It s War!!...but in a sporting way.

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2 It s War!!...but in a sporting way. 1

3 Good: the Athletic Edition 1 st Edition Original Concept: Ryan Furlong & Alex Munson Developed by Ryan Furlong, Alex Mortimer & Alex Munson Athletic Edition by Ryan Furlong Original Artwork and Images including logos: Ryan Furlong Character Record Sheets and Tokens: Ryan Furlong Produced by Project Good All artwork and images in Project Good products and those contained herein remains the exclusive property of Project Good, unless otherwise stated. Good: the Battle, Project Good, Good: the Blog, Good: the Website, It s War but in a nice way, The Good: the Battle Tokens and all images appearing on them and their distinct likeness 2012 Project Good or 2012 Ryan Furlong. All rights reserved. This is in no way linked to the Olympics it s just a bit of fun. This Printing Version Project Good With thanks to: The lovely people at the Olympics who won t sue me for doing this, because I m a nice person, I m not charging for this and there s a slight chance it might encourage more people to do sport. Please, thank you. please. by Go Team GtB. R. Furlong 2

4 Good the Battle 4 Preface 4 Introduction 4 The Basic Rules 5 Recording Good and Bad 5 Setting the Scene 6 Stages of the Game for Track Events 7 Movement 7 Attack or Free Move 7 Charging Up 9 Other Track Event Rules 8 Field event Rules 9 Stages of the Game for Field Events 9 Event Action 9 Charging Up 10 General Athletic Edition Rules 10 Sporting Injuries/Mishaps 10 The Advanced Rules 12 1 Going above your Good limit 11 Making Rolls Extra Good 12 Healing 12 Rolling 1 s and 20 s when attacking 13 Rolling 1 s and 20 s for other actions 13 Multiple Shots 13 Area Damage 13 Miniature Bonuses 14 A Note About Flying and Teleporting 15 The Special Powers 16 1 More Good Things 18 1 Using the Tokens 18 Using the Character Record Sheets 19 Multi-Player 20 Random Directions 20 The Good/Bad Dice 20 The Principle of a Game 20 The Track Events 21 The Field Events 22 2 Other Events s 25 Track Events Tables 262 Field Events Tables 27 2 Possible Event Orders 28 2 Templates and Stuff 29 Available Now 37 3

5 It s War!!...but in a sporting way. Preface Welcome to the wonderful world of Good: the Battle. As it s 2012 we thought we d honour the Little Chef s Olympic Breakfast and do a special edition of Good: the Battle. Welcome to Good: Athletic Edition. In addition to these free rules, you will need to download and print off Good: the Athletics Track and Good: the Athletics Accessories found on our website and at the end of this free set of rules. You could, of course, build your own track, or use the one at your local school but given the amount of dog tods that reside on these it s not recommended. There are also some tables and token sheets at the back of this rulebook you may require multiple copies of these, depending on the number of players and number of events you are having. Once you have drained your printer of ink (or the printer at work if you can get away with it), all you need to find now are some twenty-sided dice (D20s), some miniatures, and some opponents (or a selection of mirrors and/or cuddly toys to give the impression that you have some friends). Introduction Good: the Battle (the game on which this ruleset is based) is a miniature based combat game played using 20 sided dice (D20), so you had better go find some, as well as some six-sided dice or Good/Bad Dice if you have them. You will need a miniature to represent your character; but you could use other items, like fruit or stones if you are poor. Please do not use live animals, as they will have grown up using the metric system and are not familiar with the imperial system which this game uses. A tape measure and, if you have them 4

6 from the main game, your character record sheets with tokens (copies of which can be found at the back of this rulebook, in the retail game and available separately) will also be needed. A pencil/pen and a piece of paper will probably be needed at some point, and you will also need a surface to play on, preferably one made from a solid material (such as a table, the wall or a sports hall), as it can be quite difficult to play on the beach In this special edition you are able to combine all the rules, and can perform wargame actions such as attacking your opponent, by casting spells on them, attempting to make their heads explode or throwing shoes at them during certain track events. If you are familiar with GtB then it s probably best to view the track events as individual scenarios. The field events work slightly differently as you shall see. It matters not which genre of miniatures you use, but depending on what the miniatures are armed with may or may not give you an advantage, as you will see later on. Likewise if you have a very large miniature then it s more likely to squish a small opponent. In the end, it s not the size of the man in the fight; it s the size of the gun he s waving at your head It would be nice to have miniatures in the same scale, but it s not entirely necessary. The Basic Rules In Good: the Battle characters have two basic attributes. Good and Bad. None of that strength, toughness, agility or ballistic skill nonsense, that other games try and confuse you with. Good, obviously, is something that will benefit you during the game. Bad, put simply; is not a good thing. Characters will become ex-characters should they reach a certain amount of Bad. You can use Good to give Bad to your opponents. Bad could be considered as damage by simple people, but as we know it is something more than just hit points it s just not good! Recording Good and Bad You will be required to record the amount of Good and Bad points your character has as the game progresses. You will begin with a fixed amount, then depending on your chosen actions throughout the game your values for these two attributes will vary, they can go up or down (most likely down & they rarely stay in the same place as where you started). The rules often refer to using/reducing Good, or taking/inflicting Bad. If you Use Good, etc. you 5

