AMIIBATTLE the strategy game

Contents: 1. Basic Rules 2. Character Stats 3. Playing the game 4. Alternate Rules 5. Quick Stat Tables

1. Basic Rules

Start by choosing your team of 3 Amiibo. Place them anywhere you like within 8 squares from your side inwards. Take turns to play. Each turn you get 3 ‘actions’, which you can divide between the figures however you like. On your turn you can:

1. Move – Move up to the amount of squares shown by your speed stat (1 speed = 1 large square). You can move less than the count shown e.g. If your speed = 3, you can move 1.5 squares or 2 squares etc. 2. Attack – Perform an attack to an opponent Amiibo within your range stat. There are 3 types of attack a) Standard - uses 1 action, damage = attack stat b) Smash – uses 2 actions, damage = attack stat + smash stat c) Dash – uses no actions, can only be performed after a movement, damage = attack stat – dash stat NOTE: Check your knock stat to calculate knockback, and add or take away depending on if the attack was a dash or a smash. Then move the opponents Amiibo that many squares

3. Defend – must be the last action for that Amiibo, but not necessarily your entire turn, reduces all incoming damage on your opponents next go by the defence stat, damage = opponents attack damage – your defence stat 4. Special move – These vary in actions and effects, see character stat sheet for info on each special move. If the move says to deal damage, apply standard attack knockback unless otherwise noted

If an health drops to or below zero, it must be removed from play. Game ends when all of one players Amiibo are ‘KO-ed’

Note: if the knockback of a move means an opponent would go off the board, check the recovery stat, and roll that many dice. If for any of them you roll a 6, place the Amiibo on the edge of the board. If you don’t, the Amiibo is instantly ‘KO-ed’

2. Character Statistics THIS SECTION IS A WORK IN PROGRESS: NOT ALL CHARACTERS ARE REPRESENTED

List of Characters in order: Fox Falco Mr. Game and Watch Villager Pixel Mario Link Gamondorf Shulk

Example name

HP: 00 Defence: 0

Attack: 0 Knockback: 0 Smash +0 +0 Dash -0 -0

Speed: 0 (in squares) Recovery: 0 (in dice rolls)

Range: 0 (in squares)

Specials: Special Name – Effects (Modifiers) (Action uses)

Mario

HP: 30 Defence: 4

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

Speed: 3 Recovery: 6

Range: 1.5

Specials: F.L.U.D.D. – Move the opponent 2 squares from where they are in a straight path. (Range: x2) (1 action)

Fireball – Do 5 damage to anyone within your range. (Range: x2) (1 action) (Ignore Knockback)

Luigi

HP: 40 Defence: 4

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

Speed: 2 Recovery: 4

Range: 1.5

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

Falco

HP: 25 Defence: 1

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

Speed: 3 Recovery: 6

Range: 2.5

Specials: Laser – Do 4 damage and 1 knockback to anyone in range. (Range: x2) (1 action)

Falco Phantasm – Move 8 bases (2 actions)

Reflector – All effects of opponents special attacks are ignored by Falco on your opponents next turn (1 action)

Mr. Game and Watch

HP: 25 Defence: 1

Attack: 7 Knockback: 1 +3 +2 -2 -1

Speed: 4 Recovery: 6

Range: 2.5

Specials: Game and Swap – Switch the figure on the Amiibo base (the Amiibo normally comes with 3 extra) Stat changes are permanent until figure is changed again Standard – No modifiers 9 - +2 attack, -1 range Bell - +1 speed, -3 attack Parachute - +1 range, -2 speed (0 actions)

Judge – Roll a d6, do x2 that number in damage to anyone in range (Knockback: Dice number) (Range: ½) (1 action) Villager

HP: 40 Defence: 3

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

Speed: 2 Recovery: Infinite

Range: 3

Specials: Lloyd – Do 5 damage to the nearest enemy Amiibo (Range: Infinite) (2 actions)

Balloon Trip – Move to any location (Speed: Infinite) (2 actions)

Captain Falcon

HP: 25 Defence: 2

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

Speed: 4 Recovery: 4

Range: 1.5

Specials: Raptor Boost: Move to the nearest opponent and do 2 damage (Range: Infinite) (2 actions)

Falcon Punch: Must be the first action of the turn. Do 18 damage to all within 0.5 squares. (Knockback: 5) (3 actions)

Request Demonstration of movements: Your opponent must attack Captain Falcon on their next turn, but all damage done to Captain Falcon is doubled on their next turn. If they do not attack Captain Falcon next turn, Captain Falcon gains 10 HP. (cannot go above 25 hp) (2 actions)

