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Deathmatch Rules PDF

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You are a combatant in this gladiatorial blood-sport, with no

idea of how or why you're here. You certainly don't know


how eliminated foes teleport back into the fight; has this
happened to you?

All you know is that elimination happens fast, and you'll


need to be quicker than death to survive.

Maybe you'll be victorious in the arena. Maybe you'll find


yourself asking these same question after you teleport in
next. But if you survive long enough, maybe you might even
find if there is an end to this: DEATHMATCH.

♪ cue dramatic metal guitar riff ♪

DEATHMATCH is a ruleset written by


David Stevenson and Trent Bartlem
● 1 Miniature, ideally on a 32mm-ish base for each player.
● A ruler that can measure up to 24 inches
● 2D6 plus 1D8
● A pencil and eraser
● A 2’x2’ playing space
● 20% - 40% of the playing space of terrain and a way to mark out Weapon Spawn
Point, Combatant Spawn Point and The Hill
● 9 Action and 9 Weapon cards for each player.

The game consists of two main phases per round: anticipation and action. During the
anticipation phase, each player decides which actions they will execute during the
subsequent action phase.

Anticipation Phase:

●Players choose either 2 quick actions (which must be different from one another) or 1
advanced action.
●Reflex and recoil values are representative of the actions chosen.
●If 2 quick actions are chosen, reflex and recoil values represent the combined total of the
two actions.
●If an advanced action is chosen, add the bluff action card until the end of the phase.
●The chosen action cards are placed face down and simultaneously turned over at the
end of the phase.

Action Phase:

●Eliminated combatants from the previous round respawn.


●Activation is based on Reflex value starting at +3, then in order +2, +1, 0, -1, -2, -3.
●If reflex values are the same, players roll a D6, with the highest result going first.
●Each combatant executes 2 quick actions in any order or 1 advanced action chosen in
the Anticipation Phase during their activation.

End of round:

●Once all combatants have completed the Action Phase, shield tokens are reset and
action cards are returned to the players.
Weapon Card

Weapon image Corresponding Weapon


number to D8 result
Weapon name

Range and weapon


D6 result characteristics
ROLL for DAMAGE RANGE 24in
1 2 3 4 5 6 *Roll an additional
damage die.
1 2 4 5 5 5*
Corresponding Damage Special action in Damage
table to D6 result table

Action Card

Reflex number Recoil number

Combat Modifier -1 Combat modifier

Action name Action description


Move up to 14 inches during your
movement phase.

Type of Action

Combatant Spawn Point

Flag Token Shield Token

1
Combat spawn point
number
Hit Points (HP) Resolution:
● Combatants start with 10 initial HP.
● Successful attacks result in damage dealt to the target combatant's current HP.
● Successful elimination occurs when damage dealt to the target combatant exceeds
the target combatant's current HP.
● Eliminated combatants are removed from play and respawn during the next round.

Weapon Spawn Point:


● Combatants activate weapon pickups by moving over or stopping on the weapon
spawn point during movement.
● Jumping over the weapon spawn point does not trigger weapon pickups.
● Roll a D8 to determine the randomly acquired weapon; the combatant replaces any
existing weapon other than the melee weapon.
● Terrain on the weapon spawn point's location restricts weapon pickups for combatants
on that terrain.
● If combatants start their action on the weapon spawn point, they must re-enter to
trigger a weapon pickup.

Respawn:
● After elimination, combatants respawn at the start of the next action phase.
● Roll an eight-sided die (D8) to determine the combatant spawn point for respawn.
● If the rolled number is equal to or below the number of respawn points, use that
number. Otherwise, subtract 4 to the value of the D8.

Telefrag:
● If a respawning combatant respawns while another combatant is within the same
combatant spawn point, then the pre-existing combatant is eliminated and the
respawning combatant scores a conquest point.
● If two or more combatants respawn on the same spawn point at the start of the round,
all affected combatants are immediately eliminated and none of those involved score
a conquest point.

