Sie sind auf Seite 1von 16

1

credits
RULES
PIETRO TURRI
GRAPHICS & LAYOUT
PIETRO TURRI
BETA TESTING
TANA DEI GOBLIN FORLI CESENA
ENGLISH TRANSLATION
FILIPPO VINCENZI
UNITS ORIGINAL DESIGN
EUREKA MINIATURES
IMPACT! MINIATURES (JUGGERNAUT)
VERY SPECIAL THANKS TO
TANA DEI GOBLIN FORLI CESENA, EUREKA MINIATURES,
IMPACT! MINIATURES, BC STUDIO, MICIOSEGONE GAMES,
BAR CAOSSI, SIMONE POGGI, FILIPPO VINCENZI, GIOELE VISANI,
TANIA STRADAIOLI, RAFFAELLA RUFFILLI, CLAUDIO RODI,
ANDREA FABBRI, DANIELE RODI, FABRIZIO PASSATEMPI,
MASSIMO MASINI, FEDERICO PELUSO, SAVERIO SAMORI,
CLAUDIO TURRI, STEFANO SPIRITO, LUCA MARCHI
Additional materials about Pondemonium can be found in the official site:

www.miciosegoneags.altervista.org/pondemonium.html
For requests or direct communications:
punkkommando77@yahoo.it

Even if this game is clearly a fantasy battle game between human-like animals, it is important to remember that Pietro Turri and every involved subjects in this game production,
are absolutely against any kind of animal violence.

Introduction
Since the beginning of time, the Dark Frond Swamp was the theater
of battles between Frogs and Turtles.
While Turtles live in an empire based on labourers and industrial development, Frog are ruled by an evil King that focus the wellness of
his reign on war and conquests.
From ages Turtles were forced to rise the level of the military tactics
to defend borders from the brute force of the Frog army. Battle after
battle, Turtle defenses weakened, giving Frogs a great opportunity.
Now the Frog King is coming, with new technological warfare machines. The next assault could create a direct passage in the Turtle
land.
The time is right, and unexpected. Turtles are not warned about Frog.
Will the heroic captain Cracked Shell be able to win even this desperate battle?

Whats in the game


Pondemonium is a rulebook thinked for Pond Wars miniatures of
Eureka Miniatures. To play this game you will need:

- This rulebook.
- Pond battlefield.
- Units sheets.
- 12 Action cards.
- Some markers.
- 2 six-sided dices.
- Miniatures for Frogs and Turtles.

If in the site you downloaded this rulebook all those material was not
available, you will be able to find everything you need for play at this link:
www.miciosegoneags.altervista.org/pondemonium.html
In this website you will be able to find even printable Pondemonium
units, but we suggest you to buy the original miniatures for a better experience.
WHERE TO BUY THE MINIATURES:
Pondemonium miniatures are produces by Eureka Miniatures and can be
found here: www.eurekamin.com.au
For american users: www.eurekaminusa.com
Official european distributor: www.fighting15sshop.co.uk
N.B.: The Juggernaut miniature is the only one that is NOT in Eureka
range. The unit is the Terrorpin of the american Impact! Miniatures:

www.impactminiatures.com

Deployment
Turtles always deploy first.
Turtles must deploy minimum 3 units on bridges connected with the
main island (max 2 units per bridge). Every other units must be placed
in the main island. Turtles can place units only in the main island and
in bridges
connected with the main island.
Frogs always deploy seconds.
Frogs must deploy minimum 2 units on 3 different deployment zones.
Deployment zones are located in Pond corners.
Frogs must deploy every units in Pond corners.

Tartarughe

Unit points cost

Army limit

Archer

12

Spearturtle

10

Piketurtle

12

Musketeer

14

Hussar with sword

18

Hussar musketeer

20

Captain of Hussars

24

Standard bearer

18

Musician

12

Sniper

20

Juggernaut

25

Captain

20

Unit points cost

Army limit

Spearfrog

Pikefrog

10

lite spearfrog

10

lite pikefrog

12

Musketeer

12

Marauder

Hussar pikefrog

16

Hussar marauder

14

Hussar musketeer

18

Hussar with gun

18

Captain of Hussars

22

Standard bearer

12

Musician

10

Captain

20

Cannon

20

King

25

Frogs

Units cost
Before the beginning of the game, players must choose units secretly.
Turtles must take the Captain.
Frogs must take Captain or Hussar Captain or King (max. 2 of them. No Frog
player can have all the 3 units).
In the following table there are units costs. A standard match of Pandemonium
is from 150 to 200 points.

