KritterForce Rules Version 1.2

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KritterForce: Rules Version 1.

2
The Pocket-Sized Strategy Game of Cards & Dice

Objective
Eliminate all opposing Kritters by reducing their Hit Points (HP) to 0. The last team standing
wins!

Setup
1. Choose Kritters: Each player selects 3 Kritter cards. Attach an HP Clip to each Kritter’s
maximum HP to track health.
2. Prepare Decks: Each Kritter has 8 Power Cards. Shuffle these individually and place
them under their corresponding Kritter to create three Draw Decks per player.
3. Place Dice Nearby: Ensure all players can easily reach the dice.
Game Start
1. Draw a total of 5 cards from any combination of your Draw Decks to form your Starting
Hand.
2. During the game, draw cards at the end of your turn to maintain a hand size of 5.

Gameplay Overview
Each turn, players may perform 3 Actions. Actions include:

1. Attack
2. Play a Card
3. Use a Power

You may pass on any actions.

Actions
1. Attack

● Declare Attack: Specify the attacking Kritter and the target Kritter.
● Roll Dice: The Attacker rolls 2 Attack Dice (AD), and the Defender rolls 1 Defense Die
(DD).
● Compare Rolls: Compare the highest Attack Die to the highest Defense Die.

Outcomes

1. If the highest Attack Die exceeds the highest Defense Die:


○ The attack succeeds. The Defender takes damage equal to the highest Attack
Die roll, minus armor (if applicable).
2. If the highest Defense Die matches or exceeds the highest Attack Die:
○ The attack is blocked. No damage is dealt.

Critical Hits (KRITS)

● Rolling a pair of matching dice (e.g., two 5s) triggers a Critical Hit:
○ Critical Hits automatically succeed, ignoring Defense rolls and armor.
○ You never add dice rolls together, even for Critical Hits. A Critical Hit simply
means the attack auto-succeeds and ignores armor.
○ You may choose whether to use the Critical Hit result.
2. Play a Power Card

● Power Cards can alter the game in various ways. Play them from your hand by following
the instructions on the card.
● Card Types:
○ Buffs: Positive effects for allies.
○ Debuffs: Negative effects for enemies.
● Duration:
○ Cards with a number apply effects for a set number of turns.
○ Cards with the "∞" symbol remain in play until removed by other effects.
○ Cards with no symbol take effect immediately and are then discarded.

3. Use a Power

● Some Kritters have special abilities listed on their card. Using these abilities counts as an
action.

Additional Rules
Defeated Kritters

● A Kritter is removed from play when its HP reaches 0.


○ Remove its card, power deck, and any buffs/debuffs applied to it.
○ Buffs/debuffs the Kritter applied to others remain in play.

Armor

● Armor protects against all forms of damage unless otherwise stated (e.g., "Ignore
Armor").
● Armor does NOT protect against Critical Hit (KRIT) damage.
● Armor does not diminish.:
○ Cards marked with a "1" in the top-right corner last for 1 round.
○ Cards with the "∞" symbol remain indefinitely unless removed.
Game Modes
Standard Play

Each player uses 3 Kritters.

Easy/Quick Play

Each player uses only 2 Kritters for a shorter game.

Free-For-All (FFA)

● All players fight against each other.


● Always target the Kritter with the highest HP when attacking.

Co-Op Mode

● Combine teams (e.g., 2v2 or 3v3). Each player controls 1 Kritter.


● Teams share a total of 3 actions per turn, encouraging teamwork.

Solo Mode

● Control your team against an NPC enemy team.


● NPC Rules:
○ Draw and reveal 5 cards for the NPC team at setup.
○ On the NPC turn, roll 3 dice:
■ Rolls 1–3: The NPC plays a Power Card.
■ Rolls 4–6: The NPC attempts an attack.
○ Follow FFA attack targeting rules.
Glossary & FAQ
Shield Bash

● Play this card as an action on your turn.


● Effect: Deals damage immediately and stuns the target Kritter.

Stunned

● A Stunned Kritter may only attack with 1 die on its turn and cannot play cards.

"Lose All Ties" (e.g., MewMew Curse)

● Normally, ties (equal dice rolls) favor the defender. This effect causes ties to favor the
attacker instead.

Turn vs. Round

● Turn: A single player's sequence of 3 actions.


● Round: A complete cycle in which all players have taken their turn.

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