7 reduce the value of your Good attribute by the said amount. If you Take Bad, etc you add the given amount to your Bad attribute. Inflicting/ Causing Bad obviously makes your opponent add to their Bad value. The record sheets have been specifically created to make recording Good and Bad as easy as possible. The green numbered tokens represent Good and the red numbered tokens are for your Bad. Please see the later section 'Using the Character Record Sheets' for more information. At the start of every event players characters begin with 40 Good. This value may be modified later on due to miniature bonuses and special powers, just wait and see... Setting the scene As mentioned earlier you require a surface to play on. Ideally it ll be a table or two put together. Upon this table you should place your Good: the Athletics Track, then perform some kind of opening ceremony, like dancing around it or marching your miniatures around it waving your flags about. It is suggested that each player chooses their own national anthem for the purpose of the awards ceremony at the end of the events. Depending on the event you will need to locate your character at various places around the Good: the Athletics Track. This can only be done if you have got a Good: the Athletics Track. On occasion certain events may involve a character or game piece leaving this area. In which case just try your best to measure the location relative to the starting point. Note: the track is not to scale, and as such all starting points and event starting locations are roughly where they should be. If you do not know where the events start have a look at the starting positions on a real track and make a best judgement. 6

8 Between the players you must decide an order of events and it s probably best to write them down using a pen, paper and your mind. Or, if you re lazy we ve stuck a couple of events timetables at the back of these rules. Just roll a D20 and find out which one you re doing. Once you are familiar with the rules you may be able to have different players doing different field events at any one time, but it s entirely up to you. Stages of the Game for Track Events Players take it in turns to complete each stage each turn. All players complete all of their activity in each of the three stages before play moves on to the next stage of each turn, i.e. Player 1 moves, player 2 moves, player 1 attacks, player 2 attacks you get the idea. At the start of each turn the order of play must be determined, known as the initiative. To do this all players roll a D20, the highest roller has the initiative and chooses whether to go first or second. During track events the game is broadly split into three Stages which form a turn (Three is also the magic number, and comes just before four ). These are detailed below. - Movement - Attack or Free Move - Charge Up Movement Each inch of movement around the track reduces your Good value by one. You should really go clockwise around the track, but if you get confused, or fancy a laugh there s nothing stopping you from going the other way (but you probably won t win that event, and suffer from Bad effects...). Attack or free move Attacking Characters in Good: the Battle vary greatly from size and shape, to weapons and armour. Essentially all characters are equal, whether they be shooting you with an Uzi, or slapping you with a trout, they are all highly skilled warriors in their chosen fields. This is represented by all characters using the same methods to inflict bad on their opponents. If your character doesn t have any weapons they may be one of those mystical martial artists, or a magician, maybe even an angry badger. 7

9 The principle of the skirmish game, as mentioned before, is to give Bad to your opponent. The simplest way of doing this is to attack your opponent. This can be done in two ways. Ranged Attack or Close Combat Attack. When using ranged attacks; each inch between you and your target reduces your Good points by one. (Unlike some of those other game systems, you may premeasure all distances in this game cos it s good.) Then nominate how many Good points you want to put into the attack (reduce your Good value accordingly). Close combat attacks can only be made with even numbers of Good points (you ll see why later). If it is a ranged attack you require 11 or more on a D20 to successfully hit your opponent. While close combat attacks require a 6 or more on a D20 to successfully hit. Close combat is defined as no or very little range between a part of the miniatures involved, i.e. base to base contact, parts of the miniatures touching (hopefully not rude parts...!), or almost touching if you don't want your miniatures to spread germs between them... If you succeed in an attack then your opponent takes that many Bad points. Or half that amount if it is in close combat. Consider ranged attacks to be things that require distance between them to be effective; bazookas, crossbows, magical missiles, etc. So the more Good you put into the attack will represent a better aimed shot, a more powerful fireball, larger ammunition, it s pretty much up to your imagination. Close combat attacks represent everything from setting someone on fire, slicing them with a sword, punching them with fists, head-butting, even shouting loudly at them. Possibly the more Good you put into an attack can represent the location of the attack, e.g. more Good would be a punch in the head, whereas less Good would be a kick in the shins. Perhaps it ll be the strength behind the attack; again it s up to your imagination. Free move If you opt not to attack in the attacking phase at the start of the charge up phase you may move 3 without expending any Good. (This does mean that potentially your character can move, and then move again in a single turn.). Even though you actually moved, this free move does not count for purposes of charging up (see below). 8

