUIPMENT..........................................................27

STRATEGIES (optional).....................................................28CHOOSINGSTRATEGIES............................................28

Phase A/ Scenario Election . ............................................29

Phase B/ Urban Furniture.................................................29• SEWERS.................................................................29• GETTINGINANDOUTOFTHESEWER...........29• LAMPPOSTS. ........................................................29

Phase C/ BANDS . ...............................................................30

Phase D/ OBJECTIVES......................................................30• CONTROLLINGOBJECTIVES..............................30• LOOT. .......................................................................30• ENIGMA...................................................................31• AMMOCRATES.......................................................31• TITANCONTAINER................................................31

Phase E/ Start Playing.......................................................31

END GAME.......................................................................31• RUNAWAY................................................................31• WINNINGTHEGAMEANDVICTORY

POINTCOUNT . ..........................................................31• CREDITS........................................................................34

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“Home, where I learned the truth about despair, as will you. There’s a reason why this prison is the worst hell on earth... Hope. Every man who has ven-tured here over the centuries has looked up to the light and imagined climbing to freedom. So easy... So simple... And like shipwrecked men turning to sea water from uncontrollable thirst, many have died trying. I learned here that there can be no true despair without hope. So, as I terrorize Gotham, I will feed its people hope to poison their souls. I will let them believe they can survive so that you can watch them clamoring over each other to “stay in the sun.” You can watch me torture an entire city and when you have truly understood the depth of your failure, we will fulfill Ra’s al Ghul’s destiny... We will destroy Gotham and then, when it is done and Gotham is ashes, then you have my per-mission to die”

Bane, The Dark Knight Rises

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INTRODUCTIONBATMAN MINIATURE GAME is a new skirmish game, with an original gameplay based on action counters, and a previous stage where figures actions are planned, as we explain later on.The gameplay system is designed for both novice and veteran players. It has a strategic and dynamic orientation that avoids complex mechanisms and makes it suitable for all kind of players.This game is focused on DC Comics World, primarily in the Batman universe and the villains associated with him.

“Welcome to the madhouse, Batman! I set a trap, and you sprang it gloriously! Now let’s get this party started!

Joker, Arkham Asylum

GAME COMPONENTSBatman MiniWature Game requires: a scenery which represents the city area, a few six-sided dice, counters, a tape measure and Knigth Models Miniatures.Knigth Models Miniatures accurately represent each of our game characters.

PLAYINGSURFACE

We must prepare any table or board with a minimum of 90x90 length and place the scenographic elements (houses, trees, cars, etc.) over it, simulating the streets, gardens, parks & harbors from Arkham or Gotham City.This scenographic items can be easily purchased or even made by the players with their own creative and imagination skills. As much scenographic area you dispose, more entertaining the game can be.

DICE

You’ll need many six-sided dice to play the Batman Miniature Game. At least one of them should come in a different colour.Knigth Models will provide special branded band dice.

COUNTERS

The counters can be represented by gems, chips, tokens or even the dice. Please make sure that the counter you choose fits on the space specially desig-ned for them on the character card. You will need from 4 to 8 counters per character. Counters can be easily purchased in most stores.Get a small non-transparent bag or container to keep the counters. This will be used to determine who will be the first player. The counter duties will be explain afterwards.

“The world is cruel. And the only morality in a cruel world is chance. Unbiased. Unprejudiced. Fair.”

Two-Face, The dark Knight

MARKERS

While you play the game there are many situations or states of the characters to remember (damage, poison, knock down, etc.) Knigth Models has designed special markers, which you can find the at the end of the rulebook. The markers should be placed next to the character miniature in order to keep track of the damage or special powers effects during the game.Also there are special target markers that designate missions.

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This distances between miniatures, or be-tween miniatures and obstacles, should be measured from their closest volume point.

The distance traveled by a miniature throu-gh the ground/land starts from its own base edge to its new position, without exceeding the allowed distance with any part of its base edge.

Any time during the game any distancemeasuresareallowed.

THEROUNDOFF

Many situations of the game will ask you to divide a numeric value. If there is a remainder, the number should be rounded down.

THEMINIATURES

The most important pieces in the game are the minia-tures. Knigth Models offers a faithful representation of the characters from Batman´s world. All the minia-tures include a base and the corresponding Character Card, which includes all the information required to play the game.

MINIATURESSIZE

Almost all Batman Miniatures characters are humans with a similar length (30 to 40mm aprox.). The size di-fference between them is insignificant over the game scale, which is why we consider all of them in a stan-dard size unless it specifically describes on a character that this is not the case.The miniature size and volume is determined by the base the figure is set on. Knigth Models will provide all miniatures corresponding base to stand on.

VOLUME.The miniatures occupy a cylindric space: diameter base x height, not including equipment elements and limbs that exceed this cylinder.

Note: The volume is a part of the miniature.

If the miniature is on its knees or over a decorative element, take the volume as when the miniature is upright over its own base.

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MEASURES

To play Batman Miniatures Game you will need a tape measure (in centimeters, cm) to check the distance be-tween characters and the lenght of their movements.

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CHARACTER CARDAll miniatures have their own Character Card. This card will not only describe all the character information that you need to play, but it will also work as a special tool during the game.Knigth Models will give each miniature a Character Card describing the following features:

CHARACTERNAMEANDIDENTIFICATION

This is what makes a character unique, because you can’t line up more than one of the same character in a band. Basically, how could we have two Batmans in the same band.

RANK

Different ranks can be: Leader, Sidekick, Free Agent, Henchman or Lackey. This distinctions are important in arranging a band, as there are a few requirements and a limit on how many characters can join, and it will depend on the character rank.

AFFILIATE

On this section more than one band icon may appear. This icon shows the band or bands that the charac-ter can join. The icon of your Leader will determine which characters can line up with him. This means all band members will have the same icon as their Leader.

REPUTATION

In making a band the reputation will set the value of the character within the band. All the scenarios have their own reputation quantity (which can be establi-shed by the players) in order to configure the band. The sum of all band members’ reputation can not be higher than the established band reputation.