How to read the units sheets


Unit number: identify the miniature representing the unit.
Unit name: identify unit role.
Wounds: number of injuries the unit can take before the death.
Armour Save: the number a player must obtain to block opponents
hits.
Weapon name: the weapon name.
Attack Dices: the number of dices to be thrown in an attack with this
weapon.
Damage Rate: the number that the player must obtain to inflict injuries with the used weapon.
Range: the number of terrains the weapon can fire through (only distance weapon).
Abilities: every unit abilities.

Game Turn
Every player begin the game with 5 action cards and 1 racial card.
Every action card have a number printed on it. The number is the action points
you can obtain playing it.
At the beginning of every turn both players choose a single card from the hand
and reveal it at the same time. The number printed on it is the number of action
points the player have in this turn, but the lower number play first.
In case of a tie the Frogs player win the initiative.
Ex: John plays a 5, Mick plays a 2. Micks start first but he has only
2 actions, John will be second; but will play with 5 actions.
When the player who has initiative consumed every action points, the opponent
turn will begin.
Once both players used every actions the turn ends and the played cards are
putted away in a discard pile. Every normal action cards will return to the game
quite soon. The racial cards are single use and will be played only a single time.
The racial card can be used instead of a normal action card but dont give at the
player action points, however allow the race to use the racial ability for free on
every unit on the battlefield.
Every Frog can use his Jump ability.
Every Turtle can use his Armor ability.
Using the racial card allow to take back every normal action card played before.
After that, the racial card is permanently discarded.
When a player play the racial card, he win automatically the initiative.
If the two racial cards are played at the same time, the Frogs win the initiative.
When a player play his last action card he took back every normal action cards
from his discard pile. Racial card is never considerated a card in hand. This means
that if you have only the Racial card left you can take every normal cards from
the discard pile like if you had none.

Use the action points


Players can use an action point to do one of the following actions:
Move
Range attack
Reload
Use of racial ability
Every action cost one action point.
Players can use action points for different units o for the same unit,
but a single unit can do the same action only two times every turn.

To keep tack of used action points we suggest You to use the


specific Pondemoniums markers.

MOVEMENTS IN THE POND SCENERY:


Every action point allow a unit to reach the center of an adjacent terrain, for example a unit that start in the deploy field can, with a single
movement, reach the center of an adjacent bridge and, with another
movement, reach the center of an islet.

Exception is the racial ability that can be used only once per unit.
When a unit use the racial ability, that unit cant do any other action
until the next turn, so its important to use racial ability as
the last action/s of the turn.

Ex.: A frog can use two times the action Move and
than use the racial ability Jump. This will cost the
player 3 action points. The unit will not be able to
do anything else, becouse Jump is a racial ability and
the player will not be able to use the unit until his
next turn. The player can still use other actions to
move other units.

The white arrows are the allowed land movements that every units
can do.
The green arrows are jump movements that can be used only by
Frogs racial Jump ability. Jump can be used in white arrows too without problems.

BLOCKED BRIDGES:

The position on the bridge is then directly connected on the arrival


order and it is not possible to change the order unless a unit will die in combat.
For melee combat see the normal rules in the melee combat section of this
manual.

Frogs can jump over the opponents, but only using the racial ability,
so this will be the last action of the turn for that unit.

During the match it is possible that a unit on a bridge will be surrounded


(ex: frog unit - turtle unit - frog unit). The rule of maximum units will be still
valid (two frogs and two turtle maximum) but will vary the combat resolution that we will see later.
Only the units that in a bridge have base contact with enemy units are considerated engaged.

When a unit reach the center of a bridge occupied by an enemy unit


she must stop immediately in front of that unit. That unit will not be
able to move again and will be considerated engaged.

IMPORTANT: When frogs use the racial ability on a bridge, frogs can
only move on one islet connected with the bridge. A frog can never
jump on a leaf from a bridge.
If a unit reach with a movement an islet, that unit will be placed in
the center of the islet.
If a unit end his movement on an islet where there are enemy units,
all that units is considerated engaged (a single unit can engage all the
enemy units on a terrain).
It is never allowed to enter in water voluntarily with a move action.
Move actions allow only to move on fields or bridges.
A bridge can have a maximum of two turtles and two frogs, while an
islet can have all the units that physically can stand in it, but at max
five for faction (excluding the deployment zones at the centre and at
the corners).
The second frog or turtle entering a bridge must position behind the
one already standing in the bridge. It is not possible to move over
friendly or unfriendly units.