10 Charging Up At the end of the turn all players roll a D20. Half of that amount (fractions rounded up) is added to you Good points. If you did nothing (lazy sod!) you may add the exact number rolled (not halved). You can charge up to the starting value of Good points of the event, this is known as your Good limit. Other Track Event Rules A natural roll of a 1 for the initial initiative in any event means that the character has had a false start, and as such is disqualified from that particular event, automatically taking 10 Bad. Characters must stay in their lanes at all times, any movement (either by choice or otherwise) outside of the designated lane will result in the character taking 5 Bad when they leave their lane and 5 Bad every subsequent turn they are out of their lane. As soon as a character passes the finishing line in an event they can no longer perform actions until the next event begins this includes attacking, or being attacked. Field Event Rules At the start of each event the order of play must be determined, known as the initiative. To do this all players roll a D20, the highest roller has the initiative and chooses who goes first, second, third. etc. This order continues throughout the event. Stages of the game For the field events there are only two stages, each of which is normally repeated three times by each player in turn: - Event Action - Charge Up Event Action Follow the rules of the event (detailed in the events section). Normally, over the three attempts that a character has at the event it is the highest (nondisqualified) score of the three that determines their position in the event. 9

11 Charging Up At the end of the turn all players roll a D20. Half of that amount (fractions rounded up) is added to your Good points. You can charge up to the starting value of 40 Good points, altered by miniature bonuses/powers/etc. as usual. General Athletic Edition Rules A Character that comes in last place in any event takes 10 Bad. Note: a disqualified player in a track event does not come last, as they couldn t take part in the race; but they still take 10 Bad as mentioned earlier. A Character that wins an event is fully charged ready for the next event. Remove all Bad they have taken up to this point. Each event has a First, Second and Third position available and depending on a characters position they are awarded points 3 points for first, 2 for second and 1 for third. At the end of all of the events the character with the greatest number of points is the winner hoorah! There is a podium thingy included in the downloads section just for such a moment. Although characters start each event with a fresh 40 Good as a base, this is not true for a characters Bad value. Any Bad taken during events carries over to the next event. A character may perform one free Healing action at the start of any event, paying the appropriate Good accordingly (see the advanced rules for more details). If you have more than eight people competing, you may want to have semifinals and then finals for each race or introduce some kind of qualifying criteria. Sporting Injuries/Mishaps When a character s Bad value equals their maximum Bad limit it is probably game over for them. In most cases this Bad limit will be equal to the starting Good point value (40) but in a game of Good: the Battle very few things are set in stone. Please see the Special Powers section of the various rulebooks for exceptions to this rule. When this limit is reached (or surpassed) roll a Good and Bad dice (detailed later). The player then removes the total value rolled from their Bad damage and continues onto the next event. If a Good is rolled the character has discovered some magic potion that means they are back to starting form. All Bad damage is removed and they can continue the rest of the events as normal. If a Bad is rolled then the character is completely 10

12 out of the competition due to some random sporting goings on roll a D20 on the table below: 1. Leg fallen off, then stolen by the local drunk. 2. Arm fallen off, then stolen by a manager of a one-armed bandit factory. 3. Legs and arms fallen off. It turns out the manager is the local drunk. 4. Head twisted. The character is not sure whether to run backwards with their head facing forwards or run forwards with their head facing backwards. 5. Kneecaps reversed. The character can now only walk/run like an ostrich. Or, if they were originally an ostrich, can now only walk/run like a human. 6. Foot worn away. Caused by excessive wear from all the running events. 7. Hit by trout. nuff said. 8. Failed drugs test. They only got 2 out of Inside Out. With the same noise that is made when you pop a bag of crisps - all of the characters insides are on their outsides. 10. Senior Moment. (forgot funny comment). 11. Stolen by a dragon. Damn you Theo Paphitis! 12. Teleported. One minute they were there, the next they weren t. Ho-hum. 13. Impregnated. Aliens from the planet Zooribig have chosen this character as the host for their hive mother. Pregnancy lasts just 2 hours, but labour goes on for 14 days. 14. Dead. Caused by death. 15. Ripped Shorts. It happens to us all, and there is only one course of action; find a rock to hide under. 16. Biscuit Theft. Someone else has nicked your character s custard creams. Forget the Olympics this villain must pay for their crimes The last words heard from your character as they leave the stadium is Form a Vigilante Mob! 17. Head detached. Imagine when you re walking down the street and bang your head into a lamppost, only this time the head comes clean off Kodak Moment! 18. Spontaneous Combustion. One minute you re not alight, the next you are. Hey it happens. 19. Ego Implosion. The characters love for themselves has become too great, their ego has collapsed upon itself, destroying any self-respect they once had. You may see them again on a reality TV show. 20. Jelly-Skelly. The characters skeleton has randomly turned into jelly, and now their muscles have nothing to hitch onto. They are now a convulsing fleshy mass. 11

