Pillow_A-Go-Go

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Transcript of Pillow_A-Go-Go

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    Combat in Pillow A-Go-Go takes place when twocombatants come into base contact. Combat isresolved by conducting a Combat Contest:

    1. Both players draw a card.2. Add/subtract any modifiers.

    3. Compare results. The highest result is declaredthe Winnerand gains a hit on the loser.4. Apply Hit Results.

    Hit Results

    A combatant that has been hit is pushed back 1directly away from the model that hit it.

    If a combatant is knocked back so that its base iscompletely or half off the bed then it is considered tohave been Floored.

    Floored combatants no longer count for control of thebed however; they may still take part in the action bymeans of Outside Interference. Floored combatantsalso drop their pillow at their last location on the bed.Other combatants may attempt to pick up thesepillows.

    Combatants may break away from combat during theiractivation without penalty.

    Attacks made at an opponents back hit automatically.

    Stunned combatants are unable to make any attacks

    until the end of the turn. They may still move in wobblyfashion.

    Combatants that are knocked prone must spend theirmovement of their next activation to stand back upagain.

    Most combat will be the result of a Normal Attackwhich is a simple strike with a 1 knock-back.

    However, there are also a range of Special Attacks:

    Round House: A big hit aimed at staggering youropponent. Attacker must forfeit their movement.Modifiers: -1 to hit. Knock opponent 2sideways (3 ifusing the Bolster).

    Over Head Stunner: A big hit aimed at stunning youropponent. Before making this attack the combatantleaves themselves open to attack. The target of thisattack gets a free attack against the combatant beforethis attack is made. If this free attack is successful inknocking back the attacker then this attack fails.

    Modifiers: +1 to hit. Opponent is knocked back 1,knocked prone and Stunnedduring their nextactivation.

    Bounce Attack: The bed is springy and this can beused to your advantage. The attacker forfeits theirmovement but can make a big bounce up to 2 tothreaten their opponents footing. Modifiers: -1 to hit. Asuccessful hit means that the opponent is knockedback as normal as well as being knocked prone.

    Note:The 2 bounce must bring the attacker into base contact withthe opponent.

    Double Whammy: (Twin Cushions only). The attackerloses their two attack bonus in favour of this attackwhich is aimed at the defenders head in a devastatingdouble blow. Modifiers: -1 to hit. Opponent is knockedback 1 and is also stunned until the end of the turn.

    What would a pillow fight be without a few dirty tricks?

    Dirty Tricks are made in lieu of a combat attack andare performed in the same manner. However, whenperforming a dirty trick against an opponents back theopponent still has the opportunity to defend against it.

    Many Dirty tricks can be performed at a short range.

    Ankle Grab: The combatant attempts to pull theiropponents leg from under them. May only beperformed from a prone position or from the floor.Range: 1. The opponent is knocked into a proneposition.

    Knickers Down: The combatant attempts to restricttheir opponents manoeuvrability. Range: 1. Opponentmust forfeit their movement during their next activationin order to comport themself.

    Hair Pull: A combatant that make a successful HairPull attack prevents their opponent form moving duringtheir next activation. The opponent must win a combatcontest to break free.

    Bum Slap: The combatant attempts to divert theiropponents attention. Range: 1. A successful bumslap forces the opponent to immediately turn directly

    toward the slapper.

    Broken Nail: This is a complex diversionary tactic.The combatant squeals and holds out the afflictedfinger. The combatant draws one card. If this card is ared suite the diversion is successful. If it is black it hasfailed. Combatants must be in base to base contact forthis Dirty Trick to take effect.

    Success: All opponents in base contact are diverted.Make a free attack against any one diverted opponent.Diverted opponents receive -2 Defence for this attack.

    Failure: The opponent sees through the attempteddistraction and gains 1 free normal attack against thecombatant.

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