Maybe once you've beaten back the roundheels in the one-off brawls you can go on to fight in the bigger tournaments...
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1 Fréderic Moyersoen
2 Credits Designer: Fréderic Moyersoen Producer & Developer: Josh Neiman Art: Brett Mitchell Graphic Design: Michelle Ball Playtesting: Dustin Crenshaw, Scott Dexter, R.A. Ferrara, Nathan Hansen, Joe Heaney, Frank Zazanis II, all of Fréderic's Belgian friends and playtesters Proofreading: Fréderic Moyersoen, Leigh Toms, Ian Wakeham, Karen Wolterman
3 Game Idea As the newest pug on the block you're ready to sock the next lug to enter the ring with you. The wise heads have finally let you challenge the champ and it's up to you to prove that you can sing that sweet chin music with the best. This is a knock-down, drag-out slugfest that only one fighter can win; the last man standing takes home the dough and the dames. Maybe once you've beaten back the roundheels in the one-off brawls you can go on to fight in the bigger tournaments... Game Setup Each player selects a fighter and places it on the game board according to the setup illustration below. Each player places the Hit Tracker matching his or her fighter so it points at the image next to the "8" on the Hit Track on his or her side of the game board. Contents Game Idea Game Setup Game Sequence Card Types Playing a Card Combined Defense Taking Hits Give Way Drawing Cards End of a Round New Round End of a Match Tournament Rules Tactics Boxing Frenzy Variant The six Pep cards (with the darker colored backs) are set aside for use in the second round (reverse pictured at right). Shuffle the remaining cards and place them in a stack, forming the draw deck; each player draws eight cards to form their hand, which is kept secret from their opponent Fréderic Moyersoen and Victory Point Games 1
4 Game Sequence Determine the first player as follows: Each player cuts the draw deck and reveals the bottom card. The player with the highest number starts the game. In case of ties, reshuffle and repeat. During your turn, take one of the following actions: Attack or Move: Play ONE non-defense card Defend: Play one or more Defense cards Draw Cards: Draw one or two new cards from the draw deck; if you are over your hand size limit, discard until you are equal to your limit (eight cards at the start of the game) After the first player has taken his or her turn, the other player will proceed; play continues in this alternating fashion until the round is over or one boxer is knocked out. Note: Defense cards are always played in reaction to an Attack from your opponent, but are considered to be your action for your turn. Card Types There are three basic card types, depicting actions: Neutral: MOVE Defense: PARRY MOVE COUNTER Attack: PUNCH MOVE & PUNCH CROSS MOVE & CROSS JAB HAYMAKER Note that the MOVE action can be used as a Neutral or Defense action. A COUNTER is a Defense action, which converts into an attack. The MOVE & PUNCH or CROSS is an offensive move followed by an attack Fréderic Moyersoen and Victory Point Games
5 Playing a Card 1. Prohibited Defenses 2. Card Strength 3. Number of Hits 4. Card Title Neutral MOVE Move your fighter one space in any of the eight potential directions, as illustrated to the right. The space you move into must be empty because fighters may not occupy the same space; if you cannot make a legal move you may not play a MOVE card. The orientation of fighters is unimportant. You can play this card as a reaction to an attack; in this case, you must move away from your opponent, out of his or her punching reach (any space that is not adjacent to the attacker, as defined below). If you cannot move out of attack range, you will receive a hit from your opponent. Note: This evasive move is very effective to foil a strong attack. Attack To launch an attack towards your opponent, you must be standing adjacent to him or her (eight possible spaces, as shown to the right) Fréderic Moyersoen and Victory Point Games 3
6 Attack cont. There are 4 basic attacks and 2 combo attacks: PUNCH A standard attack against your opponent. The strength of a PUNCH varies from 2 to 3. HAYMAKER A strong attack against your opponent. If your opponent cannot play a suitable Defense card, he or she receives TWO hits instead of ONE. The strength of HAYMAKER varies from 3 to 4. CROSS This attack is a cross-body punch that prevents a COUNTER from being played. Your opponent can foil this attack with a PARRY or MOVE card. The strength of a CROSS is 2. JAB A quick attack which can only be stopped with a PARRY (no MOVE or COUNTER). The strength of a JAB is 1. MOVE & PUNCH/CROSS These cards combine the effects of a MOVE and a PUNCH or CROSS card; they can only be used as an Attack card. MOVE your figure one square towards or around your opponent. Additionally, you make a PUNCH or CROSS attack with a strength of 1. Note: Moving is mandator y. Attacking first and moving after wards is not allowed Fréderic Moyersoen and Victory Point Games
7 Defense Defense cards are played as a reaction to an Attack card; a fighter using PARRY or COUNTER cards can play multiple cards at once and if their combined strength is equal to or greater than the Attack card strength the attack misses. Note: Keep in mind certain Attacks restrict your Defense options, as shown in the upper right corner of the card. PARRY In reaction to an attack, you can play one or more PARRY cards (strength 1 to 3). Example: After a PUNCH of 2, you can deflect the attack with two PARRY cards of strength 1. COUNTER In reaction to an attack, you can play one or more COUNTER cards (strength 1 or 2). Example: After a PUNCH of 2, you can dodge the attack with one COUNTER card of strength 2. The COUNTER card reverses the attack, as you have successfully dodged the original attack and are now attacking your opponent with a strength equal to the played COUNTER card(s). Your opponent can react by playing a Defense card (even another COUNTER); if he cannot play a suitable card, he takes a hit. Note: A COUNTER card can only be used as a reaction to an attack. You may not make an Attack action with these cards. Combined Defense When Defending, you may combine PARRY and COUNTER cards, unless prohibited by a specific Attack card. The total value of the cards must be equal to or greater than the strength of the attack to successfully avoid the hit; only the strength listed on the COUNTER cards is used to determine the counter-attack strength Fréderic Moyersoen and Victory Point Games 5