WEAPONS

In this square are the weapons that can bring the cha-racter

TRAITS/SPECIALTRAITS

Traits and special traits that owns the character.

$FUNDING

Weapons and character equipment values comes in Dollars. Each band can include a maximum $ amount to their team, which depends on the total reputation the group owns. Please check “band configuration” for more details.

Name: Affiliate:

Alias:Rank:

__________ __________ __________ __________

// /

/ //

________________________

Damage ROF Ammo Special

Personal Traits:___________________________________________________________________________________________________________________

___________________________________________________________________________________________________________________

Special Traits:___________________________________________________________________________________________________________________

___________________________________________________________________________________________________________________

___________________________________________________________________________________________________________________

___________________________________________________________________________________________________________________

Reputation: $ Funding:

Movement MC

Attack AC

Defense DC

Special SC

Endurance

Strength

Willpower:

Gov. Ghotam_________________

CASE:_______________

BatmanLeader

Batman

Batarang Throwing - M. Range2 3

- -

Batcape

130 $0,00

3+

5

5

3

8

3

K35BAC001

8

Bruce Wayne

Remote Control

CouterattackDetective Sneak Attack

Explosive Gel Batarmor Mk1Batclaw Total Vision

Reinforced Gloves

1

2

3

4 5

1

3

4

6

7

52

8

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WILLPOWER

Willpower is one of the most important characteris-tics. It represents the character’s capacity to “act” du-ring his turn. The more willpower a character has, the more he will be able to do when he is active. It may mean that he can run more, attack more times, de-fend himself, do special actions, etc… This value is the number of Action Counters the figure has to share out, on each turn, between his basic skills (move, at-tack, defend, special).

MOVEMENT

Basically all figures “walk” the same speed, but they may not “run” with the same velocity. This value re-presents the capacity to make or force the miniature’s mobility (run, climb, dodg, etc.). There is a space in the Character Card to place Action Counters to move longer or execute special movements.

ATTACK

This value represents the character’s offensive capaci-ty. The higher your Attack, the more times you can strike. It is also the number your opponent must sur-pass to block. There is a space in the Character Card to place Action Counters to attack.

DEFENSE

This value represents the defense capacity against the enemy’s attacks. The dice roll of your opponent must be equal or greater to this value to score a hit. This value also represents the number of opportunities to block enemies’s hits.

STRENGTH

It is used to produce damage from an impact during an attack. The Damage Roll must be equal to or greater than the value of the opponent’s strength to damage.

ENDURANCE

Represents the capacity to take hits or resist injuries. This number is the maximum of damages a figure can endure before getting K.O. There is a space in the Character Card to place Action Counters to place the Damage Markers recieved.

SPECIAL

This is a space in the Character Card to place Action Counters to perform Special Actions.

CHARACTER PRINCIPAL CHARACTERISTICS

AllBatmanMiniaturesGamefigureshavetheirownparticularprincipalcharacteristics,withtheirownabi-litiesandskills.Everycharacteristichasanumericvalue,whichwillbethekeytosuccessduringthegame.Therearesixprincipalcharacteristics:

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PLAYING SEQUENCEThe playing sequence is structured by rounds. The players should execute the following stages consecutively in the following order, as shown below.Once these stages are done, a new round will start, and so on until the goals are achieved

1 TAKE THE LEAD

On the first round players have to introduce as many dice/counters as the number of rounds the stage has (used to be 6 to 8 turns) and put them into a non transparent bag or recipient. The dice/counters should be of similar shape, but in two different colors. Each player should have the same amount.At the beginning of each round one player will extract a die/counter from the bag and show it. The owner of the extracted die/counter will be the one who takes the lead for the round. Whichever player leads the round will choose the player who plays first at the next stage.Players must extract a die/counter each round until there are no more dice/counters left. If, for any reason, there are no more dice/counter to extract the game will be finished instantly. A game won´t have more rounds as initially decided even if there are dice/coun-ters left to extract.

“You picked wrong, Dark Knight!”

The Riddler, Arkham City

2 RAISE A PLAN

It is time to decide what your characters will do du-ring your turn. The lead player will choose the player who starts raising his plan.The chosen player must award and give out the Ac-tions Counters, equal to the character´s Willpower, between the basic skills shown on the character card. Once the first player has planned what his characters will do, the opponent must do the same with his figu-res. When both players are ready, and have made clear their own plans, we can start the next stage.

“It doesn’t matter who we are. What matters is our plan... No one cared who I was ‘til I put on the mask...”

Bane, The Dark Knight Rises

Modifier to the rule: for every 2 damage markers the character accumulates at the beginning of the

stage, the character will loose 1 action counter!

DISTRIBUTINGTHEACTIONCOUNTERS

Please follow the conditions described before awar-ding the action counters to your figure. You can have empty spaces as you like.

BASICSKILLS/ABILITIES

The character card has four blank spaces for each cha-racter ability (movement, attack, defense & special).

MOVEABILITYThe player can place as many action counters as his Movement value. Thesecounterswill improvethecharacter’smo-vementcapacity.Wewillcallthemfromnowon,MovementCountersorMC.

ATTACKABILITYThe player can place as many action counters as his character’s Attack.Thesecountersallowthecharactertomakeran-ged and close combat attacks (check attack ru-lesformoreinfo).WecallthesecountersAttackCountersorAC.

DEFENSEABILITYPlace as many action counters as the character’s De-fense value has.Thisisa“passive”skillandcanbeusedwhenthecharacteris“nonactive”.Eachofthecounterscan be used to block an attack or hit from theopponentduringclosecombat.WewillcallthiscountersDefenseCounters,orDC.

SPECIALABILITY(value3)Players can use up to three counters for this attri-bute. Eachofthesecountersareforthecharacter’sspe-cialability,ortorecoverdamageattheendoftheturn.ThesecounterswillbecalledSpecialCoun-tersorSC.

