hey guys, been a little busy but i have not forgotten about this project. i am currently making all the locations cards, so the set is almost complete, the motorball cards & rules are finished too. this post will contain all the rules needed to play, if you have any questions feel free to ask. the finished cards will be arriving soon.
Here are the basic rules to play any Battlegrounds CCG game, skip the parts about Alien & Predator Factions.
http://karcianki.pl/files/ap/Aliens%20v ... edator.doc
-Expanded Rules for GUNNM:
-Rules for Cyborgs & Cybernetics/ Implants: Cyborgs (a character resource) & Synthetics can equip Implants with the Cybernetic restriction (they cannot use Skynet Implants without specific cards, abilities, or conditions), & confer some bonuses at specific locations (+1 to Movement at Zero-G locations). Cybernetics restricted cards can only be played at locations with the Cybernetics resource (among any restrictions on the implant card itself & usually requiring a Medic or an Engineer to equip the implant on a Cyborg or a Synthetic). Characters can have a maximum number of implants equal to their base Power (3 Power= Max-3 Implants).
Implants count as an item, though once equipped, they cannot be removed except by an Engineer, Medic, Mechanic, or Smuggler at a location with Cybernetics or Hi-Tech without damaging them (If removed w/o the above restrictions, the Implant is damaged until an Engineer or a Mechanic Rotates at a location with Cybernetics, Lab, or Hi-Tech to Repair it).
-Rules for Boosted Keyword: Implants with the Boosted resource are Restricted to one per character, no exceptions. Characters equipped with Boosted Implants gain the Boosted Resource.
-Rules for Tuned Keyword: Characters with the Tuned resource (exclusive to Corporate factions) are Restricted, & each Player can only control one Tuned character at a time (special events & cards may make exceptions).
-Rules for Panzer Kunst Keyword: Characters with the Panzer Kunst resource gain access to a new variety of cards (new Stacking Events, Stances [Similar to Formations for single characters], & Special Weapons). Mainly intended for Cyborgs in Close Combat.
Motorball Mini-Game Section:
-Rules for Motorball: A mini-game where enhanced cyborgs race to get the Motorball across the finish line.
-Regulations: Characters must be Cyborgs to enter a race, & they can only use “Moterball” or “Moterballer” Cyber-Bodies & Close Combat Implants (no “hand-held” weapons). No Flight or Jet Boosters. No Ranged or Explosive Weapons.
Characters cannot stop at a location for more than one turn or they are disqualified. Characters cannot “turn around” on the track & must move from the Starting Line around to the Finish.
Each character starts the game at the “Starting Line” location with a Motorball Cyber-Body & additional Implants, limited by the above regulations & the characters base Power (Power 3= Max-3 Implants). Some Factions may augment the number of implants a character can equip for a race.
-The Motorball & Winning: The current Owner of the Motorball is the winner of the race upon entering the Starting Line location if the Motorball has moved through the location twice already. If a character loses possession of the Motorball & no character at that location can pick it up, the Motorball is moved to the Starting Line, where characters present with opposition do a “Toss Up” like at the start of the race, the winner gets the ball (if unopposed, the first character to reach the starting/ finish line automatically picks up the ball). A character cannot opt to not pick up the ball if able. When only two Motorballers remain, they may discard the Motorball & compete in a one on one fight.
The Motorball cannot enter The Pit (it is dropped instead), & characters in The Pit location cannot attack.
-The Starting Line “Toss Up”: All Moterballer characters start at the Starting Line location, & at the beginning of the turn each character rolls a die (+1 to roll if Lucky, -1 if Unlucky), the character with the highest roll picks up the Motorball (if characters are tied, roll again to determine who gets the ball).
-Crashing: If a Motorballer has 0 Speed due to Damage Penalties or Effects they Immediately “crash”, taking damage depending on the Motorball Location (some locations may allow a save, while crashing at some locations spells certain death).