Getting Started
Death Dome is an action/strategy game where you control a team of 4 men (units) inside of the Death Dome battleground. Each game is called a 'match', and the objective of each match is to use your team to capture as many 'control points' as possible. To achieve this, you'll have to fight tooth and nail against enemy teams who are prepared to do anything to win.
Your team consists of 4 different units: a gunner, a warrior, a medic, and a scout. See below for specific unit descriptions. Between matches, you must equip your team units with the best equipment that you can afford. The Death Dome arsenal consists of many savage weapons and rare pieces of armor and equipment. The more money you earn each match, the better the equipment you'll be able to supply your team with.
- Each team receives 1,000,000cr (credits) to start for equipment purchases.
- The winner is player with most overall credits at the end of 5 matches.
Your Team
Your team consists 4 units. A medic unit, a warrior unit, a gunner unit, and a scout unit.
How to play a match
Order of Operations
- Choose colors
- Make purchases
- Play a match
- Payout Winnings
Choose Colors
Each team draws a random color marker for their team.
Make purchases
Before a match starts, each team may purchase equipment.The red team always purchases first and purchasing turns go around in a clockwise direction. You may purchase one item from any deck during your purchasing turn. During this time, players may also make deals and sell equipment to one another for whatever prices they see fit. Once each team has purchased what they want and when all deals have been made, the match begins.
Playing a Match
The red team always goes first. There are 12 rounds in a Death Dome match. Each player takes one turn per round with play continuing in clockwise direction. At the beginning of the red team's turn, move the Death Dome Death Match Round Marker up one.
On Your Turn
you draw cards according to your supply 3 + 1 for every 5 cps you control.
On each team's turn, a player may perform 2 unit phases. They may use two seperate units or a single unit twice. Using a unit means going through its unit phase. A unit phase consists of a movement phase and an action phase. During the movement phase, the unit may move a number of spaces equal to or less than their movement rating.
During the action phase, a unit may:
- capture a control point
- activate a jail release point
- attack
- use an item or card that requires an action
You get two actions on each of your turns. The unit may move up to his movement rating before or after the action.
You may use a unit's action phase first, or its movement phase first. Movement phases may not be split up, so for example, you would not be able to move a unit onto a control point, capture the control point, and then move off the control point. Each unit must complete it's entire unit phase before you move on to your next unit.
Moving:
- Units may move and through their teammates.
- Units may move diagonally.
- Units may not move through enemies.
- Units may not move through the thin walls.
- The tower can may only be moved onto from an adjacent bridge space.
Line of Sight:
Line of sight determines what a unit can attack and not attack. All attacks must follow line of sight rules unless otherwise stated on a card.
- Units cannot see through any walls or the tower.
- When on the tower you can see over the short walls on sides adjacent to you.
- From the floor you can only see units on the tower's edge that is facing you.
- You cannot see the center square from the floor. (you may target it with a bomb)
- You can shoot over the short walls onto the tower edge facing you.
- the bridges count as ground level
- Some cards add bonuses to a unit who is on higher ground. Higher ground indicates an attack from a unit on the tower to a unit not on the tower.
Weapons
Weapons are either close combat, ranged, or area affect as indicated by the icon on the card. Some weapons have a range unique to themselves. If not otherwise indicated on the card, the range for weapons is as follows:
- Ranged Weapons have a range of 9 spaces
- Close Combat weapons can only target adjacent enemies
Combat
- To attack declare your target play a number of Special Play cards from your hand and add the value of Points together plus the strength of the weapon you are using. This is the total attack.
- The defending player plays a number of Special Play cards from their hand and adds the value of any armor or +T points. This is the total defense.
- Subtract the defense stack from the attack stack anything left over is subtracted from that units Vitae.
- [V] If at least one vitae is removed the unit is wounded. Some items have additional effect only if the unit is wounded.
- [P] Or could be pushed back on three or two of a kind. If stated on the card.
- Units are always pushed strait back, if the angle is not strait on the defending unit may choose which space to enter as long as it's moving away from the attacker.
Death
- During a match, if a unit is killed, the player who caused the unit's demise chooses a jail to place that unit in.
- Get 100,000kils
- The unit will remain imprisoned until he is released or the match ends.
- When a jail is released, every unit inside is released to their team's base.
- they are returned to any square in you base that you choose and may perform a Unit Phase immediately if you have a phase remaining.
- No items or actions may be performed from jail or on units in jail unless stated on the card.
- Each time a team places a unit in jail that team gets one kill point
- Kill points are always awarded to the player controlling the unit that makes the kill, even if that unit is not on their team.
- No kill points are awarded as a result of special play cards that are not played on specific units.
The Board
Your Base
- No units can be harmed inside their own base or attack from inside their base
- Units cannot move into an enemy base
- any unit can use an action to heal one Vitae while inside the base, otherwise no other actions may used in the base.
- when starting the game or placing a unit in your base you must choose the space to place them in, after that movement counts as normal in the base.
- When a unit is released from jail, it goes directly to any space inside of its team base.
The Lava
- Units may not move onto lava spaces unless otherwise stated on a card.
- If a unit is pushed back onto a lava space they are killed instantly and sent to jail as normal.
- If a card allows a unit to enter the lava they still must enter the tower via a bridge space unless otherwise stated on a card. They can enter and exit the lava from the floor or bridge as normal.
The Tower
- The tower can only be accessed by the bridges.
- The bridges are at ground level and can be seen as normal from the ground.
- The center control point on each tower is worth $500,000kils.
- No unit on the ground can see onto the center square of the tower and vice versa.
- Units can attack spaces that are on the edge of the tower using normal line of sight rules.
Bridges
- Units can walk on the bridges as normal.
- Bridges are the same level as the main floor.
