KritterForce Rules Version 1.2
KritterForce Rules Version 1.2
KritterForce Rules Version 1.2
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
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
● 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
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
Easy/Quick Play
Free-For-All (FFA)
Co-Op Mode
Solo Mode
Stunned
● A Stunned Kritter may only attack with 1 die on its turn and cannot play cards.
● Normally, ties (equal dice rolls) favor the defender. This effect causes ties to favor the
attacker instead.