The player must divide up the action counters (Will-power value) between the skills the figure has. Place the counters on their empty space on the character card. This will help us to carry out the basic abilities and use the special rules during the different game stages.

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USINGYOURCOUNTERS

During the game, you will need to use your basic skills consumig action counters. Remove the counter from the character card until it can be awarded again later.If an action requires you to use or consume more than one action counter and you do not posses enough ac-tion counters, you cannot carry out this action or rule.

3 EXECUTE THE PLAN

As soon both players had planned all their figures’ ac-tions, it is time to activate them and start to attack or move. The players will alternate for figures activation. We will always start with the player who first raised the plan. Each character can only be activated once per round. Once all figures are activated during a round we will get to the final stage.

“Do I really look like a guy with a plan? You know what I am? I’m a dog chasing cars. I wouldn’t know what to do with one if I caught it. You know, I just… do things. The mob has plans, the cops have plans, Gordon’s got plans. You know, they’re schemers. Schemers trying to control their little worlds. I’m not a schemer. I try to show the schemers how pathetic their attempts to control things really are”

Joker, The Dark Knight

ACTIVATEAFIGURE

As soon as a figure is active, it can perform moves and attacks. It can also use the special skills. Players should declare, at the beginning of a character’s ac-tivation, their abilities and the order of consumption. This means the character can move & attack, attack & move, just attack, or just move. Once the character has done his basic abilities and spent the required counters, the activation will be fini-shed and give way to the next player’s figure activation procedure.

PASSIVESKILLS

Many abilities are passive, such as defend or block. This can be used, during other player’s turn, as res-ponse to attacks or to special rules. The instructions and cost in counters will be shown on each passive skill.

PASS

At the beginning of Execute the Plan, players must decide how many pass chances the player with fewer figures has. The pass chances are equal to difference between how many fewer miniatures the player has than their opponent (K.O. characters doesn’t count for this.) This way, the player with fewer figures can pass and give the chance of activation to the opposite player. This means a player can activate two characters con-secutively. A player cannot pass more than twice con-secutively.

Note:Playersarenotrequiredtouseallcounters.

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SKILLROLL

To succescfully execute some actions you must pass a roll. Compare the roll against the value of principal character characteristics:

4º CASUALTY RECOUNTS (end of a round)

At the end of the round, the K.O. or stunned figures will have the chance to recover and get rid of stunned markers or wake up from a K.O. To make this happen, make a recover roll (check recover).Once the recover rolls are done the players must carry on with all those rules that must be enacted at “the end of the round”. Afterwards, remove all unused ac-tion counters from the character cards and check the victory conditions over the scenery.

“I seem to be losing men like there’s a plague in town. I guess the bat is back”

Joker, Arkham Asylum

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AGILITYROLLTo succeed you must roll one die which must be equal to or less than the character’s Movement va-lue.

RESISTANCEROLLTo succeed you must throw two dice and the sum of both should be equal to or less than the character’s Endurance value.

WILLPOWERROLLTo succeed you must throw two dice and the sum of both should be equal or less than the character’s Willpower value.

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BASIC RULES“Oh, you think darkness is your ally. But you merely adopted the dark; I was born in it, moulded by it. I didn’t see the light until I was already a man, by then it was nothing to me but BLINDING! Shadows betray you, because they belong to me”

Bane, The Dark Knight Rises

SIGHT

In Batman Miniatures Game it is always nighttime… That´s why visibility is reduced. None of the charac-ters are able to see over 30cm away from its volume from in any direction.Of course, there are abilities and equipment which will let you see more or even less sometimes.

To see another character you must be able to trace a straight, unobstructed line between any point of the volume of both figures. The easiest way is to draw an imaginary line between the figures using a ruler or a laser pointer.

To see at least a quarter (1/4) of the miniature’s volu-me must be visible, not including as volume the open arms, or other equip elements that may stick out from the base diameter.

LIGHTS

In the game there will be streetlights, lanterns and spotlights which light up the street over the playing ground. In each case, we will specify the area each object illuminates. In all cases, if a character is under the effect of any light, it will become totally visible by the other figures which can draw a direct line of sight to the figure, re-gardless at what distance they are.

Ifsomethingisfurtherthan30cmfromacha-racter,itwon´tbeseensoyoucannotattackthatobjectorobjective.

NOT SEEN

SEEN SEEN

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MOVEMENT

All Batman Miniatures Game characters have the basic movement capacity (BMC), which is set on 10cm and may change according to their special ru-les. When a figure is active and moves, it can travel around the playing area as many centimeters (cm) as its BMC value. Furthermore, if the character has MC (meaning that the player added action counters to its move basic ability) it can be used to move further. A die must be thrown for each used MC and the sum all the die results (in cm) should be added to the charac-ter’s BMC. The total will be the characters new BMC during the activation. All the MC added to the BMC should be used at the same time. A figure which does not use the MC at its movement turn cannot use them to move at any other moment after the activation, but may use them to pay other costs.The miniature can not go through any space or volu-me already occupied by other miniatures.

RUNA character can double his BMC using 1MC and 1SC. During this movement the figure won´t be able to manipulate, cross any obstacle or difficult ground, climb, or make any jump, and must move at least 10cm.

STANDWhen a figure is knocked down, it may stand up during its activation using 1 of any Action Counter. Once it is standing again it can move as usual.

JUMP CAPACITY (JC)Some miniatures moves require jumping over obstacles or ground gaps. In these cases, check the jump capacity or JC, to determine the highest jump distance the character can make. As a de-fault, the miniature’s JC is always the half amount of its BMC.

DISABLEDMOVEMENT

During the game there will be occasions where a cha-racter’s moves may be disabled by a ground difficulty or by a rule effect. When a miniature is under a disable movement effect, discount 2cm (centimeters) from the BMC per centimeter he may travel across.

“This place is dangerous. I like it.”

Catwoman to Batman, Arkham City

MOVEAROUNDARKHAMCITY

The ground elements around the scenery are fun-damental for the miniatures’ motion and sight. The Batman Miniatures Game combat will take place in the city, so the movement rules are designed to this evironment. All ground elements are considered obstacles, which will be divided in different catego-ries: small obstacles, difficult obstacles, and vertical obstacles.