10

In islets it is possible to move freely if the friendly units are more than opponents units. When the majority is lost because of a move action or the death
of a unit, move actions will be forbidden.
IMPORTANT: Leaves can have only a single unit at the same time !

facING
With facing we intend the direction the unit is oriented. Facing is very
important in Pondemonium for using in the right way some abilities.
Units can see at 360. This mean units can attack range and melee at units
that are located behind them with no penalties, but for some special abilities like Push it is really important a right facing placement.
Every unit that move toward the center of the Pond will be facing to the
next terrain closer to the center.
Every unit that move away from the center will be facing the next terrain
closer to the Pond corners.

11

SHOOTING
Units that have range weapons (muskets, bows, etc ...) can shoot with
a cost of an action point during the player turn.
It is important to remember that shooting can be done only twice per
turn for every unit and that some kind of weapons like fire guns need
a reloading action between each range attack.
Range weapons can be of 2 different type: fire guns and bows.
Fire guns are much stronger, but need an action to reload.
After each shoot action, the weapon need an action to reload and will
be needed an action point to do it.
At the beginning of each turn, every fire gun are considerated loaded.
This means that for do 2 ranged attack with fire guns the player will
need 3 actions. For a single ranged attack 1 action will be enough.
Bows are weaker, but can shoot more with less action points (2 action
points allow 2 ranged attack) and have normally a longer range.
The range of distance weapons can be seen on the army sheet and it
is the maximum number of terrains the unit can reach with a shoot.
For example, a ranged weapon with range 3 can shoot to maximum 3
terrains of distance (counting the one where is the target). If there are
different combinations of terrains between the attacker and the target the shortest route must be choosed.
The water is considerated a terrain for the range like any others.
This means that if it is a combinations of terrains like water-leaf-water-leaf the water must be counted twice and the shoot will be range
4 (one per each type of land crossed).

12

Type of field to be considerated in the range are:


- Island/Islet/deployment zone
- Bridge
- Water
- Leaf
Remember that you dont have to count the field where the shooting
unit is, but that you must count the field where the target is.
If the target is inside the distance weapon range, the action is used
and you can proceed to damage phase.
There are 3 limitations to distance shoot:
- It is never possible to shoot from one of the four deployment zones
at the corner of the pond to another. Shoots are always considerated
out of range. It is still be possible to shoot from one deployment zone
to the central islet of Turtles and reverse (is a range 4 shoot).
- A unit can never shoot when he is on a leaf (due to the instability of
the field).
- It is never allowed to shot to an engaged unit, all the units that are
in a land terrain (islet, deployment zone) with at least one enemy are
considered engaged, in a bridge all the units that have a base contact
with an enemy are considered engaged.
Leaves always count like if they are at distance two from any adjacent
territory touched by the water. (you have to count one for water and
one for leaf itself).

13

DAMAGE CALCULATION
Calculate combat damage in Pondemonium is done by the difference
of opponents successes.
Every weapon, range and melee, has a value that indicate how many
dices the attacking player must roll, and another value that indicate a
number you have to reach to obtain a success with that weapon.
The unit defending ever roll two dices for defense, both Frogs and
Turtles, but the value to reach is different from unit to unit.
Over that, Turtles can use the racial ability to add one dice to the defense roll.
Once all the dices were rolled, you must compare attack and defense
successes, if attacker obtained more success than defender, he inflict
the difference as injuries.
If the defender obtained more success than attacker nothing happened. The attack is blocked/dodged.

Range weapons can never be used for melee resolving at the end of the
turn unless the unit have the Rapid Fire ability (guns), the other units
must use their second weapon in melee (bite, punch....).
Normally every range units have a different melee value that is used for
close combat, is the weapon without the RANGE characteristic.
Priority for an archer or a musketeer that is engaged is disengaging itself.
Disengaging is more easy for Frogs.

Life point value of a unit is indicated in the sheet.


When a unit have enough injury as the life points the unit is killed and
removed from the game.
It is important to keep track of injury taken by a unit. In Pondemonium there is no way to heal an injury.

IMPORTANT: it is never possible to shoot to an engaged unit.

14

15

LINE OF SIGHT
In Pondemonium the line of sight is ever free. Field obstacles and
other units never block a range attack, but it is important to remember that range attack has a range value and that normally a range attack cant be used when engaged.

reloading
At the beginning of each player turn, fire guns are always considerated loaded, and the same is for melee phases with fire guns with
Rapid Fire ability. During the turn, every time a fire gun shoots it will
be considerate unloaded and will be necessary to spend an action
to use it again in the same turn. Loading a weapon two times in the
same turn is useless. Reloading is useless if you played the lower action card (the one with only two actions).