13 The Advanced Rules Going above your Good limit Certain occasions will arise where a character goes above and beyond their maximum Good value. A character can go above its Good limit during the game; this could be due to many things such as adrenaline, luck, praying to gods, whatever When a charge-up roll takes you above your Good limit roll 1D20. If you roll 11 or more your character is able to maintain the extra Good for the rest of the turn and can use it as normal. If a player's Good value is still above their limit in the next charge-up phase they must roll another 11+ in that phase too. If you do not succeed then your Good value will drop back down to the Good limit if the roll is an 11 or more then repeat this process till their Good is below the set limit. Note: If at any point a player goes above their Good limit roll during the movement or attack phase for some bizarre reason (like a power), roll 1D20 in the charge-up phase that follows. See Special Powers for exceptions to this rule. Making rolls extra Good It is possible to increase the chance of success of almost any rolls you make in this game, simply by putting some Good into it. To do this you can nominate an amount of Good and deduct this amount from the result you require, i.e. expending two Good on an attack roll will change the required roll from 11+ to 9+. You must remove this amount from the characters Good value regardless of success or failure of the roll. Rolls where this cannot be applied will be identified as such with an asterisk (*) next to them. You can also use this method to add Good to your initiative rolls. For each Good you spend you add 1 to your initiative roll, but must be declared before rolling the dice. Healing Instead of attacking or performing an Event action, a player may choose to heal Bad points on a character. This is done simply by nominating the number of Good points you wish to put into healing, removing these Good points from your total and then achieving an 11+* on a D20. If you succeed, then you may remove double the amount of Good points that was nominated from your bad points. A failed roll of 11+* will result in your character taking Bad equal to half of the nominated Good put into healing rounding up, and will result in any such player saying sod it. 12

14 Rolling 20 s and 1 s when attacking During the attack stage, whenever a 20 is rolled (before any dice modifications) the nominated Bad damage on your opponent doubles. However, if a 1 is rolled, before modification, not only have you failed but you take the amount of Bad points you put into the attack (nice going!... shooting yourself in the foot). A total of 1 or 20 after any modification will not infer these effects. Rolling 20 s and 1 s for other actions Regardless of the number required and the amount of Good put into the roll, a natural roll of 20 is always a success, and a 1 is always a failure. Multiple shots During the shooting stage you may choose to fire at more than one target. This reduces your Good value by an amount equal to the number of targets, but you only pay the distance between your character and the first target plus the distance between all targets via the shortest possible route. The character must pay separate Good for each nominated target for purposes of causing bad and affecting dice rolls. Note: This type of attack cannot be combined with other special powers, even if you really want to. Area Damage Instead of attacking direct on a single target you may choose to attack over a wider area. Firstly, declare that you are using this special rule and attack as normal (see attacking), then nominate how many radial inches you want your attack to cover. Every inch reduces your Good value by 2. If the attack is successful then the central target takes the full amount of damage, and then the other characters in the area take half that amount each. You can shoot at characters even if there is another character in the path of your attack. If you are shooting through another character, the character being shot through is assumed to have got out of the way of the attack, possibly via dodging, being lucky, or disappearing then suddenly reappearing. But as there is another character in the path of the attack the roll to hit becomes 11+*. 13

15 Miniature Bonuses Not everyone is equal, and this can be seen quite appropriately with the models you choose to play with. A great wyrm, obviously is going to be a tad harder than a snail. Just because someone has got a giant model armed to the teeth and you ve got a zombie with no arms, it doesn t mean they are guaranteed to win, that s the whole point of Good: the Battle, sometimes the underdogs will do good. For this reason, depending on the model you use you can get the following benefits, all of which must be agreed with your opponents at the start of the game. If your miniature has a close combat weapon, a sword, a club, a broom, claws, a haddock, etc. then they inflict +1 Bad in close combat attacks. If your miniature has at least a single ranged weapon, like pistols, hand crossbows, stones, dead hamsters or throwing the pope, then they inflict +1 Bad in ranged attacks. For every full inch over the first inch that your model is high they can withstand an additional 5 Bad points of damage and start with 5 additional Good points. This should be measured from the miniature s feet to its head so no cheating with models with their hands in the air! Your miniature can have combinations of all of these, and some weapons will count as both ranged and close, like wizards staffs, rifles with bayonets on them, etc. Make sure you note what miniature bonuses your characters have at the start of the game. Using 'Range' and 'Close' boxes on the character record sheets, is probably the best way to do this. These are the basic miniature bonuses included with the Quick Start Rules, there are loads more miniature bonuses in Good: the Battle and Nice: the expansion. And just for fun here are some more just for the Athletic Edition. If your miniature is painted in what could be deemed to be team colours of a genuine nation (like red, white & blue), then they can take an additional 5 Bad over the course of their events. If your miniature is not carrying a weapon of any kind then the will obviously have an easier time running around. They get +2 to all of their initiative rolls during track events. 14