Yoshi

HP: 20 Defence: 3

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

Speed: 3 Recovery: 8

Range: 3

Specials: Egg Throw – Do 7 damage to an Amiibo (Ignore Knockback) (Range = 8) (Cooldown – Until next turn) (1 action)

Ground Pound – Do 4 damage to all within range (Knockback- +1) (1 action)

Pixel Mario

HP: 40 Defence: 4

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

Speed: 2 Recovery: 2

Range: 2

Specials: Pixel Punch – Modifiers expire once your turn ends (Standard attack damage - +4) (Standard attack action use - +1) (1 action)

Warp Pipe Rescue – Move any friendly Amiibo to within Pixel Mario’s range (2 actions)

Link

HP: 30 Defence: 7

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

Speed: 3 Recovery: 4

Range: 2

Specials: Gale Boomerang – Move an enemy Amiibo within range to 1 square from you (Range: +1) (1 action)

Hero’s Spin – Do 8 damage to all in range (Range: -1) (2 actions)

Ganondorf

HP: 40 Defence: 3

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

Speed: 1 Recovery: 2

Range: 1.5

Specials: Overcharge – Modifiers expire once your turn ends (Speed: +3) (Movement action use: +1) (0 actions)

Warlock Punch – Do 15 damage to all in range (Cooldown: after 2 turns each) (Immunity: Kirby, Marth and Yoshi) (2 actions)

Shulk

HP: 30 Defence: 2

Attack: 7 Knockback: 2 +3 +1 -7 -2 (Shulk can’t dash)

Speed: 2 Recovery: 4

Range: 3

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

Jigglypuff

HP: 30 Defence: 0

Attack: 10 Knockback: 1 +3 +2 -0 -1 (Jigglypuff cannot move again this turn)

Speed: 2 Recovery: 8

Range: 2.5

Specials: Sing – Choose any Amiibo within range, friend or foe. Apply modifiers to chosen Amiibo (Cannot do anything next turn) (HP: +8) (1 action)

Rest – Do 20 damage to all in range (Range: -2)(Knockback: 6)(Cannot do anything this or next turn) (1 action)

Ike

HP: 50 Defence: 9

Attack: 15 Knockback: 4 +8 +2 -2 -0

Speed: 2 Recovery: 2 (Movement uses 2 actions)

Range: 1.5

Specials: Eruption – Must be the first action of the turn. Immune to knockback on opponents next turn. On your next turn, all figures within range, friend or foe, are KO-ed. If no-one is hit, Ike takes 25 damage. (2 actions)

Marth

HP: 20 Defence: 5

Attack: 10 Knockback: 2 +5 +2 -5 -1

Speed: 5 Recovery: 4

Range: 2 (do +5 damage and +2 knockback if the opponent is more than 1.5 square away)

Specials: Shield Breaker – Modifiers expire at the end of your turn (Standard and smash attack action use: +1) (Standard and smash attacks ignore any defence)

Counter – Any damage taken on your opponents next turn is healed at the end. If Marth is KO-ed, remove him from the board and return him at the end of the turn, and heal the correct damage (2 actions)

Ryu

HP: 35 Defence: 6

Attack: 7 Knockback: 3 +1 +2.5 -5 -0

Speed: 3 Recovery: 3

Range: 2.5

Specials: Hadouken – Do 3 damage to an Amiibo(Ignore Knockback) (Range = 5) (1 action)

Shoryuken – Apply 8 knockback to an Amiibo (Range - -1) (Ignore Damage) (2 actions)

Fox

HP: 25 Defence: 7

Attack: 5 Knockback: 1.5 +2 +0.5 -3 -1

Speed: 5 Recovery: 7

Range: 1.5

Specials: Laser – Do 4 damage to anyone in range. (Range: x3) (Ignore Knockback) (1 action)

Fox Illusion – Move 12 bases (2 actions)

Reflector – Do 1 damage and 2 knockback to anyone within range. All effects of opponents special attacks are ignored by Fox on your opponents next turn (2 action) Kirby

HP: 20 Defence: 5

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

Speed: 3 Recovery: 8

Range: 2.5

Specials: Suck – Use any special move from anyone in range. All effects apply including actions. Kirby cannot copy Shulk’s Monado Arts or Mr. Game and watch’s Game and swap moves.