8 Taking Hits When you cannot avoid a PUNCH, CROSS, JAB, or COUNTER attack, you take one hit. Move your Hit Tracker down one space on the Hit Track. When you cannot avoid a HAYMAKER attack, you take two hits. Move your Hit Tracker down two spaces on the Hit Track. When you have taken five total hits, you are knocked out and have lost the match. Important: Each hit reduces your hand size limit by one. The number on the space of your Hit Tracker on the Hit Track is your current hand size limit. Thus, when you have taken three hits your Hit Tracker will point towards the image next to the "5," so you may only keep five cards in your hand. A hit does not interrupt the game sequence unless it results in a knockout. Give Way A boxer receiving a hit from a successful attack may be pushed a space on the board, if the attacker chooses; he or she may move the defender using the same rules as a MOVE card. This allows the attacker to force his or her opponent into the ropes or one of the corners. Drawing Cards When you cannot or do not want to play a card, you must draw one or two new cards from the top of the draw deck. If you have reached your hand size limit, you may not draw a new card unless you first discard a card from your hand. All cards played or discarded are placed face up on the discard pile Fréderic Moyersoen and Victory Point Games
9 End of a Round When the last card is drawn from the deck, one last set of turns is taken. The player who should be taking his or her turn after the last card is drawn gets the first opportunity to take an action, or pass if they cannot play a valid card; if the other player was not forced to defend, he or she gets to take an action or pass as well. When both players have either taken an action or passed, the round is finished. New Round Start a new round by setting the fighters up in their initial positions, discarding any remaining cards in hand, and shuffling the draw deck with the discard pile; the only thing that carries over from previous rounds is the number of hits each player has taken. Hands are drawn as usual with the following change: Pep Cards Pep cards are stronger cards that give an advantage to the weaker boxer. At the beginning of round 2 and all following rounds, the boxer who has taken the most hits randomly draws one of the six Pep cards; the Pep card drawn is revealed to the opposing player. After the weaker boxer gets his or her Pep card, each player draws up to his or her hand size limit as determined by the number of hits taken (Pep cards do count against hand size limit). When a player uses a Pep card it is shuffled back into the Pep card deck. If both boxers have taken the same number of hits then both player receives a Pep card. After cards are drawn, the boxer who has taken the most number of hits acts as the first player for the round; in the case of ties, select a first player the same way as at the start of the game Fréderic Moyersoen and Victory Point Games 7
10 End of a Match At some point, one boxer will take too many hits and become knocked out. The match is immediately over and the other player is declared the winner of the match. Tournament Rules Once you have a good feel for KNOCKOUT, you can start a Tournament. A Tournament consists of a number of matches in a row between the same fighters. When a player wins a match, he or she takes a Belt token; the first player to win three Belt tokens wins the Tournament. Tactics To land a hit, you must exhaust the defense of your opponent by attacking as often as possible. Try to remain in the center of the ring, or attempt to force your opponent against the ropes or into a corner; either of those positions limit his or her evasion options. Try not to exhaust your hand too early in the round; fewer cards means fewer options and there are limited opportunities to draw more. On the other hand, there are times when a strong offense is warranted. If you have some space between you and your opponent, use that opportunity to draw some extra cards Fréderic Moyersoen and Victory Point Games
11 Boxing Frenzy Boxing Frenzy is a three- or four-player game; players agree to fight in teams of two boxers or as individuals. If playing on teams, players should sit so that as play moves clockwise around the board teams alternate play. No matter what version is played, use the starting positions indicated on the illustrations to the right. The first player takes the Bell marker and play proceeds clockwise. When an attack is initiated, the defending player gets to immediately play Defense cards as a reaction; this is a free action and does not count as his or her upcoming turn. Other than this difference, attacking and defending is handled as normal. Note: When attempting to move out of an attack zone, you must move out of the attack zones of all opponents; if you are unable to do so, you cannot use a MOVE card to defend. PEP CARds 3 players The weakest player receives a Pep card between rounds. 4 players The two weakest players receive a Pep card between rounds. Variant Move & Attack: To encourage more frequent use of Attack cards, players can choose to play both a Move and non-combo Attack card as a single action; this mimics the Combo cards in that the player moves and attacks in the same action, but it requires the player to use two cards rather than one Fréderic Moyersoen and Victory Point Games 9
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