PASSASMALLOBSTACLE

Small obstacles won´t exceed half of the miniatures height (around 2cm for a regular or human figure). Small obstacles can be garden hedges, boxes, buckets, chairs or any domestic furniture in general. Passing them won´t carry any penalty as they don´t exceed half of the miniature’s size. If it is higher, it is conside-red a difficult obstacle.

PASSADIFFICULTOBSTACLE

These obstacles are those higher than half of the mi-niature size but not taller than the miniature itself (around 2 to 4 or 5cm for a “human” character). The-se obstacles can be high garden hedges, fences, cars, containers, big trash bins and the urban furniture in general.

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DIFFICULTGROUND

Is considered a difficult obstacle ground areas as piles of debris, smashed zones, tree areas, wa-terways or harbor water. Before the mission starts the players must set which elements are conside-red difficult grounds.

If a character needs to cross this difficult ground or difficult obstacle they will need 1MC, or they won´t be capable to do it.

CLIMBAVERTICALOBSTACLE

These vertical obstacles are much taller than the mi-niature, such as a wall or any other element which can be climbed. Don´t forget to set the vertical obstacles before the game starts.To move vertically we must measure the initial and final miniature base position. While the character moves vertically we consider it a difficult move and he must expend 1MC or he cannot proceed. If a cha-racter tries to climb a vertical obstacle he must finish his move on a area where the miniature can be placed, such as a roof or the top of a wall, that is thick enough to stand upon. Otherwise you will spring into the air or suffer the fallen rules.

JUMPAGAP

A character can horizontally jump a gap or empty space which is no higher than the JC, but must spend 1MC to proceed.

SPRINGINTOTHEAIR

The characters can spring into the air when they find a very uneven piece of land. It will cost 1MC or it will count as a fall.If the jump height is less than the JC, the jump will succeed automatically, and you may place the figure standing at the end of the gap and keep moving if the-re are BMC left.

• If itexceedsuntil5cmfromtheJC, thefiguregetsadamagemarker(daze)

• If it exceeds from6 to10cm from the JC, thefiguregetsadamagemarker(injured)

• Ifitexceedsfrom11to15cmfromtheJC,thefiguregets asmanydamagesmarkers (injured)washalf ofhisEndurancevalue.

• Ifitexceedsmorethan15cmfromtheJC,thiscountsasacasualty,removetheminiaturefromthegame.

OK NO

EqualorlessthanyourJC

If greater can not jump

ToJCnotdamaged Damagebydistancejump

If the jump is higher than the JC then the character will suffer damage. The damage depends on the diffe-rence between the distance and the JC. Unless the pla-yer has a successful agility roll, the figure will always get knocked down.

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FALLS

In many occasions the characters may be forced to make a spring into the air or be push by the oppo-nent after an attack. If this happens, near a high edge such as a terrace roof or balcony and the figure can-not stand, then the character needs to jump from that distance.If the miniature jumps into the void, it will suffer the same effects as it springs into the air, but the JC will count as Zero “0”

Bruce, why do we fall?

Thomas Wayne, Batman Begins

MANIPULATE

Many scenery require the characters to manipulate objects. This must be decided before rolling the dice. Different manipulation actions may include opening a door, picking something up from the floor, etc…Plea-se determine, before the game starts, which manipu-late actions can be done by the figures and the effects or results after the manipulation.A character has to spend 1 MC to manipulate an ob-ject if he is in contact with it (or carry it), having the benefit of the object he is carrying.

“You know how to fight six men, we can teach you how to engage six hundred. You know how to disa-ppear, we can teach you to become truly invisible.”

Ra’s al Ghul training Bruce Wayne

ATTACK

There are two ways for a figure to attack: a distance attack or a close combat (with or without weapon). A figure can only attack using one (never both) of these ways, during its activation.The attack should be done before or after the move-ment (as the player stated before the attack) when all the requirements and counter costs are accomplished. The player will distribute the hits or shoots (impact dice) among his enemies. Afterwards you must make the impact roll.

CLOSECOMBAT

To make a close combat and hit the enemy, both miniatures must be in contact on any part of their volumes.

“Someone cut the mask off his face. No need to be gentle.”

Penguin, Arkham City

HIT

Each AC used in a close compact counts as a strike or impact roll against the opponent. If there is more than one enemy in the close combat, the player can distribute the strikes between the adjacent enemies. This must be decided before throwing the dice.Just one attack per character is allowed per activation, so if you spend more than one AC to attack the same enemy figure, all the dice should be rolled at the same time.

If the attacker carries one or more than one close combat weapons (described on the character card), it should be clarified which of the weapons will be used before the dice roll, and the character must use the same weapon for all the attacks during that round.

CLOSE COMBAT WEAPONS

This weapons provide higher impact and damage probabilities. They have the following special cha-

racteristics:

/ / /Damage ROF Ammo Special

BatonFirearm - S. Range3 2

Light/ / / Handy - Tough- -

Note: There are weapons and special attacks which allows a close combat with no contact.

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FALLS

In many occasions the characters may be forced to make a spring into the air or be push by the oppo-nent after an attack. If this happens, near a high edge such as a terrace roof or balcony and the figure cannot stand, then the character needs to jump from that distance.If the miniature jumps into the void, it will suffer the same effects as it springs into the air, but the JC will count as zero “0”

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DAMAGE

Each attack or weapon produces a number of Damage Markers per impact. A character can choose to attack unarmed or be for-ced to do so by a special rule (see Unarmed Damage).

NUMERICALINFERIORITY

If during close combat a figure is in contact with at least 2 enemies (including the attacker) and at the same time these are not in contact with any other enemy, the attacked figure Defense value will be re-duced -1.

DEFENSEPOSITIONING

If during close combat the objective character posi-tion is in any of the following cases, it will raise his Defense value +1 at the impact rolls:

The figure is on a higher position than his aggres-sor, but they are still in contact.