Hammer – Do 8 damage to all in range (Range: -1) (Cannot do anything next turn)(1 action)

Hi! – Disrespect your opponent (3 actions)

Pikachu

HP: 25 Defence: 4

Attack: 4 Knockback: 2 +4 +1 -4 -0

Speed: 5 Recovery: 7

Range: 3

Specials: Thunder Jolt – Do 5 damage to anyone in range (Ignore Knockback) (1 action)

Thunder – Do 2 damage to all in range (Knockback: 3) (1 action)

Quick attack – Move up to 4 spaces and after, do 3 damage to anyone in range (Ignore Knockback) (2 actions)

3. Playing the game

Attacking: The aim of the game is to KO all your opponents Amiibo. To do this you must land attacks. Specials vary and are available to look up in the character stats section. There are 3 other kinds of attack, standard, smash and dash.

To perform an attack, first check to see if any opponents are in range, either left or right, or up or down (and diagonally but you can only hit enemy Amiibos 1 square away if they are diagonally, regardless of range) (NOTE: Only a portion of the Amiibo’s base has to be in range, not the whole thing). Then choose one (unless the attack says otherwise). Here is an example, showing the ranges (blue and green) of Link (Range 2) and Shulk (Range 3)

After, look at your attack stat, and add on or take off the smash or dash stats if applicable. Now take that attack number away from the opponents HP stat. Finally, look up your knockback stat and add on or take off the smash or dash stats if applicable, and move the opponent that many squares in a straight line, in the direction opposite your figure.

Recovery: If your opponent is knocked off the board, they must roll the amount of dice shown by the recovery stat, If any roll a 6, place them just on the edge of the board. If no dice show a 6, the figure is instantly KO-ed.

Movement: You can move up to the amount of squares shown. One square is how much space one whole Amiibo base takes up. Each square is split up into 4 sub squares. The Amiibo can move across sub squares, which counts as 0.5 of a move. You don’t have to move the whole count shown. E.g. Marth has a speed of 5, but if he wants, he can move 3.5 squares (3 squares and one sub square). This still counts as 1 action however. You don’t have to move in a straight line

Defending: If you feel like your Amiibo is vulnerable, you can use an action to place them in a defence state. In this state, they can no longer perform an action, but, on your opponents next turn, all incoming damage will be reduced by your Amiibo’s defence stat.

4. Alternate Rules  Swap the speed and range stats around for every character  Change the amount of figures or actions you get  Any character can use any other characters special moves  1-hit KO mode  Unlimited speed mode  Custom characters, here’s a template:

[ ]

HP: Defence:

Attack: Knockback: + + ( ) - - ( )

Speed: Recovery:

Range:

Specials: [ ]

HP: Defence:

Attack: Knockback: + + ( ) - - ( )

Speed: Recovery:

Range:

Specials:

5. Quick Stat table

Character HP Defence Attack(Kb) Smash(Kb) Dash(Kb) Speed Range Recovery Mario 30 3 15 (2.5) +4 (0.5) -8 (1.5) 3 1.5 6 Luigi 40 3 13 (2) +2 (1) -7 (1) 2 1.5 4 Falco 25 1 10 (2.5) +6 (1) -9 (0.5) 3 2.5 6 G+W 25 1 7 (1) +3 (2) -2 (1) 4 2.5 6 Villager 40 3 5 (3) +11 (3) * -3 (2) * 2 3 Infinite PX Mario 40 4 10 (3) N/A -4 (1) * 2 2 2 Yoshi 20 3 10 (4) +2 (1) -1 (2) 3 3 8 Ganondorf 40 3 15 (4) +2 (4) N/A 1 1.5 2 C. Falcon 25 2 13 (2) +2 (2) -2 (0) * 4 1.5 4 Jigglypuff 30 0 10 (1) +3 (2) -0 (1) * 2 2.5 8 Link 30 7 10 (4) +6 (1) -0 (0) * 3 2 4 Marth 20 5 10 (2) +5 (2) -5 (1) 5 2* 4 Shulk 30 2 7 (2) +3 (1) N/A 2 3 4 Ike 50 9 15 (4) +8 (2) -2 (0) 2* 1 2 Ryu 35 6 7 (3) +1 (2.5) -5 (0) 3 2.5 3 Fox 25 7 5 (1.5) +2 (0.5) -3 (1) 5 1.5 7 Kirby 20 5 2 (3) +2 (4) -3 (1) 3 2.5 8 Pikachu 25 4 4 (2) +4 (1) -4 (0) 5 3 7 Note: The asterisk ‘*’ means that there is additional information about that stat. See individual stats page for that