Pit game rules pdf


















Dubbed a kinder gentler version of dodge ball, the game is played with a soft foam ball, and combines the skills of dodging, striking, running, and jumping, while trying to hit opponents with a ball below the knees. Players need to keep moving to avoid getting hit by the ball. Fun and easy, everyone gets a serious workout.

Easily addictive, people can't wait to get back in the pit. The games move quickly Once the game ends, everyone is back in for the next round. It's super simple. Basically, we throw a bunch of players and a ball in a pit. The last one in the pit wins. Lastly, trades are blind. You cannot reveal what you are giving or receiving. Play continues in this manner until someone corners the market by obtaining all nine cards in a commodity set.

When a player corners the market, they announce it by identifying which commodity they have cornered and revealing their cards. The player who cornered the market receives the number of points stated on the commodity the single value, not the sum they have cornered.

After points are recorded, move the deal clockwise and repeat. Losing Points: Any player who either a begins trading before the Pit is open, or b announces a corner without actually having one loses 20 points. If your version of Pit includes a Bull card and a Bear card, you can play a slightly different version of pit for three to six players.

Play proceeds as normal, with one suit being used for each player in the game. Additionally, include the Bull and the Bear card in the deck. You can also choose to put a joker in the deck and have whatever player draws the joker be the dealer also.

Originating from Belize, the game could not be more simple to understand. Difficulty: Easy Main Objective: Be the first player to get rid of their cards. Our Pick. Standard Decks of Cards. We earn a commission if you click this link and make a purchase at no additional cost to you. Article by:. GG Team. The target is forced to move X hexes in a direction specified by the attacker, but each hex moved must place the target farther away from the attacker than it was previously.

If there are no viable hexes into which to push the target, the push ends. The target can be pushed through its allies, but not its enemies. The target is forced to move X hexes in a direction specified by the attacker, but each hex moved must place the target closer to the attacker than it was previously.

If there are no viable hexes into which to pull the target, the pull ends. The target can be pulled through its allies, but not its enemies. Both push and pull effects are considered movements, however, they are not affected by difficult terrain.

Up to X points of the target's Shield are ignored for the attack. Unlike other effects, pierce is applied while calculating the accompanying attack damage instead of afterwards. Example: an Attack 3 pierce 2 ability used on a monster with Shield 3 would ignore two of the monster's Shield points and inflict 2 damage modified by an attack modifier card.

If a figure triggers this effect with an attack action, the figure may add an additional target within range to their attack. All added effects and conditions of the attack action are applied to the target, as well, except for effects that would result in additional targets outside of the original added target e.

Certain abilities may apply conditions to their targets. When a condition is applied to a figure except curse and bless , the respective token is placed on the stat sleeve in the section corresponding the number on the specific monster's standee to signify the effect. The condition remains on the figure until the requirements for removing the specific effect are met.

Only one of each condition type may be applied to any single figure at a time, however conditions can be reapplied to refresh their duration. The following are negative conditions. If an ability has the name of one of these conditions contained within it, then the condition is applied to all targets of the ability, after the main effect of the ability is applied. Conditions are applied regardless of whether the corresponding attack does damage.

If a Heal ability is used on a poisoned figure, the poison token is removed, and the Heal has no other effect. If a figure is wounded, it suffers one point of damage at the start of each of its turns. If a Heal ability is used on a wounded figure, the wound token is removed and the Heal continues normally. If a figure is both poisoned and wounded, a Heal ability would remove both conditions but have no other effect. If a figure is immobilized, it cannot perform any move abilities on its turn.

At the end of its next turn, the immobilize token is removed. If a figure is disarmed, it cannot perform any attack abilities on its turn.

At the end of its next turn, the disarm token is removed. If a figure is stunned, it cannot perform any abilities or use items on its turn except to perform a long rest in the case of characters. At the end of its next turn, the stun token is removed.

Players must still play two cards or rest on their turn, and if a player plays two cards while stunned, the actions played are not used, and the cards are simply discarded. If a figure is muddled, it gains Disadvantage on all of its attacks. At the end of its next turn, the muddle token is removed. If a figure is cursed, it must shuffle a curse card into its remaining attack modifier deck.

When this card is revealed through one of the figure's attacks, it is removed from the deck instead of being placed into the attack modifier discard pile. Note that there are two separate curse decks: 10 cards with a in the lower left corner and 10 cards with an. Thus, a maximum of only 10 curse cards can be placed into any one deck. The following are positive conditions. Figures can apply positive conditions to themselves or allies through specific actions.

Positive conditions cannot be prematurely removed. If a figure is invisible, it cannot be focused on or targeted by an enemy. Invisibility does not affect a figure's interactions with his or her allies. At the end of its next turn, the invisible token is removed. Monsters treat invisible characters exactly as if they were obstacles. If a figure is strengthened, it gains Advantage on all of its attacks. At the end of its next turn, the strengthen token is removed.

If a figure is blessed, it must shuffle a bless card into its remaining attack modifier deck. If any of these symbols is visible by itself in an action's description a , it means that by performing any part of the action, the figure must infuse the battlefield with that element. This is represented by moving the corresponding element's token to the "Strong" column of the elemental infusion table at the end of the turn in which the ability was used. At the end of every round, however, all elemental infusions will wane, moving one step to the left in the table, from "Strong" to "Waning" or from "Waning" to "Inert".

Elemental infusions can be used to augment the effects of certain abilities. This augment is represented by an elemental symbol covered with a red cross b , followed by a colon and how the ability is augmented if the element is consumed.