Teleport:
● Combatants can teleport by moving over or stopping on the combatant spawn point
during movement and can continue movement after teleporting.
● Roll an eight-sided die (D8) to determine the combatant spawn point for respawn..
● If the rolled number is equal to or below the number of respawn points, use that
number. Otherwise, subtract 4 from the value of the D8..
● If a respawning combatant teleports while another combatant is within the same
combatant spawn point, then the pre-existing combatant is eliminated and the
respawning combatant scores a conquest point.
Weapons:
● The melee weapon is always accessible to the combatant and cannot be lost.
● An additional weapon does not replace the melee weapon. Only one additional
weapon can be picked up and equipped at any time.

Range:
● Weapons can exceed their range by 6 inches, but doing so adds -3 to your combat
modifier for the combat roll.

Shield Resolution:
● Each combatant possesses a personal shield device and can activate their shield
once per round.
● Declare the use of the shield when targeted with a ranged attack or when declaring
an attack by placing the shield token next to your combatant.
● Roll a D6 after the attacker makes their combat and damage rolls and subtract the
rolled shield result from the damage result of the attacker, unless the damage ignores
shields.

Combat Resolution:
● The attacking combatant must have line of sight to the target combatant.
● If the target combatant is in cover, they add 1 to their attack modifier.
● The target adds 7 to their recoil values on their action cards to determine the attack
modifier.
● The player then rolls 2D6 and adds the combat modifier shown on their action cards
to their 2D6 roll, aiming to roll equal to or over the calculated target's attack modifier
for a successful attack.

Damage Resolution:
● If the attack is successful, the player rolls a standard D6 to determine the damage
dealt.
● The result of the D6 roll is then cross-referenced with the weapon's damage table to
determine the actual damage inflicted.

Melee Combat:
● When a combatant makes a charge action, they can attack with a melee weapon
immediately after the charge if they end within 2 inches of the target.
● When a combatant makes a shoot or camp action, they can choose to attack with a
melee weapon if within 2 inches of the target.
Ignore terrain/shields:
● Weapon cards that have "ignore terrain" ignore terrain and line of sight mechanics but
cannot exceed their range by 6 inches.
● Weapon cards that have "ignore shields" cannot have their weapon's damage
reduced by shields.

Line of Sight:
● From the perspective of the combatant, line of sight is achieved a third or more of
another combatant is visible.

Terrain:
● Combatants cannot move through terrain that is more than 1 inch high.
● Terrain blocks line of sight.
● Terrain should be placed symmetrically without creating an advantage for any one
player unless agreed upon by all players.

Cover:
● If a straight line from the center of the attacker to the target crosses any terrain higher
than the base of the combatant, the target gains cover.
● If up to two-thirds of the target is obstructed, the target gains cover.
● If the target combatant is in cover, they add 1 to their attack modifier.

Reflex and Recoil Values:


● Reflex and recoil values are shown on action cards.
● Values of chosen actions during the anticipation phase apply for the current round.
Action Reflex Value Recoil value

STRAFE -+2 -+2-


Move up to 3 inches
The combatant performs a quick sidestep to reposition and avoid
incoming attacks.

DASH -+1 -+0


Move up to 6 inches
The combatant sprints across the battlefield, covering ground quickly
to gain a strategic advantage.

SHOOT -+1 -+1


Ranged combat.
The combatant takes aim and fires a ranged weapon at an opponent
within their line of sight.

HEAL +-1 -+1


Gain 3 HP but not past 10 HP
The combatant tends to their wounds or uses a healing item to recover
lost health.

JUMP +-2 +-1


Move up to 4 inches up or over voids.
The combatant executes a daring jump, leaping across gaps or
ascending to higher ground.

CHARGE +-1 +-1


Move up to 3 inches, ending within 2 inches of an opponent for melee combat.
The combatant rushes towards an opponent, closing the distance
quickly to engage in close-quarters combat.

SPRINT -+3 /+3


Move up to 14 inches during your movement phase.
The combatant pushes their physical limits, covering a
significant distance in a single burst of speed.