16 If your miniature is not wearing any serious armour of any kind (i.e. just a t- shirt & jeans, or naked!) then the will obviously have an easier time running around than if they were kitted up in chain mail. They get +2 to all of their initiative rolls during track events. If the miniature has their legs exposed they may add +1 to all rolls they perform in the following events: Hurdles, High Jump, Long Jump, Triple Jump, and Pole Vault If your miniature has their arms exposed they may add +1 to all rolls performed in the following events: Hammer, Shot Putt, Discus, and Javelin. A note about Flying & Teleporting Some miniatures may have the ability to fly, and others teleport, but these are track and field events so if a character leaves the track and/or field in a particular event they get disqualified. 15

17 The special powers In a standard game, each player may choose up to 3 special powers at the start of the series of events. It d be nice if the powers you choose are in some way applicable to the miniature, but it is entirely up to you. As long as it is agreed by all players, you may increase/decrease the number of powers a character has as best to suit the game and/or miniature. Unless stated a character cannot have duplicates of powers, and must keep the same powers for each and every event. There are loads of powers available in the main rule books (over 75) ranging from Teleporting and Fireballs to Blowing Up Scenery and Shindig Pandemics. All of these can be used in this special edition, but below we have a selection of Athletics only special powers. Athlete Despite the very wargamey nature of this character they are actually quite good at athletics. At the end of every event they remove 5 Bad points regardless of the position they finished in. Crowd Favourite Your character is universally loved by all spectators and cheered by the masses. During the game this character can reroll any single roll once per event. They must keep the second roll even if it is worse. Hunter A character with this skill has done so much hunting over the years that they could hit a gnats testicle with a cocktail stick at a hundred paces. In the Javelin event this character starts with an additional 10 Good. Hyped Up A player with this skill is constantly on edge which can provide a benefit when in the starting blocks. For the first initiative roll of all track events this character adds 5 to the D20 roll. Likewise the character can be a little enthusiastic, and as such any natural first initiative rolls of 1, 2, or 3 results in a false start. Juuuuummmmpppp This character can reroll any two D20s rolled during the Long Jump event and any three D20s rolled during the Triple Jump event and may keep the best roll in each case. 16

18 Lives in Burial Chamber in Poland Due to the unique dwelling of this character they are weirdly good at using a pole to hop over other poles. This character can reroll any three D20s rolled during the Pole Vault event and may keep the best roll in each case. Most popular pastime This character has a seriously well built arm of preference. They may add 1 to or subtract 1 from all D20 rolls in the: Hammer, Shot Putt, Discus, and Javelin. Natural Healer Three times during the game, between events, the character can heal an additional D6 Bad damage. On and On This character is much like the ending of LotR - you wonder when it s going to stop. This character begins all events 400m in length and above with an additional 10 Good per 200m of the race. Refreshing Three times during the games, at the start of any event, the character begins the event with an additional D6 Good. Spring in the step This character is a naturally bouncy person, like the less well known super heroes; elastic-band-man, and mattress-lady. During the hurdles events this character only requires a 5+ to get over the hurdles. Sprinter Like faeces leaving the surface a digging device this character is unusually good at sprinting, this character begins the following events with an additional 5 Good: 100m, 110m Hurdles, and 200m. Sure Footing This character only requires an 8+ to have a successful jump in the Long Jump Event, and hop in the Triple Jump Event. Whirly The character has no fear when it comes to spinning around; in fact their favourite record is by Dead or Alive. The character starts with an additional 10 Good in the following events: Discus and Hammer. 17

19 More Good Things For ease of recording Good and Bad in Good: the Battle, you can use the character sheets contained in the main game. Other than the obvious Good and Bad Sections of the sheets, certain powers in the game also require you to record what s going on with that power over a period of time. So you can use the Record sheet to make a note of this as the game progresses. Our suggestions for what each area should be used for are below. Note the record sheets included with this are a almost a direct duplication of the ones in the Good: the Battle 1 st Edition Core rulebook and do not contain all of the powers now available in GtB just a selection (including the new Athletics ones) Green Good Tokens Use these to record all the Good things during the game. Red Not Good Tokens Use these to record all the bad things that happen in game Special Power Tokens Use these to remind yourself of the Powers your character has. They can also be moved into the areas on the Character Sheet to identify which powers are active, etc.. Large Square Power Tokens Use these on the game board to show when your character is flying/stealth/ Good Bombing, where the spirits are, and to show a replicated character Silver Neither Good nor Bad Tokens Use these to record passive goings on and for things that have no clearly defined Good or Bad. +/- Tokens Use these to make note of your characters miniatures bonuses. 18