If an ability is used that consumes an element and the corresponding element token is in the Strong or Waning column, that element token may be used to augment the ability by moving the token to the Inert column. A single icon cannot be used to consume more than one infusion, and it is not possible to create an element and consume it on the same turn, but it may be consumed by anyone with a later turn in the initiative order of the same round.

If an ability contains multiple separate augments, the player may choose which augments to use in any order. If a single augment lists multiple element uses, all elements must be used to activate the augment. Just like characters, monsters also have the ability to create and consume elements.

Monsters always consume elements if they can, and every activated monster of that type will gain the benefit of the consumed element, not just the first monster to consume it. This multi-colored circle represents any single one of the six elements. If this symbol is present on a monster's ability card, the players choose which element is created or consumed. Some abilities can give a character, or his or her allies, bonuses on other abilities, either persistently until certain conditions are fulfilled or for the rest of the round.

These abilities are denoted with symbols, and the cards with these effects are played into the active area in front of the player to keep track of these bonuses. Persistent bonuses can be identified by the symbol displayed on the card. These ability effects will be active from the time the card is played until the conditions specified on the card are met.

These conditions usually track the number of times a particular game event has occurred, such as making or defending against an attack. Place a token on the first marked position of the card's action and advance it one space each time the effect is triggered, left to right, top to bottom.

When the ability has been used once for each space on the card, remove the card from play by placing it in the lost pile. Players must use the benefits of a persistent bonus when possible, even if no benefit is gained. If there are no conditions specified or positions marked, the card may remain in the player's active area for the rest of the scenario and can be removed from play at any time by placing it in the lost pile. Example: The Spellweaver plays her Frost Armor ability, which negates the next two sources of damage against her.

She places a character token on the first circle of the card a. Then each time afterward that she normally would suffer 1 or more points of damage, the bonus is applied, the damage is negated, and the token is moved forward one space. Once the token moves twice, the card is moved to the player's lost pile and the bonus is no longer active. Round bonuses will have this symbol on the card. The effect of the ability will be active from the time the card is played until the end of the round, at which point the card will be placed in the player's discard or lost pile depending on whether the action also contains an symbol.

Even though a bonus card is placed in the active area, it is still considered discarded or lost, depending on whether the action also contains an symbol. At any time, these cards can be moved to the appropriate pile, however, doing so immediately removes any bonuses that were being applied by the card.

A "Shield X" bonus ability gives the recipient a defender's bonus that reduces any incoming attack value by X. Multiple shield bonuses stack with one another and can be applied in any order. A shield bonus only applies to damage caused by an attack. A "Retaliate X" bonus ability causes the recipient to inflict X points of damage on figures who attack it from an adjacent hex for each attack made. A retaliate bonus can also be accompanied by a "Range Y" value, which means that the retaliate damage is applied to any attacker within Y hexes.

A retaliate takes effect after the attack that initiated it. If the retaliating figure is killed or exhausted by the attack, then the retaliate does not activate. Multiple retaliate bonuses stack with one another, and retaliate itself is not an attack or even a targeted effect.

A "Heal X" ability allows a figure to return X hit points to either themselves or one ally within the ability's range. Heals are always accompanied by one of two labels:. Some abilities summon other ally figures to the board. Summoned figures summons are placed in an empty hex adjacent to the figure performing the summon.

If there are no available hexes, the summon ability cannot be used. Summons are represented by a colored summon token. There are eight different colors of summon tokens so that multiple summons can be tracked at the same time, and players can assign any color they like to a specific summon, placing tracker tokens on their summon ability cards for easy reference.

Summons have basic statistics for hit points, attack value, move value, and range value along with any special traits written on the ability card.

A summon is considered a persistent bonus the card is placed in the active area until either the summon loses all its hit points, its corresponding ability card is removed from the active area, or the summoner becomes exhausted, at which point the summon is removed from the board.

A summon's turn in the initiative order is always directly before the character who summoned it, and is separate from that character's turn. A player can have multiple different summon abilities in play at once, in which case they act in the order in which they were summoned. Summoned figures never take a turn in the round they are summoned.

Summon kills are credited to the owner of the summon. Certain abilities allow a player to recover discarded or lost ability cards. This means that the player can look through his or her discard or lost pile or discarded or lost cards in his or her active area , select up to a number of cards specified in the ability, and immediately return them to his or her hand.

Some cards, however, cannot be recovered or refreshed once lost. This is denoted by the recover. This symbol applies to the card no matter how the card was lost or consumed.

In the case of both recover and refresh, the type of card gained discarded or lost for ability cards, spent or consumed for item cards is specified in the ability. A "Loot X" ability allows a character to pick up every money token and treasure tile within range X. This action is unaffected by the positions of monsters or obstacles, but note this is considered a ranged ability for the purposes of line-of-sight.

Money tokens are kept in a player's personal supply and are not shared with the other players. If a treasure tile is looted, immediately refer to the reference number in the treasure index in the back of the scenario book to determine what is found. If a character loots an item he or she already owns a copy of, the new item is immediately sold to the city's available supply. In addition to specific loot abilities, a character must also loot any money tokens or treasure tiles present in the hex he or she occupies at the end of the character's turn.

Character summons do not perform end-of-turn looting. Some actions also have an experience value attached to them, denoted by. When that action is taken, the character gains the number of experience specified. An ability card cannot be played for the experience alone-a character must use one or more of the accompanying abilities to earn the experience.

In addition, sometimes the action specifies that experience is only earned under certain conditions, such as consuming an elemental infusion or if the attacked target is adjacent to an attacker's allies a.

Some persistent bonuses will also give a character experience, denoted by , when that charge of the bonus is expended b i.



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