CAMP -+3 /-2


Ranged combat.
The combatant takes a defensive stance, hunkering down to fire
and defend a specific area.
Damage canceled
A personal shield device that uses rudimentary 1 2 3 4 5 6
technology but is too complicated to explain.
*Shield cancels all damage. 1 1 1 2 2 *

RANGE 2in / Ignores shields


Punch, kick, pistol whip or even that chainsaw just 1 2 3 4 5 6
laying there in the corner for some reason.
*Takes targets weapon. 1 1 2 3 3 3*

RANGE 6in / Ignores terrain


Used for sterilising interplanetary cargo... or your
opponents and yourself if without the correct PPE. 1 2 3 4 5 6
.
*You also take the same damage.
4 2 4 4 2* 3*
RANGE 12in
A small gun with large bullets with a massive kick that
can be extremely accurate in the right hands.
1 2 3 4 5 6
*Ignores shields. 4 2 2 3 3 9*
RANGE 14in
Reasonable for the Kessler effect and closing off Earth
from space during the great satellite war.
1 2 3 4 5 6
*Roll an additional damage die. 2 2 4 4 4 4*
RANGE 8in
Not your antique double barrel shotgun but still packs
the same punch without the need of manual reloading.
1 2 3 4 5 6
*Roll an additional damage die. 2 4 6 6 4 2*
RANGE 14in
Does exactly what it says on the tin and battle proven in
more constellations than you can name.
1 2 3 4 5 6
*Roll an additional damage die. 3 4 4 5 5 5*
RANGE 20in
So advanced it takes into account planetary magnetic
fields when calculating projectile physics.
1 2 3 4 5 6
*Ignores shields. 3 3 4 4 4 9*
RANGE 10in
Assembled by someone you don’t trust with parts
received from the criminal intranet.
1 2 3 4 5 6
*You also take the same damage. 2 4 4 6 6 6*
RANGE 16in
BOOM BOOM BOOM, Rocket launcher makes thunder! 1 2 3 4 5 6
*Anyone within 4 inches of the target also takes
damage. 3 5 9 9 5* 4*
Team play in deathmatch can be played with 2 to 4 players in different configurations,
ranging from 1 player per side controlling 2 to 4 combatants each, to 2 players per side
controlling 1 to 2 combatants each. The optimal configuration for fast, fun, and chaotic
action is 2 players per side, each controlling 1 combatant.

All game modes can be played as team play with the following
adjustments:
● Each team rolls a D6. The team with the highest result picks two adjacent combatant
spawn points, with the game edge in between their starting edge and the opposite
game edge becoming the other team's starting edge.
● For the first round, combatants start the anticipation phase off the board and are
placed within 3 inches of their team's game edge during their activation.
● After elimination, combatants respawn at the start of the next action phase according
to the respawn mechanics.

Additional adjustments for capture the flag:


● Each team has a flag to defend, placed 1 inch from the center of their starting edge at
the start of the first round.
● Combatants score a conquest point if they bring the opponents teams flag to any
combatant spawn points on their teams starting edge.
● Once scored, The flag respawns in its starting position at the start of the next round.

This rule set is just a start, and it is highly encouraged to modify it as you wish.

Create new game modes like a new blood sport to compete against others, emulate the
"Man with the Golden Gun" multiplayer scenario from N64’s GoldenEye, or "Juggernaut"
from the Halo game.

Homebrew hazardous environments or a rampaging mech to mix up game modes.

Go wild by reskinning the weapons as magic spells while tweaking the actions to create a
new game where wizards, not combatants, duel for arcane supremacy.

Whatever you do, share it with others on the Discord link at the back of the rules. Who
knows? It might feature in a mod expansion pack for Deathmatch.
Players either agree on a set number of rounds, with the winner being the player with the
most eliminations after that number of rounds, or they agree on a number of eliminations,
with the winner being the first player to reach that number.

This game mode is played with 2 to 4 players. Players roll a D6 to determine deployment
order, placing combatants at an unoccupied combatant spawn point in descending order of
roll until all players have placed their combatant. If two or more players roll the same
value, those players roll a D6 again, with the highest result going first.

The weapon spawn point is marked out and terrain can be placed over the weapon spawn
point.

