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Nice: the Expansion 1 st Edition PDF Version Original Concept: Ryan Furlong & Alex Munson Written by: Ryan Furlong Developed by Alex Munson, Alex Mortimer & Ryan Furlong Original Artwork and 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. Nice: the Expansion, Good: the Battle, Project Good, Good: the Forum, Good: the Website, It s War but in a nice way, It s War and it just got a whole lot nicer, The Good: the Battle Tokens, The Nice: the Expansion tokens and all images appearing on them and their distinct likeness 2015 Project Good or 2015 Ryan Furlong. All rights reserved. Yeah Baby. First Printing 2011. This Printing Version 1.2 2015 Project Good With thanks to: All our families; our play testers; our fellow tweeters; S3 Miniatures for some inspirational ideas; Sally for proof-reading again; Larabie fonts; The Shell Case forum folk; the Internet; and Danoth, the finest one-eyed, one-legged, deaf mute to have ever lived. by www.projectgood.co.uk That s very decent of you. R. Furlong, A. Munson, A. Mortimer 2

Nice: the Expansion 4 Preface 4 Introduction 4 Expanded Rules 5 Prone 5 New Character/Vehicle Cards 5 New Miniature Bonuses 5 The Special Powers 8 Civilians 24 Setting Up and Moving Civilians 24 Initial Scream 24 Civilian Reaction Table 25 Vehicles 26 What s a Vehicle? 26 Moving, Shooting, Blowing Up 26 Weapons 27 Upgrades 28 Exploding Vehicles and Passengers 28 Ways to Play 29 Good: the Loner 29 Good: the Partnership 29 Good: the Squad 29 Good: the Minions 30 Good: the Bodyguards 30 Good: the Vehicle 30 Good: the Team 30 Example of Forces 30 New Scenarios 31 Seasonal Powers 32 Valentines 33 Easter 34 Weddings 35 Christmas 37 Notes 40 Quick Reference Sheet 42 Quick Play Rules 43 FAQ 44 Index 46 Character/Token Sheets 50 Coming Soon 56 3

It s War!! and it just got a whole lot nicer. Preface Welcome to the first expansion to the wonderful game of Good: the Battle Nice: the Expansion. Thank you for purchasing this rulebook; unless someone else has purchased this book and you are looking through it because you don t have your own copy, or you are simply browsing to decide whether or not to buy it, or you ve nicked it... Regardless of the reason for you reading this we hope you find the whole thing a Nice experience. Introduction Nice: the Expansion is to be used in conjunction with the main Good: the Battle Core Rulebook. In case you missed it in the other rulebook, or you ve suddenly realised you ve got the expansion without having the main game - Good: the Battle is a miniature based combat game played using 20 sided dice (D20), so you ll need some D20 s, a miniature (or other object) to represent your character, a tape measure, character record sheets, tokens, a surface to play on, and possibly a friend (or foe) to play against. It is also recommended that you avoid playing in jungles, underwater, on the moon, within the womb, or whilst operating heavy machinery. Try playing indoors, or wrap up warmly if you are playing outside and it s cold. 4

The Expanded Rules Contained herein you shall find all manner of goodness to make your games of Good gooder... With over 50 new powers, more miniatures bonuses, scenarios, ways to play, and new rules on using Vehicles & Civilians in your games of Good: the Battle. We ve also included, for a sense of completeness, all of the seasonal powers that you can download from the website (www.projectgood.co.uk). Remember to keep checking the site for more Good things. Prone Certain powers and new game effects may involve a character being placed or knocked prone. A character that is placed or knocked prone cannot perform any other action until they get up in their charge up phase, instead of charging up. To make it easier to identify prone characters during the game, you might want to lie the miniature down on it s back or side. Prone characters are also easier to hit, reducing the roll required for both range and close attacks to hit by 2. Note: characters are able to charge up while prone, but will sacrifice the ability to get up and move normally next turn. No powers may be activated or used while prone, but actived powers (like armour) still remain in effect. New Character/Vehicle Cards Within this supplement there are a whole load of new things to include in your games of Good: the Battle that will require you to record Good/Bad values; Minions, Bodyguards and Vehicles. Using the normal character record sheets with these would create loads of mess, lots of confusion, headaches, and the death of fairies. To remedy this we ve created a whole bunch of new ones for use with the game hoorah! You will find of them at end of this book for you to print out using ink or blood. They work on the same principles as the original Good: the Battle Character record sheets, and are pretty much self-explanatory. You just need to make sure you use the different coloured tokens for each minion/bodyguard to represent Good/Bad, and the neither Good nor Bad tokens for weapon charges, in the case of vehicles. New Miniature Bonuses The whole premise of Good: the Battle is the ability to use whatever miniatures you like, and we like miniatures. So, to show our appreciation of them - here are some more miniature based bonuses that only appropriately sculpted or converted miniatures can have. Remember all of the bonuses must be agreed with your opponent(s) at the start of the game. 5