- Bridges are the ONLY way to access the tower unless otherwise stated on a card.
Payout Winnings
When all players have finished their 12th turn the Death Match is over.
Count up all the control points for each team.
pay outs:
- $100,000 for controlling any normal control points
- $500,000 for controlling the towers' middle control points
- $100,000 per kill
The player with the biggest cash payout is the winner of the Death Match.
After the Control Point Payout, the winner rolls a single die to determine the number of fans present at the Death Match. Every player gets gets paid 100,000cr times the number rolled on the die.
Item Cards
- Each one of your units may carry up to three items maximum.
- Units may only carry weapons from their respective decks.
- Equipment and armor cards may be carried by any unit types.
- Before a match begins all units must be equipped, if any equipment is left over that is not on a unit that owner must sell it back to the bank at cost.
- Once the match begins no units may trade equipment during the match.
Card Abilities
- M = Movement
- S = Skill
- T = Toughness
- V = Vitae
- S1, S2 , S3 , S4 = weapons, additions to skill or each attack stack made
- T1, T2, T3, T4 = armor, additions to toughness or each defense stack made
- +S,+M,+T plus to that stat for the rest of your turn or one phase
- +V = a healing ability
- -V = direct unblockable damage, damage = lose of vitae / bee sting / shank
Sets
There are 4 sets of legendary item cards in the game. Each set consists of 3 separate cards. When your team possesses all 3 items of one set, the set item from the equipment deck provides a stat bonus to the unit equipped with it.
- Plutonium Set +1 skill
- Butros Set +1 toughness
- Sansachel's set +1 movement
- Hoblerone's set +1 vitae
Special Play Deck:
- 1,2,3,4 = power cards this number can be added to any attack or defense stack
- [S] when you make an attack / attack stack
- [D] when you defend / defense stack
- [A] you must use an action to do this
- [M] you must use your movement phase
- [+A] a free action is being awarded this does not require an action to use
- [+M] a free movement is being awarded this does not require a movement to use
- [V] when a unit loses vitae
- [K] when a unit is killed
- [C] when a Control Point is turned
- [P] push back or prevent push back
- [T] play anytime on your turn.
- [O] play anytime / counters
Incapacitate
A unit wounded by a weapon with the Incapacitate ability is placed on its side. It is unable to move or perform an action on its teams next turn. At the end of its team's next turn, it may be placed upright indicating that it is no longer incapacitated.
Push Back
To cause a Push Back effect, a unit must be wounded by an attack where 3 special play cards (3 of a kind), all of an equivalent number value, are added to the attack. Unless otherwise noted on the weapon card used in the attack, the wounded unit is pushed back 1 square. It is pushed back in a direct line from its attacker. If the attacker is not in a perfect line (see diagram) to the wounded unit, the wounded unit's manager may choose which adjacent space it is pushed onto. If the wounded unit is up against a wall, or if there is another unit behind it, the push back effect is negated entirely. Some weapons cause a push back effect when 2 special play cards (2 of a kind), both of an equivalent number value, are added to the attack. Such cards will be indicated with the term: Push Back on 2 of a kind.
Splash Damage
If a weapon indicates that it causes a Splash Damage effect, the targeted unit and all enemy units adjacent to the targeted unit are affected by the attack. Any Special Play cards used to enhance the attack also affect the adjacent units.
Ignore Line of Sight
If a weapon indicates that it ignores line of sight attacks with this weapon are not stopped by walls or the tower.
Notes
- Any money transaction between players can happen at any time, for selling, buying, betting, bribing etc
- the store is closed during the match no items or special play cards can be purchased during a match
- if a player has all of his units put in jail he is out of the match, he could still get Control Point Payout at the end of the match if there are still some of his colors left.
- If a team is the only team left standing in the Dome that team is automatically the match winner, control point payout is still made based on the colors shown.
- No cards or actions may be used on or from Jails or Bases unless a movement phase is required then it may be used to move out of a base. No actions may be preformed in the base..
- Drugs can be administered by the medic to any adjacent unit. Some equipment cards allow the medic to administer drugs at a range.
- The defender always chooses the order of hits for his units. Players defend in the same order of play.
Warrior Unit
The Warrior is a savage brute who has been trained in the art of hand to hand combat. He utilizes large, vicious weaponry to cut, maim, and bludgeon his victims.
Gunner Unit
The Gunner is a big, slow, but very sturdy combat soldier who has been trained to carry and use heavy pieces of ranged weaponry. He utilizes guns, cannons, and energy weapons to blast his enemies from afar.
Scout Unit
The Scout is a quick, versatile soldier who moves swiftly and has been trained to use a variety of weapons. He utilizes grenades, guns, and blades to dispatch his foes.
Medic Unit
The Medic is a trained physician who not only heals his teammates and supplies them with performance enhancing substances, but he is also a calculating killer who employs his medical tools with deadly precision. He utilizes his syringe to perform medical miracles, or to debilitate his victims with incomprehensible chemicals.
The Medic's syringe allows him to utilize the variety of drug cards found in his deck. When using a drug pack on a teammate, the effects of the card are automatic. When using offensive drug packs on enemy units, roll to attack as normal. The enemy unit is only affected by the drug if it takes damage from the attack. With the Needle Gun card, the Medic may use his syringe from long range. This includes use of the Medi-Kit and enhancement drugs on friendly units, as well as use of offensive drugs on enemy units.
Combos
- earmufs with hoblerones healer
- hoblerones healer with the pain dispursor
- spider legs / adrenialine wiht the buzz saw suit
- pain dispursor with the perfect plans
- pain dispursor with the cyber suit
- implats with the telegun
- sansatchel satchel with the riot shield
- vaccum fan with the buzz pole
- vaccum fan with kamikazie vest
- sansachels satchel, steriods, boxing gloves