RACIAL ABILITIES
Turtles and Frogs are different not only for weapons and armour, but
for some abilities too. For one action point a unit can use the racial
ability, but remember that using that ability is ever the last action for
that unit in this turn.

FROGS RACIAL ABILITY: JUMP


As anticipated in the movement part, frogs can use an action point to
Jump.
Jump allow frogs to use shortcuts to reach the center of the Pond, to
surround enemies or to disengage fast.
Or can be used as a third bonus movement over the normal two allowed.
A frog can jump from a field to another adjacent ending the turn in
this way.
A frog can never jump from a bridge to a leaf, but only to one of the
islet adjacent to the sides of the bridge.
Leaves can be reached only by adjacent islet or by the starting adjacent deployment zones.
A frog can jump in an islet/bridge with an enemy unit to engage them.
IMPORTANT: Leaves can have only one unit at the same time !

16

17

TURTLE RACIAL ABILITY: ARMOR


At the cost of one action point, a turtle can protect herself inside the
armor.
Put an armored token to remember the bonus. At the beginning of
the next turtles player turn every armored token must be removed.
An armored turtle have an additional defense dice that can be used
in the same turn of the turtle player and in the frog player turn (this
means that can be used against range attack too).
Racial cards are single use. When it is played, a player can activate
freely the racial ability for every unit, but he will not have any other
action. Over that, a player will take back every action cards he already
used.
This means that the frogs player will have a free movement phase for
all his army. The turtle player will have a turn with an increased defense for all of his units.

DISENGAGING

END OF the TURN


Once a player used all of his action points or decided to pass, melee
combat are resolved. Every engaged units must do a close combat.
There are two different phases. First the player who was in turn attack
and the opponent defend. Then the opponent attack and the player in
turn defend.
The advantage to be on turn is that controlled units attack first, so it is
possible to eliminate enemy units before taking a counterattack.
It is the player on turn who decided what combat want to resolve
first, but every combat must be done.
If in a close combat there are two or more miniatures, the player on
turn divide equally attackers and defenders. If possible every attacking unit fight with a different defender (it is possible to regroup miniatures on an islet for helping in this phase).
It is imperative to divide equally attackers and defender. It is not possible to create different combination if the two sides have the same
number of units.

An engaged unit can disengage only:


- If Frog using the Jump action.
- Frogs or Turtles can disengage in an islet using a movement action for
leave the terrain only if the units are in overnumber ( at least one unit
more than opponents).
A Turtle can never disengage on a bridge (a Turtle is slow and too big for
a fast disengaging manouvre). An engaged unit cant shoot with ranged
weapons, but she can do the other actions.

18

19

PINCER MANEUVER

Every attacker/defender that is in surplus must be putted in an already


created combination and will fight only if the other unit will be killed.
Once every combination is created, the player in turn decide what combat
want to resolve first, but every fighting must be resolved.
May happen that the are different units in a melee combat. The order and
the combination is ever decided by the player in turn. This is a really important advantage. For example, a Turtle fights with 3 Frogs. If the Turtle
player is in turn he can decide the unit the Turtle will fight with and the
next unit in case of elimination of the first one.

During the match it is possible that units create a pincer maneuver on


bridges. (example: frog-turtle-frog).
In case of the same number of units (frog-turtle-frog-turtle) there will
be two different melee combats. The player on turn will decide the
fight that will be done first. If there is a superiority the single unit will
have to defend against two different attack but will be able to attack
only one unit.

EXEMPLE MELEE WITH 3 UNITS ON BRIDGE

Frog - Turtle - Frog

Only the units that are in base contact can attack/counterattack, the second, third... rank units can only advance if the allied in front of them die.
Only units with the PHALANX ability can attack without the base contact
(see the ability section).

MELEE COMBAT ON BRIDGES


Bridges can have a maximum of four units (two for every faction). If in the
bridge there are at least three units the melee combat is considerated multiple.
The difference from the islet combat is that the order is already decided and
cant be changed in any way. The arrival order on a bridge is very important
for a winning tactics.

The player on turn is the Turtle Player. He can choose the unit that
will be attacked by the Turtle. Once the attack of the Turtle is resolved, if the Frog is survived, the unit can attack the Turtle back.
In any case, the other Frog will be able to attack the Turtle.
In this case the Turtle player will try to attack the weaker Frog, hopping to kill the unit using the advantage of the initiative.
If the player on turn is the Frog Player, he will choose the first unit

20

21

that will attack the Turtle. If the Turtle will not be killed, the Turtle
will counterattack as usual. The second Frog will attack the Turtle but
there will be no counterattack by the Turtle, so there will be no risk to
the second Frog to suffer damages.