If your model has more than one set of arms they only require a 5+ to hit in close combat, and all attacks against this character in close combat require 7+ to hit. If your miniature has more than two legs, not only does the cost of buying new shoes increase, but their free move distance is increased by 3 inches per leg above the first two. So a miniature with four legs can move 9 inches during their free move. If your miniature has more than one head they will generally know a lot more stuff, and so can take an extra bonus power per additional head. On the down side, characters with more heads make it a lot easier to get one of them blown off, so for all ranged attacks against them; a critical hit roll is one easier per head, i.e. miniatures with two heads get critically hit on a roll of 19 or 20, three heads, 18, 19 or 20, etc. Hats can only be a good thing, although it does mean you ve probably got something to hide. Miniatures with hats (not hoods, helmets or masks) begin the game with 10 Good above their normal starting limit, you will still need to roll to stay above this limit, if after the first turn they are still over their Good limit Miniatures with stupidly huge guns gain +3 in Ranged attacks. By stupidly huge, we re talking a man carrying the turret from a tank, or someone with a nuke strapped to their back If your miniature has 4 or more close combat weapons they can re-roll any close attacks they make, the second result must be used, even if worse. If your miniature has 4 or more ranged weapons they can re-roll any ranged attacks they make, the second result must be used, even if worse. Fish-Hand. Oh yes! Simply converting your model to have a fish-for-a-hand can only be a good thing - this can only be used if your model actually has a fish-for-a-hand. This gives you +5 damage in close combat, causes your opponent to be pushed back and placed prone 3 inches away after every successful attack. A good hair cut can make all the difference. Miniatures with style gain 5 extra starting Good above their normal limit for each full centimetre tall that their hair is, measured vertically from the forehead. You will still need to roll to stay above this limit, if after the first turn they are still over their Good limit. If your miniature is carrying some form of artefact that could in anyway be deemed as displaying belief in a higher power, they may re-roll the D20 in the Charge Up phase, but must use the second result, even if worse. If the miniature is carrying a shield, or something that can be used as a shield (like a car bonnet or a corpse), then all attacks that cause Bad damage to them are reduced by 1 per attack. 6

If the miniature is in full body armour, hiding in a dustbin, wearing a robot outfit or similar, then all Bad done is reduced by 2 per attack. It must cover at least 80% of the miniature. If the miniature has something that can be deemed power-fieldy or energy-shieldy then it will reduce all ranged attack damage by 2 per attack, but will have no effect on close combat attacks. And just so you don t forget them (and don t have to look at both books) here are the original Miniature Bonuses from the Core Rulebook: 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 (note this is added after you have halved the damage). If your miniature has more than one close combat weapon that s a good thing, in this case they get to inflict +2 Bad in close combat attacks. If your miniature has at least one heaving great big weapon, like a stupidly oversized sword, a tree, or they are carrying a large rock to bash you over the head with, then they inflict +3 Bad in close combat attacks (note this is added after you have halved the damage). By stupidly large we re talking about the weapon being the size of the miniature itself. If your miniature has at least one single-handed ranged weapon, like pistols, hand crossbows, stones, dead hamsters or throwing the pope, wizard wands for casting fireballs, then they inflict +1 Bad in ranged attacks. If your miniature has at least one two-handed ranged weapon, like big crossbows, rocket launchers, a trebuchet strapped to their back, wizard staffs for casting fireballs, then they inflict +2 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! If your miniature has means to fly, i.e. rocket packs, wings, strapped to a helicopter, even a super-hero cape, then they gain the flying special ability listed below. Your miniature can have combinations of all of these, and some weapons will count as both, 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. 7