The figure is behind an object which is no thicker than 2cm, and it is not higher than the close com-bat fighting miniatures.This can be a fence, a hedge, wall, etc.

The figure is surrounded on both sides by elements which stop the way, as when you protect a door, a corridor, or two difficult vertical elements.

CLOSECOMBATGRAB

Instead of attacking an enemy a character can grab him. Choose how many AC you want to use plus 1SC and make an unarmed impact roll. If the damage is achieved, the immobilize effect will be added to the damage (check effects).If a figure gets immobilized/grabbed by several ene-mies he will lose -1 to Defense per each enemy, until a minimum of 1.

To release and get rid of the effect, the grabbed figure must spend at least 1AC at the activation and roll a die per each AC to beat his own Strength. If he succeeds it will release the figure and let him activate normally. The figure can be released as well if his captor moves away or attacks other figure. If the figure is grabbed by several characters he may spend at least 1 AC per each and get released from all of them.

CLOSECOMBATPUSH

Instead of hitting an enemy you can try to push. Plea-se choose how many AC you want to use plus 1SC and make an impact roll, as you do when you attack. If the damage is achieved, the displaced effect will be added to the damage (see effects).

DEFENSE

If a character is attacked in close combat and he has DC left on his character’s card, he may use them to block or cancel his enemy’s attacks. This can be deci-ded before the aggressor has launched his AC for the impact roll, but before the damage roll.

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BLOCK

To block or repeal an enemy impact, roll a die per every DC used. To any equal or higher result to the opposite’s attack value, you will have succee-ded to repeal the impacts (please, choose which of the impacts) and the next damage roll will not be needed.

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RANGEDATTACK/SHOOT

If the character carries a distance weapon, he will be able to make a distance attack with it if he keeps the following requirements:Only one distance weapon attack is allowed per acti-vation and 2 AC must be spent. This allows a player to make as many shoots or impact rolls as the fire rate allows (see rate of fire).

RANGE

All distance weapons have unlimited reach, but the character has to be able to see and draw a line to the objective. However, the weapons have a minimum use distance, which means that a character cannot attack with a distance weapon if the enemy miniatures are closer than 5cm away.

Batman: “No guns. No killing”Catwoman: “Where’s the fun in that?!”

The Dark Knight Rises.

RANGED WEAPONSThis weapons can only be used for a “Ranged At-

tack”. They have special characteristics that define its usage and capabilities.

/ / /Damage ROF Ammo Special

Firearm - S. Range3 2LightAutomatic Gun

RATEOFFIRE(ROF)

Sets the number of shots or dice to impact. This im-pact dice can be distributed between several objecti-ves, as soon as all the shot conditions are fulfilled.

If the figure has declared to move at his activation, he will have 1 die to impact instead of the regular weapon fire rate. If a character owns more than one distance weapon he must choose only one of them to attack during this round.

AMMUNITION

The ammunition is how many times you can attack with this weapon during the game, and it is represen-ted by ammunition magazines. When a figure shoots a weapon, he may discount a magazine. If all ammu-nition magazines are exhausted, he cannot use that weapon any more.At many game situations the characters may be able to get additional ammunition.

DAMAGE

This characteristic indicates the kind and the damage markers quantity that weapons produce once a hit is scored.

BLINK!

If you want to make a shot to a non-complete visible object, as it may be hidden behind a car, street cor-ner… or even if a few obstacles are in your way, the target player would be asked a blink! roll for each of this obstacles. The blink! roll should be done after a successfull im-pact roll.The miniatures next to an obstacle or another minia-ture, may be able to shoot over the close object/minia-ture (as soon as the size of it allows you to) and we will not take it as a blink! obstacle.

BLINK!ROLL

If the enemy has been impacted, throw the die for the first obstacle which is blocking the trajectory. If you fail the blink! roll difficulty, you must keep on making blink! rolls, until the target is reached or the shoot fai-ls. If a blink! roll is passed, the shot will impact against the obstacle and the shot will be considered failed.If the obstacle is a damageable element or character, it will suffer the “cross fire”.If all blink! rolls are failed the shot impacts against the target.

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4 or +, walls or objects considered “solid” or very resistant

5 or +, wood fences, trees, cars, streetlights or any urban furniture.

6, hedges, wire fences, boxes, tables or any do-mestic furniture.

Blink! Difficulty

Not all the obstacles have the same facility to re-peal an impact. The blink! Difficulty level is set by the kind of obstacle:

CROSSFIRE

If a character or damageable object has been impacted by a blink! roll, and then the damage roll is passed, it will just accumulate 1 injured marker instead of the normal damage the weapon produces.

An active character next to an obstacle can crouch next to it using 1 SC. This way, if afterwards the obs-tacle supplies him a blink! roll, he will obtain +1 on that roll.

IMPACT

As soon as all the attack dice are awarded to hit the enemy, you must take all the dice and make an impact roll.Roll all the dice against the same character. Any result equal or higher to the opposition’s Defense value will be considered an impact. For each successful impact, a damage roll should be done (see Damage).Impact rolls with a 1 as die result (without modifica-tion) is always a fail, as any 6 die result (without modi-fication) will be considered always an impact.

“Wanna know how I got these scars? My father was… a drinker. And a fiend. And one night he goes off crazier than usual. Mommy gets the kitchen knife to defend herself. He doesn’t like that. Not-one-bit. So – me watching – he takes the knife to her, laughing while he does it! Turns to me, and he says, “why so serious, son?” Comes at me with the knife… “Why so serious?” He sticks the blade in my mouth… “Let’s put a smile on that face!” And…Why so serious?”

Joker, The Dark Knight Rises

DAMAGE

If an enemy impact is achieved, you must roll a die per each successful impact (please include the collateral damage die) to see what damages are produced.For each damage result equal or higher to the strength of the attacker, damage is achieved. This will be reflec-ted by damage markers specified in each weapon or attack. Damage can produce also an effect (see advan-ced rules).