20 Using the Character Record Sheets The tokens are great by themselves, but they start to make much more sense when you use them with the Character Sheets. Here s another quick guide for you: Passive Use this area to record any Powers that do not involve character interactions during the game, such as Stealth Close Use the +/- tokens to show the miniature bonuses for your character in Close attacks Powers To keep track of any powers you have available to your miniature. You may wish to move the tokens out of this area into a more appropriate one when the powers are in use. Range Use the +/- tokens to show the miniature bonuses for your character in Ranged attacks Active You can use this area for Powers that have become active that may need recording as you progress through the game, such as Armour. Effect Use this area to record any effects your character is undergoing. Like Nigh-invulnerable. Good Use the Good tokens to record how much Good you have left to use. When it s empty you had better hope for a good charge up roll Bad Use the Bad tokens to keep track of your current Bad. Normally you will begin a game with this empty. Affect Use this area to record any powers that are affecting other characters or the area around you. 19

21 Multi-Player You can, of course, have more than two people playing a game of Good: the Battle. And it is recommended that you have somewhere between 4 and 8 when playing this Athletics edition. Random Directions Occasionally during a game of Good: the Battle, fate throws in its younger brother; chaos and its sister; awkwardness. There will be times when a random direction is required to perform a certain action. There are a few ways this can be done; For example you could use an object with an obvious point on one end (such as a pen), spin it and use the direction it finally points in as the aforementioned random direction. Apparently there are other games available in this modern world, and some of these games use scatter dice which in instead of numbers have arrows on each face weird! These can also be used to determine random directions. We have included a Random Direction Template in the back of the rulebook. Simply photocopy it, and cut it out, place it on the table, roll a Good or Bad dice (see below) and that gives you your random direction. Finally, you will notice that D20 dice are made up of a series of triangles; these triangles have points on them. In the same way as the principle of arrows roll a D20, then regardless of the number rolled, use the point above the number to identify the random direction. The Good/Bad Dice Although Good: the Battle primarily uses twenty sided dice, there is also two very special six-sided die known as the Good/Bad dice. It s so special we think you should give your dice names. Tarquin is a nice name, for example. On the first Bad die, as 1 is generally a bad number to get; Bad has been put in place of it. Similarly on the second Good die, 6 is often a good number to get, so Good has been put in place of it. Heaven forbid that you are without your Good/Bad dice when you need them, but if you are; just use the common six sided dice (D6), where 1 is Bad, and 6 is Good. Should you need to use one of these dice during a game, i.e. when the rules tell you, they should be rolled in exactly the same way as a D20; with your hands or varying method for more experienced players. The Principle of a Game There are two important things to remember when playing a game of Good: the Battle; firstly it s just a game, secondly it s just a game. Good: the Battle has not been designed as a medium to start real life wars. Now go and enjoy! 20

22 The Track Events For all of these events characters must start at the correct point on the track when deciding who is in which lane you could roll an eight-sided dice, have a D20 roll off, draw straws, draw pictures, or have an actual race to determine lanes. Just make sure it is done fairly. For all these track events just remember you can add Good to your initiative rolls. 100m Sprint At the beginning of this event, all characters begin behind the 100m line on the track. Roll for initiative and then go for it, following the standard rules! First to cross the line is the winner. 200m Sprint It s like running the 100m twice, or half the 400m. At the beginning of this event, all characters begin behind the 200m line on the track. Roll for initiative and then go for it again! All standard game procedures apply. First to cross the line is the winner. 400m Jog The origins of this event stem from the late 1800s, when people with one leg shorter than the other would try and have a race, but due to the natural tilt of their stride they would end up going in circles and arrive in the same place where they started. At the beginning of this event, all characters begin behind the 400m line on the track. Roll for initiative and you re off! All standard game procedures apply. First to cross the finishing line is the winner. 800m Sprint, Walk, Jog, Walk, Walk Some More, Jog, Sprint The event all students hated at school, especially the wimpy asthmatic child who would just finish the first 400m when everyone else had finished the whole 800m. At the beginning of this event, all characters begin behind the 400m line on the track and must complete two laps. Roll for initiative, just like all the other races thus far, and begin! Two Laps of the track remember. All standard game procedures apply. First to cross the finish line is the winner. 400m Hurdles At the beginning of this event, all characters begin behind the 400m line on the track. Roll for initiative as usual and first to cross the line is the winner. There should be a minimum of 5 Hurdles in each lane spread evenly around the 21

