AMIIBATTLE the Amiibo Strategy Game

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AMIIBATTLE the Amiibo Strategy Game AMIIBATTLE the Amiibo 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 Amiibos 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: Mario Luigi Fox Falco Mr. Game and Watch Kirby Villager Captain Falcon Yoshi Pixel Mario Link Gamondorf Shulk Jigglypuff Ike Marth Ryu Pikachu 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.
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