Sometimes the closed combat weapons can chan-ge the figure’s strength. A “+” or “-” symbol will be shown before a digit.

Example: If “+1” is indicated and the figure stren-gth is “4+”, the result you need to cause damage with this weapon will be “+3”, as the marker is po-sitive.

All damage rolls with 1 (without modification) as a re-sult will be considered failed, if the result is 6 (without modification) always will be a successful damage.

For each damage against a figure, he may accumulate one or even more damage markers.

There are two kinds of damage markers, STUN AND INJURED, depending on the characters and/or the weapon(s) which have caused the damage (this will be indicated at the figures or weapon characteristics).

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JOKER

JOKER

Q

Q

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UNARMEDIf a character has no weapons he can hit, kick, bite, etc. The damage caused by this kind of im-pacts will be always a stun marker.

SCRATCH While impacting with distance weapons, even if you have failed the damage roll, always a stun marker will be achieved.

If a figure gets both kind of markers on the same at-tack, please first award the injured markers and then-the Stun markers. If the character gets more markers than his own Endurance value, the resting markers will be ignored.

Example: If a figure gets 2 damages ( ), first award the 4 injured markers ( ) and after 2 stun markers ( ). If the figure has a Endurance valued in 5, it will get a K.O and the last stun marker will be ignored.

DAMAGEACCUMULATIONEFFECTS

Each time a miniature accumulates 2 of any damage markers, an Action Counter will be immediately re-moved at player’s election. At the Rise the Plan stage, if a figure has damage markers accumulated, he will loose 1 Action Counter per every 2 accumulated mar-kers during this round.At the end of each turn, all characters can get rid of stun markers making a recovery roll (check recovery).

K.OKNOCKOUT

As soon as a character accumulates as many damage markers as his own Endurance value, it will be an im-mediate K.OWhen a character is K.O, he loses all of his Action Counters and gets knocked down at that position un-til he gets recovered. Otherwise, he will stay K.O until the end of the game.A K.O figure cannot award counters at the rising a plan stage, either get activated but will have a chan-ce to recover at the end of each round. Place a K.O marker next to the figure to tell the difference between other knocked down figures.

When a character falls KO, any surplus Injury marker must be exchanged for previously Stun Markers, this can make the character to become Casualty.

For Example: A character ENDURANCE 4 that has suffered damage ( ), suffers another attack damage( ). So the character is KO (4 dama-ge ). The surplus Damage must replace the previous Damage. The result is so the miniature becomes a Casualty.

CASUALTY

If the accumulated markers are injury markers, the fi-gure will be considered a casualty and must be remo-ved from the game.

COLLATERALDAMAGE

At all damage roll you should also roll the Collateral Damage Die. This die color should be different, and it should be rolled at the same time as all the damage dice. However, its resolution will be different, and it has nothing in common with the damage dice conse-quences.The collateral damage die will set if the miniature is knock down, and the critic and special damage pro-duced by the weapons or attacks.

KNOCKDOWN

Any damage roll which collateral damage result is equal to any of the damage dice result, the character gets knock down. This can even happen without da-maging the objective, but a twice “1” result will be still a fail and will not knock down the target.

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“Anyone want a slightly used Batsuit? I’m sure the blood’ll wash off.”

Penguin, Arkham City

CRITICALDAMAGE

In any damage roll in which you pass the roll at least with one die and the collateral damage result is 6, you will obtain an extra damage marker (stun marker) to the total inflicted damage.

SPECIALCRITIC(CRT)

Many weapons and attacks can produce a different effect, having a special critic as result, indicated as CRT at the weapon or rule description.The CRT always replaces the extra stun damage.

RECOVER

At the end of each round, in the Casualty Recounts phase, all the characters who have accumulated stun markers or are KO, may attempt to remove a stun marker or get up from KO, performing a recovery roll.

The injury markers cannot be recovered, and they will not be taken from the figure.

“I broke you... How have you come back?”

Bane, The Dark Knight Rises

RECOVERFROMASTUN

To get recovered, please roll 1 die per figure. The die result of 4 or higher allows you to get rid of a stun marker. If the figure still has SC, at the end of the round, you can use them now and roll one more die per each SC to try to get rid from more stun markers.

RECOVERFROMAK.O

To recover from a K.O, please first make a Endurance roll. If the K.O figure passes the roll, it will be recove-red and keep lay down at this position until it is able to stand up. Keep all the injury markers and all stun markers, except one. If you do not succeed, it will stay K.O.

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SET UP

“There’s a storm coming, Mr. Wayne. You and your friends better batten down the hatches, because when it hits, you’re all gonna wonder how you ever thought you could live so large and leave so little for the rest of us.”

Selina Kyle, The Dark Knight Rises

Once you have everything you need to play is the time to set up a Batman Miniature Game. First place the scenery available and get ready a Band according to the established reputation. Then pick a scenario and, you are ready to start playing!

PLACE THE SCENERY

By mutual agreement, the players must place all the scenery at their disposal and also must establish: which elements are objects or difficult terrain, which small or vertical, etc.. They must also establish the objects that can be manipulated and what is the result of it, if it is not covered on the scenario rules.

“Now, our operation is small, but there’s a lot of potential for “aggressive” expansion. So, which one of you fine gentlemen would like to join our team? Oh, there’s only one spot open right now, so we’re gonna have…Tryouts. Make it fast”.

Joker, The Dark Knight

CONFIGURING YOUR BAND

ESTABLISHREPUTATION

First you must set how much Reputation each player can spend to configure his band. Usually both players have the same reputation. We recommend a maxi-mum of 150 points for short games and 450 for 2 hour games, being 300 the recommended reputation for the scenarios presented in this rules.

Now you can start selecting characters, remember that the sum of the reputation of each character can never exceed the maximum Reputation established.

BANDLEADER

Each player must choose a “Band Leader” between the characters ranked as “Leader” or “Sidekick”. All other characters of each band must have the same affiliation as the “Band Leader”.If a character has an “Unknown” affiliation may be elected by any band.