23 track. Whenever a character reaches a hurdle (base-to-base contact) they must roll an 8+ to clear it. Failure to do so means they have tripped over it in some comedic way, cut their knee and have to get up and carry on regardless of the photos that will appear in the newspapers in the morning. The character stops at this hurdle, which is then removed from the track and takes 5 Bad each time a hurdles attempt is failed. And must pay 3 Good for each inch of movement for the next turn. All other standard game procedures apply. 110M Hurdles At the beginning of this event, all characters begin behind the 110m line on the track. Roll for initiative as usual and first to cross the line is the winner. There should be a minimum of 5 Hurdles in each lane spread evenly across the track. Whenever a character reaches a hurdle (base-to-base contact) they must roll an 8+ to clear it. Failure to do so means they have smacked into it and damaged some part of their leg. The character stops at this hurdle, which is then removed from the track and takes 5 Bad each time a hurdles attempt is failed. And must pay 2 Good for each inch of movement for the next turn. All other standard game procedures apply. The Field Events Note: As an exception to the main rules of GtB, in all field events no premeasuring may take place. As it makes it much more fun this way ta Long Jump At the beginning of each Long Jump attempt place the miniature somewhere along the long jump track, it then costs 1 Good per inch that the character covers in order to get to the jump line. An 11+ is required to have a successful take off. Failure to achieve this will result in a fault and this attempt is void. If successful, roll a D20 and add this value to the distance the character ran in inches. The total number is the distance in 16ths of an inch that the character has managed to jump into the sand which may or may not have been checked for cat presents prior to the games. Longest jump after three attempts each is the winner. Triple Jump At the beginning of each Triple Jump attempt place the miniature somewhere along the triple jump track, it then costs 1 Good per inch that the character covers in order to get to the jump line. Hop: A 11+ is required to have a 22

24 successful take off. Failure to achieve this will result in a fault and this attempt is void. Skip: If successful, roll again, this time requiring an 8+. Jump: Roll once more, this time needing a 5+. For each successful Hop/Skip/Jump roll, roll a D20 and add this value to the distance the character ran in inches. The total number is the distance in 16ths of an inch that the character has managed to triple jump into the sand, which was stolen from the beach one grain at a time by an army of tiny pixies. Longest jump after three attempts each is the winner. High Jump During the high jump you must set the bar, and each character gets three attempts at clearing each height. The height of bar can be anything you all agree on, but you probably want to start at an inch, just to get a feel for what heights you might want to attempt afterwards. Remember you need to charge up after each attempt, and do not get a fresh start of 40 Good at the beginning of each height, only at the start of this event. At the beginning of each high Jump attempt, place your character somewhere on the High Jump area. It then costs 1 Good per inch that the character needs to cover in order to get to the Jump. Then to achieve a successful take you require 11+ on a D20. Failure to achieve this will result in a fault and this attempt is void. Then roll a D20 and add this number to the distance the character ran inches to get to the jump. This total value is how high the character has jumped if you beat the height of the bar your character is successful. You may use Good to add to this value if you wish, but also if you are within two 16ths of an inch of the bar your character can try to flop over the bar, requiring an 11+* to do so. The person who clears the highest bar height is the winner. Pole Vault During the Pole Vault you must set the bar, and each character gets three attempts at clearing each height. The height of bar can be anything you all agree on, but you probably want to start at an inch, just to get a feel for what 23

25 heights you might want to attempt afterwards. As with the high jump you do not get a fresh start of 40 Good at the beginning of each height, only at the start of this event. At the beginning of each attempt, place your character somewhere on the Pole Vault track. It then costs one Good per inch that the character needs to cover in order to get to the Vault. Then to achieve a successful take off you require 8+ on a D20. Failure to achieve this will result in a fault and this attempt is void. Then roll 2D20s and add this number to the distance the character ran inches to get to the jump. This total value is how high the character has jumped if you beat the height of the bar your character is successful. You may use Good to add to this value if you wish, but also if you are within four 16ths of an inch of the bar your character can try to get over the bar, requiring an 11+* to do so. The person who clears the highest bar height is the winner. Discus Place your miniature on the throwing circle and then place the rotation template (found at the back of this rulebook) over the miniature, with the arrow pointing in the direction you wish the discus to travel. Then at the cost of 2 Good per D20 you must roll around the template in a clockwise motion. Starting at 1 roll your D20 and then rotate your character clockwise to this rolled number. Roll again and rotate again, you must continue to do this until you have made 2 complete rotations (passing the number 1 three times including the start) paying 2 Good each time. After this you may roll a D20 and add Good to the roll to determine the direction of your throw. If this is outside the marked area of the Discus field it is a fault and thus, a void throw. It is also a void throw if you are unable to pay the Good to roll a D20 for the rotations. If successful roll a D20* and move the discus marker this far from the throw line in the direction determined previously. Then place the rotation template over the discus marker in any direction you like. Roll a D20 for the rotational direction and another D20* for the distance the discus travels before coming to rest. If this causes the discus to leave the discus field then it is a void throw. The furthest throw in a straight line from throw line to place of rest is the winner. Each character has three attempts at this event. Hammer Place your miniature on the throwing circle and then place the rotation template (found at the back of this rulebook) over the miniature, with the arrow pointing in the direction you wish the hammer to travel. Then at the cost of 2 Good per D20 you must roll around the template in a clockwise motion. Starting at 1 roll your D20 and then rotate your character clockwise to this rolled number. Roll again and rotate again, you must continue to do this 24

