Home Vote for Dave Irvania: the Web Comic Writing Stuff Game and Hobby Stuff Other Stuff/Miscellaneous Menu Bar
Miniatures Rules for the National Sport of Irvania

Draft Rules 2: 8/20/2001
Part 3

Turn Sequence

A standard game lasts 25 turns.

Each turn is divided into the following phases, performed in order:

  1. Check for Initiative
  2. Move
    1. Defensive Grelkers
    2. Tremples
    3. Nickelbacks
    4. Goalies
    5. Captains
    6. Rushing Grelkers
    7. Coaches
  3. Whap
  4. Fling
    • (Check for Scatter if necessary)
  5. Nab
    • (Check for Ballbonk if necessary)
  6. Check for Consciousness
These phases are described in the following sections.

Check for Initiative

If there is only one ball in play:

  • If any figure is carrying the ball, that team's figure automatically has initiative. Otherwise:
  • Each team rolls 1d6. Re-roll in case of a tie. The team rolling the highest number has initiative for the turn.

If there are more than one balls in play:

  • If figures on one team are carrying two or more balls, that team automatically has initiative. Otherwise:
  • Each team rolls 1d6. Re-roll in case of a tie. The team rolling the highest number has initiative for the turn.

Moving and the Move Phase

The Movement Phase is divided into sub-phases, reflecting the fact that some figures are faster than others. The nimbler, faster, more agile figures get a chance to react to the slower, more lumbering figures. On the other hand, the slower figures are often better at Whapping, so their offensive prowess can have an effect on the faster figures.

  • The Defensive Grelkers move first. The team with initiative moves all their Defensive Grelkers, up to their Move stat (4 inches). Then, the other team moves all their Defensive Grelkers.
  • The Tremples move next. The team with initiative moves all their Tremples, then the other team moves all their Tremples.
  • Nickelbacks move next, as above.
  • The Goalies move next. Usually the Goalies stay in the opposing team's Goal Zone, so frequently the Goalies will not move.
  • Captains move next.
  • Rushing Grelkers are the next to move.
  • Finally, if either of the Coaches have been activated and are on the field, they move last.
Figures are not required to move.

Unconscious figures never move. They just lay there.

Facing: There is no facing in this game. Figures may Move, Whap, Fling, and Nab in any direction. Movement does not have to be in a straight line; figures may run in circles, zig-zag, weave and dance as needed. Slargeball players are very nimble.

Moving through unconscious figures: This is a risky proposition. Non-Coach figures may move through a pile of one or more unconscious figures, but they do so at their own risk. In order to move through an area containing any part of a pile containing one or more fallen figures, the moving figure must roll half of its Move rating (rounded up) or less on 1d6. If the figure fails this roll, that figure becomes mired in the pile and falls, unconscious, on top of the pile. (The figure isn't really unconscious, it's just stuck so bad it can't move so it might as well be unconscious, and needs to roll to "wake up" in the Check for Consciousness phase in order to move again as if it were unconscious.) Coaches never need to make this roll, they can plow right through.

If the figure moving through the pile of fallen figures successfully makes the roll, the figure proceeds to move at full speed. There is no speed or movement penalty for going through a pile of unconscious figures, aside from the risk of failing the roll and joining the pile.

Example: In the photo below, the green Defensive Grelker (near the upper left corner of the photo) cannot get to the ball (center of the photo) without going through the fallen bodies that surround the ball. The Defensive Grelker has a Move rating of 4, so he must roll 2 or less on 1d6 in order to move through the unconscious figures. Note that the conscious blue and green figures to the right of the ball can't get to it without risk either, since the bases and feet of the fallen blue and green Nickelbacks are blocking the way.

There must be a clear path at least the width of the moving figure's base in order to move through without the "moving through unconscious figures" penalty.

Oh, the plasticity of it all.
Slargeball is one of the few games in which it's a good idea to paint the undersides of the bases. You'll be seeing a lot of them, they might as well look nice.
The dark areas on the bottoms of the bases are magnets. I store all these figures in a steel cabinet.

Stacking: Only one figure can occupy a given space. Figure bases cannot overlap. When one figure moves up to contact with another figure (same team or opposing team), the moving figure must stop. There must be a clear path between other figures (conscious or otherwise) at least as wide as the moving figure's base in order to move past. Figure bases and groundball bases may not overlap with each other. (The balls are very heavy and dense, and tend to push everything else (including other balls) aside.)

Offsides: Any figure that tries to move off the field is knocked unconscious by irate fans and placed, fallen, on the edge of the field at the spot where the figure would have moved offsides.

Contact with opposing figures: If a figure is in base-to-base contact with one or more opposing figures, it may only move away if it rolls 1 or 2 on 1d6. If this roll is successful, the moving figure may move away at full movement rate. If the roll is unsuccessful, the figure may pivot but may not move away or break contact with the opposing figures.

Whappage and the Whap Phase

Figures who are in physical base-to-base contact with opposing figures may attempt to Whap. If the Whap attempt is unsuccessful, there is no effect.

Figures are not required to Whap an opposing figure that they are in base-to-base contact with.

All Whaps are considered to be simultaneous, so if a figure is knocked out it still gets to perform its own Whap attempt that turn. This means that two opposing figures will often knock each other out at the same time. Although the effects of Whappage are simultaneous, the Whap attempts should be resolved in order of the figures' Whap stats, starting with the higher Whap figures first and proceeding through to the lowest Whap figures last.

A figure may only make one Whap attempt on one other figure per turn. (Exception: Coaches have a Whap-like effect that can knock out any figure within range. See the Coach section.) Figures may be the recipient of any number of Whap attempts during a single turn. There is no effect for being Whapped more than once per turn. Once a figure is knocked unconscious, it just stays unconscious until it wakes up.

Figures who are "unconscious" in the game are not necessarily out cold; they may be simply knocked down, or they might be in a deep sleep that lasts the rest of the game. Each figure that is unconscious rolls to see if it wakes up at the end of each turn, so figures may get back up just seconds after they've been Whapped.

When a figure is Whapped unconscious, it is placed in a prone position right where it fell. (We do this by simply tipping the figure over, right where it was.) The player controlling the successful Whapper figure decides which way the Whapped figure falls over.

If a figure who is carrying a slargeball is Whapped unconscious, the ball immediately falls to the ground (becomes a groundball) on the spot. The ball should not be in base-to-base contact with any other ball or figure, unless the ball falls in a location where it is already surrounded by other figures.

Go to section: Previous | 1 | 2 | 3 | 4 | 5 | Next

Irvania.com webmaster: Dave Ferris
Last updated: June 11, 2016