•Youcanonlyinclude1Leader.Thismustbethe“Band Leader”

• You can only include 1 Sidekick, unless youchoose a Sidekick as “Band Leader”. In this case you may include a second Sidekick.

•Youcanonlyinclude1FreeAgentevery150re-putation points band total.

•YoucanincludeanynumberofHenchmen.

• You can not include twice the same character,unless he is a Henchman (See Henchman).

$FUNDING

Many of the characters have a cost in $ indicated in his character card, representing the qualityand quantity of the equipment he carries. Add the cost in $ of all the characters aligned. A band can not spend more than 500$ per 150 Reputation. You can spend this money on characters or equipment for the Henchmen.

RANK

All characters have any of the following ranks: Leader, Sidekick, Henchman or Free Agent. This rank deter-mines your choices as follows:

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EQUIPMENT

The Henchmen have several options of weapons or equipment. Each character can only choose one of the op-tions available, from your Band equipment, and add their cost ($) to the total spent. The character can use the purchased equipment like any other character’s original rule. Each piece of equipment has a maximum quan-tity per Band, indicated next to the name.

0-2 Magazine (200$) +1 to Ammo for 1 weapon.

0-2 Flashlight (100$) gets “Lantern” rule.

0-2 Handcuffs(200$) gets “Arrest” rule.

0-2 Whistle (200$) gets “Halt!” rule.

0-2 Magazine (200$) +1 to Ammo for 1 weapon.

0-2 Thrower (300$) gets “thrower” rule.

0-2 Clown Painting (150$) gets “Mislead” rule.

0-2 Bengal (300$) gets “Bengal” rule.

0-2 Magazine (200$) +1 to Ammo for 1 weapon.

0-2 Thrower (300$) gets “thrower” rule.

0-2 Laser (150$) gets “Laser” rule.

0-2 Camouflage Uniform (200$) Gets “stealth” rule.

0-2 Magazine (200$) +1 to Ammo for 1 weapon.

0-2 Thrower (300$) gets the”thrower” rule.

0-1 Titan Dose (100$) gets one “Titan Dose”.

0-2 Night Vision Goggles (200$)

BATMAN

JOKER

PENGUIN

BANE

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STRATEGIES (optional)

You can choose between a numbern of strategies to achieve your plans of victory. First choose strategies and then follow this phases order:

A / Scenario election.B / Urban Furniture.C / Bands.D / Objectives.E / Start playing.

CHOOSINGSTRATEGIES

Each strategy has a value ranging from 1 to 3. Players can choose strategies for a maximum 3 value. Strategies should be played in the indicated phase (value/phase):

•3/AGlobalPlan–youcanchoosethescenario,insteadarandompick.Ifbothplayerschoosethisstra-tegietheycanceleachother.

•2/CFastAdvance-Increasesyourdeploymentarea10cm.Ifyouhavetwozones,increases5cmeach.Ifbothplayerschoosethisstrategietheycanceleachother.

•2/CAmbush-Deployallyourbandaftertheotherplayer.Ifbothplayerschoosethisstrategietheycanceleachother.

•1/CPatrol-Youcanplaceaminiature10cmoutsideyourdeploymentzone.Ifthereisnozone,yougain+1totheentryroll.

•2/EEarlyBird-Youchoosewhotakestheleadinthefirstroundwithouttakinganycounterfromthepouch.Ifbothplayerschoosethisstrategietheycanceleachother.

•3/CPerfectPlan-Atthebeginningofthegameintroduce1extracounter,ofyourBand,todeterminewhotakesthelead.

•1/BMaps–gets2extraLamppostsor1Manhole.

•1/ASecretObjective-Obtain1additionalobjectiveatyourchoice(maximum1).

•1/AChangeofplans-Rolltwodice,moveanobjectiveasmanycmasthesumoftheroll.

•2/?Informer-Cancelsenemystrategyatthetimeitisused.AInformercancancelanotherInformer.

•2/EBattleCry-YourBandflees(seeRunAway)whenyourReputationisreduced80%ormore.

•1/CReinforcements–youcanwaittillthe“RaisethePlan”stageofthesecondroundtodeployaminia-tureifhegetsarollof4+.Youcandeployatanyedgeoftheplayingareawhichdoesnotcorrespondtotheenemydeploymentzone.

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Phase A/ Scenario Election

Rolladietoseewhatscenarioyouwillplay.

Phase B/ Urban Furniture

At the beginning of the game, and before any miniature, both players must deploy alternatively, 1D3 Sewer markers. Starts the player with more markers. They can be placed anywhere in the playing area, 20cm. or more from any other sewer and more than 5cm from the edges.

1-ChanceEncounter.2–Plunder.3–Patrol.

4–Skirmish.5–Securingthearea.

6–Ambush.

GETTINGINANDOUTOFTHESEWER

To enter or exit a sewer you must spend 2 SC and 1 MC (as payment for a Difficult Movement and Manipulate a manhole cover). Furthermore, in the round a character gets out of a sewer, its basic BMC is reduced to 0, so if he wants to move he has to use MC. A character can enter a sewer any time during your turn if you are adja-cent to it and pay the counter costs. Remove the miniature from the play area and leave him visible aside as a reminder that he is inside the sewer system. Only a miniature per band can be inside the sewers at a time and must pass at least one full round on the inside. At the next round you can pay again the same counter costs and activate the miniature returning to the game by any sewer marker. Place the miniature next to a sewer marker, it can move and attack, if still has Action Counters.

If a player has 1 or more miniatures adjacent to a Sewer marker, the opposing player can notuse it to leave or enter the sewer. To block the passage to a Big character you must have at least 2 miniatures blocking the manhole.

SEWERS

LAMPPOSTS

At the beginning of the game, and before any miniature, both players must deploy alternatively, 1D3 Lamppost markers. Starts the player with more markers. They can be placed anywhere in the playing area, 20cm. or more from any other lamppost and more than 5cm from the edges.The lampposts light a circle 10cm radio. Players should consider that light does not pass through solid obstacles (walls, fences, containers, etc.) and must decide the shade areas.