Combatants start and respawn with the melee weapon and a personal shield device.
Additional weapons can be picked up at the weapon spawn point.

Combatants score a conquest point for each elimination.

Weapon spawn point


Combatant spawn point Combatant spawn point

1 3
5 Inches

Weapon spawn point

10 Inches

2 Inches

5 Inches

4 2
Combatant spawn point Combatant spawn point
Players either agree on a set number of rounds, with the winner being the player with the
most conquest points at the end, or they agree on a target number of conquest points, with
the winner being the first player to reach that target.

This game mode is played with 2 to 4 players. Players roll a D6 to determine deployment
order, placing combatants at an unoccupied combatant spawn point in descending order of
roll until all players have placed their combatant. If two or more players roll the same
value, those players roll a D6 again, with the highest result going first.

The hill is placed in the center, and the weapon spawn point is marked out. Terrain can be
placed over the weapon spawn point.

Combatants start and respawn with the melee weapon and a personal shield device.
Additional weapons can be picked up at the weapon spawn point.

Combatants score 1 conquest point for each elimination, 2 conquest points for eliminations
if the attacking combatant is within the hill, and 1 conquest point for ending the round
within the hill.

Combatant spawn point Combatant spawn point

1 3
5 Inches

Weapon spawn point

6 Inches

The Hill

10 Inches

2 Inches

5 Inches

4 2
Combatant spawn point Combatant spawn point
Players compete to capture the flag and take it to a spawn point. The winner is the player
with the most conquest points at the end, or the first player to reach an agreed-upon target
number of conquest points.

This game mode is played with 2 to 4 players. Players roll a D6 to determine deployment
order, placing combatants at an unoccupied combatant spawn point in descending order of
roll until all players have placed their combatant. If two or more players roll the same
value, those players roll a D6 again, with the highest result going first.

The flag token is placed in the center at the start or after being brought to a spawn point. It
can be picked up by making base contact. While holding the flag, a player cannot take
long actions or shoot. If the flag carrier is eliminated, the flag stays at that spot until picked
up.

The weapon spawn point is marked out, and terrain can be placed over the weapon spawn
point.

Combatants start and respawn with the melee weapon and a personal shield device.
Additional weapons can be picked up at the weapon spawn point.

Combatants score a conquest point if they bring the flag to any combatant spawn point.
Combatant spawn point Combatant spawn point

1 3
5 Inches

Weapon spawn point

Flag token

10 Inches

2 Inches

5 Inches

4 2
Combatant spawn point Combatant spawn point
Players compete to eliminate opponents and progress through 4 weapon cards. The first
player to score eliminations with all 4 weapons is declared the winner.

This game mode is played with 2 to 4 players. Players roll a D6 to determine deployment
order, placing combatants at an unoccupied combatant spawn point in descending order of
roll until all players have placed their combatant. If two or more players roll the same
value, those players roll a D6 again, with the highest result going first.

The player with the lowest roll then rolls a D8 three times, with all players adding the
corresponding combat card to their personal pile in the same order, starting with the melee
weapon at the bottom.

Combatants start and respawn with the top weapon card in their pile and a personal shield
device.

When a combatant scores an elimination, they discard the top weapon card in their pile for
the next weapon.The first combatant to eliminate another with melee combat is the winner.
Conquest points do not determine the winner.

Combatant spawn point Combatant spawn point

1 3

4 2
Combatant spawn point Combatant spawn point
In the late 1990s and early 2000s, arena shooters like Unreal
Tournament and Quake III Arena gained immense popularity.
These multiplayer-focused games introduced various modes
beyond standard deathmatch and revolutionized the gaming
world with their intense battles and adrenaline-pumping action.

Now, DEATHMATCH brings the same multiplayer frenzy to


tabletop gaming. Dive into the arena for chaotic free-for-all
elimination matches, designed for 2-4 players. Experience the
adrenaline rush of classic arena shooters as you compete
against others.

Challenge your skills with a simple 2D6 hit and D6 damage


system. Take risks with D8 random weapon pickups and
respawn points. Embrace unpredictability and excitement with
activations based on your actions.

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