26 until you have made 2 complete rotations (passing the number 1 three times including the start) paying 2 Good each time. After this you may roll a D20 and add Good to the roll to determine the direction of your throw. If this is outside the marked area of the Hammer field it is a fault and thus, a void throw. It is also a void throw if you are unable to pay the Good to roll a D20 for the rotations. If successful roll a 2D20* to determine how far the hammer has been thrown. The furthest throw in a straight line from throw line to place of rest is the winner. Each character has three attempts at this event. Shot Put Each throw requires you to roll above each consecutive inch plus 5 on a D20. E.g. For the first inch you need a 6+, the second 7+, etc. You cannot skip inches and must always start from 1 inch. As soon as you fail a roll the shot has landed on the previous inch distance. Any natural roll of 1 means that your character has overstepped the mark and the throw is a fault and the attempt void. The winner is the character that throws the shot the furthest. Each character has three attempts at this event. Javelin At the beginning of each attempt place your character anywhere on the opposite side of the javelin throw line to the javelin field. It then costs 1 Good per inch that the character needs to cover in order to get to the Throw line. Then to achieve a successful throw you require 6+ on a D20, but this result must also be lower than the number of inches that your character ran in order to get to the throw line. Failure to achieve either of these criteria results in a fault and a void throw attempt. If successful roll three D20s and nominate any Good you wish to put into the throw and reduce your Good value by that amount. So long as the three D20s and your nominated Good value (if any) are numerically different add the values together and this is the total distance in inches that your character has managed to throw the Javelin. If any of the number are the same then the throw has gone ski-whiff and will hit a character controlled by the opponent on your right on the roll of 6+ on a D20. It will cause 10 Bad to the hit character if this roll is made. Each player has three attempts at throwing the Javelin the winner is the one who throws it the furthest. Other Events Using the standard GtB rules you could also have Fencing, Boxing, Kick Boxing, Archery, Judo and many more just use your mind to introduce some rules for these events then get competing! 25

27 The Track Events Tables 100m 200m Name Position Points Name Position Points 400m 110m Hurdles Name Position Points Name Position Points 800m 400m Hurdles Name Position Points Name Position Points 26

28 The Field Events Tables High Jump Long Jump Name Height Points Name Distance Points Triple Jump Pole Vault Name Distance Points Name Distance Points Hammer Discus Name Distance Points Name Distance Points 27

29 Shot Put Javelin Name Distance Points Name Distance Points Possible Event Orders If you can t decide on your own order of events, roll a D20, consult the table below and then go through these events in turn. D20 Roll = m 2. Hammer m 4. Discus m 6. Javelin m Hurdles 8. High Jump m Hurdles 10. Pole Vault D20 Roll = m Hurdles 2. Shot Put m 4. Hammer m 6. Discus m 8. Javelin m 10. Long Jump D20 Roll = High Jump m 3. Long Jump m Hurdles 5. Triple Jump m 7. Pole Vault m 9. Javelin m D20 Roll = Hammer m 3. Pole Vault m Hurdles 5. Shot Put Hurdles 7. High Jump m 9. Triple Jump m 28

30 Templates and Stuff If you re not sure how these go together/should be arranged have a look at our goodtheblog.wordpress.com to see some in action. Random Direction Template: Rotation Template: 29

31 Hurdles: (fold them in half) (5 per lane in use) Discus/Shot Markers: Shot Put: (Use a Ball Bearing or piece of blu-tak.) Pole for Pole Vault: use a straw Javelin: use cocktail sticks Hammer: Note: All are available for download from (or you could make you own which will probably be far better than ours... 30

32 Landing Mat: 31

33 Landing Mat: 32

34 High Jump: Pole Vault (on Next Page) 33

35 Podiums (need to scale these up x2 for printing): 34

36 35

37 36

38 Available Now and It s War!! but in a nice way. and it just got a whole lot nicer. - More than 75 Powers - Terrain Rules - Vehicle Rules - Civilian Rules - New Scenarios - Lovely Pictures - And Loads More Good! 37

Sample file. First Printing This Printing Version Project Good

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