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"I see you, Batman."

Sacrecrow, Arkham Asylum

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Phase C/ BANDS

Both players have to divide his band in two groups of equal number of miniatures if possible. Toss a coin to decide who deploys first. First player chooses a deployment area and places on it all the miniatures of one of its groups. Then the other player places the miniatures of one of his groups in the opposing deployment area. First player places miniatures of the another group and then the second does the same. Some scenarios may vary this order or have several areas of deployment, these features come indicated in each of them. The miniatures should be placed entirely within the corresponding area, but may be “Crouched”.

Phase D/ OBJECTIVES

There are four types of objectives, represented by markers, players must choose 3 of them but can not repeat its type. The player that first deployed his band places one of his objectives, players take turns till all the objectives are placed. The objectives must normally (see Loot) be placed in the deployment area of the enemy, but this can vary depending on the objective type or the chosen scenario. The objectives must be placed at least 5cm away from any edge of the playing area or another object.

CONTROLLINGOBJECTIVES

To control an objective must be at least a character adjacent to it, and no other characters or enemies adjacent to that character or objective. Only take account the position of the characters at the end of the round in the casualty phase.

Each objective provides, to the player who placed and control it, a number of Victory Points or VP. Some ob-jectives, like Loot and Enigmas, can provide VP to the enemy.

“We come here not as conquerors, but as liberators, to return this city to the people.”

Bane, The Dark Knight Rises

LOOT(1VP)

Loot markers can be deployed 20cm off the enemy deployment zone (in neutral zone). Can be carried by the characters, to take the Loot you must Manipulate the objective. Whenever you want to move, carrying the loot, you must spend 1 MC. You can drop it any time and loot can be Stolen like a gun.

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ENIGMA(?PVtotheonethatsolvesit)

Enigma markers can be deployed 20cm off the enemy deployment zone (in neutral zone). To solve an Enigma you must Manipulate the objective and declare that you want to try to resolve it.Request to the opposing player to say a number from 1 to 6 and roll a die.

•Iftheresultisequaltothatnumber,youresolvetheriddlewinning3VP.

•Iftheresultdiffersbyone,theEnigmaremainsonemoreroundinplayandmayretrytoresolveitlater.

•Ifthedifferenceisgreaterthan1,get1VPanddiscardtheobjective.

AMMOCRATES(3VP)

Ammo Crate markers are considered Small Obstacles and Objectives. If an activated character is adjacent to an ammo crate, you can Manipulate and take an “Ammo Magazine” (see Ammo).

TITANCONTAINER(2VP)

The Titan container markers are considered Small obstacles and Objectives.If an activated character is adjacent to an ammo container, you can Manipulate and take a “Titan Dose”.

“Are you ready for some more? Explore! Find my challenges. And when you fail to solve them and lie blub-bering like an ignorant child on the floor, you will know that The Riddler... is better than you."

The Riddler, Arkham City

Phase E/ Start Playing

Begin the game by stage 1 Take the Lead and follow the 4 stages.

TITAN DOSE (one use only).

If a character has a Titan Dose may use it, in the Raise a Plan phase, to add 1 to all values of its Basic Skills until the end of the round. A character can only take a dose during the game, because a second will kill him.

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END GAMEThe game ends at the end of the round indicated in the scenario rules or when a band Runs Away.

RUNAWAY

At the end of a round, when the "reputation" of a band is reduced by 70% or more counting casualty and KO miniatures, that band player must choose a standing character and immediately take a Willpower Roll. If you pass it, you may continue playing another round, otherwise the Band flees and the game ends immediately.When a band flees, the opposing player takes as many VP as many rounds remain to play, unless both sides Run Away in the same round.

WINNING THE GAME AND VICTORY POINT COUNT

The winner is the player with most VP at the end of the game.

At the end of each round, in the Casualty phase, players must add the obtained VP by Objectives and casual-ties. When the game is over sum all PV obtained in each round to find the winner.

CASUALTY KOLEADERORBANDLEADER 6VP 4VPSIDEKICK 4VP 2VPFREEAGENT 4VP 3VPHENCHMAN 2VP 1VP

You either die a hero, or you live long enough to see yourself become the villain."

Harvey Dent, The Dark Knight

CasualtiesandfirstK.OVPs.OnlyoccurontheturnaKOorcasualtyisachieved,theyarenotcumulative.

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CharacterPerfilDesing:GustavoAdolfoCuadradoEgea

LuisEscuderoMoranFranciscoCondeNuñez

TestingManagement:LuisEscuderoMorán

TestersandCollaborators:

AdrianaEgeaIllescasAdriánEcheverríaAnaSotoErrazquin

AlejandroFernándezCastañoDanielMayoralasMartínez

DiegoCarlosMagdalenoSanjuanEnriqueJalónSalcedo

GustavoAdolfoCuadradoJacintoSorianoVillaroelJoseRamónGallegoGalán

LuisEscuderoMoránLuisGarciaPelayoMauroGonzález

MiguelPérezValenciaPacoConde

PedroSorianoVillaroelRaúlFernandez

RicardoGarciaSolanoRobertoJoseMagdalenoSanjuan

SergioSeguraTaniaRetortillo

VictorSaboyaBengocheaVicenteMoranDelSaz

Management:JoséMiguelCaballeroDelso

ArtisticManagement:JorgeRubioGonzalez

JoséMiguelCaballeroDelso

GameDesing:GustavoAdolfoCuadrado

Rules:GustavoAdolfoCuadradoFranciscoCondeNuñez

Drafting:FranciscoCondeNuñezAndrésHerranzAlonso

Translation:AndrésHerranzAlonsoAlbaSanchezGalán

Desing/MiniaturePainting/Scenery:JoséMiguelCaballeroDelso

AlfonsoGozaloJoséMaríaAlisesCosmen

GraficDesingandLayout:JorgeRubioGonzález

Editor:AndrésHerranzAlonso

TM&©DCComicsWBShield:TM&©WarnerBros.EntertainmentInc.(s12)

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