EXAMPLE MELEE WITH 4 UNITS ON BRIDGE

FIRST PHASE: PLAYER ON TURN AGAINST OPPONENT


The player on turn roll dices equal to the number indicated on the
equipped weapon of the unit and calculate the number of successes
he obtained. The opponent do the same for the armor value of his
unit.
If the attacker had more successes than defender, the difference will
be inflicted as damage (injuries).
If the unit is killed (injuries reach the life points value) and there
arent other enemies in the queue the fight is over, otherwise the
queue advance and there is a counterattack (see second phase).
If the unit survived there is a counterattack (see second phase).
After that, if there is another unit against this unit (3 units in a pincer
maneuver) there is another battle, but the defender will not have any
counterattack.

Turtle - Frog - Turtle - Frog

The number of units is the same so its the player on turn that will decide who will fight with. Unfortunately he must choose equally so the
choice is one and only one: 1 against 2 and 3 against 4.

Normally every unit will have a single melee attack, but only if the
unit will reach an opponent

SECOND PHASE: OPPONENTS AGAINST PLAYER ON TURN


The second phase works the same way of the first phase, but the defender became the attacker and reverse.

Frog Turtle - Turtle - Frog

If at the end of the melee phase there are is no unit killed, units continue to be engaged.
If there are other units in the queue those units will do nothing.

Even in this situation the choice is only one: 1 against 2 and 3 against 4.

22

Once actions and melee phases are over, the turn change and the
player with less initiative will do his turn.

23

When this second turn is over every player will play other cards.
This mean that it is possible for a player to do two consecutive turns,
one as second player, the other as first player.
Example: Frog-Frog-Turtle-Turtle. Frog goes first and kill the Turtle.
The second Turtle will take the place of the one killed and will attack
with a counterattack. If the first Turtle survive the Frog attack, the first
Turtle will counterattack and the second Turtle will do nothing.

VICTORY
Frogs wins if at the end of melee phase of the Frog player turn, in the
Fort in the center of the pond the Frogs are twice the number of the
Turtles.
The Turtles wins if in any moment the 80% (rounded up) of Frogs
army is eliminated. You must count the number of units, not the cost
of the army.

ABILITIES
In this part of the rulebook were going to explain the unit abilities of
Pondemonium:
Chivalry: Chivalry ability allow a unit to move like if using racial ability Jump, but the unit doesnt need to end the turn after the use of it.
The only limit of it is that Chivalry Units cant jump, move or stay on
bridges. This means that this kind of units must use only leaf to enter
inside the pond.
Reload: Units with this ability must use an action points after a range

24

attack to allow a second attack in the same turn.


First Rank Phalanx: This ability allow Phalanx units to melee attack
even if in the second position of a line. It is not necessary to be in contact of another units, but must be no more far than the second position of the line. The attacks made with this ability are always after the
regulars
attacks of the two first line units. The attacks resolution order is: active player first line unit, opponent first line unit, active player first/
second phalanx units, opponent first/second phalanx units.
Example: A Turtle Archer is engaged melee with a Frog Marauder and
a Pikefrog is in the second position after the Frog Marauder.
The turn is of Turtles player and the Turtle doesnt do any damage to
the Frog Marauder. Its Frogs player time to counterattack. The Frog
Marauder had one success, and the Turtle block it with a successful
defense roll. Everything stand in the same way, but the Pikefrog in the
second line can use the ability to attack the Turtle Archer.
Second Rank Phalanx: This ability works like Phalanx First Rank but it
allow to attack even from the third position of a line. This ability will
work even with 2 friendly units between the unit and the target. The
attacks made with this ability are always after the regulars attacks of
the two first line units.
The attacks made with this ability are always after the regulars
attacks of the two first line units. The attacks resolution order is: active player first line unit, opponent first line unit, active player first/
second phalanx units, opponent first/second phalanx units.
Overwhelm: Attack roll successes are saved from the enemy with a
malus of +1 applied on his armour save (a standard turtle save at 5+
instead of 4+)
Rapid Fire: The units with rapid fire ability can use the ranged weap-

25

ons even when engaged, both as range attack, both as melee attack.
(Rapid fire weapons are always loaded in melee phase)
Push: When a unit with push ability inflict an injury (after the defense
roll) , can choose to move immediately the target unit to an adjacent
terrain behind her.
A push on a bridge will move the unit to the previous islet.
This will work only if there are no other units in the line behind the
unit.
A unit pushed from an islet will be moved to one of the bridges in
the back of the unit. This will be possible only if the bridge have not
reached the maximum number of units (two units per faction). If the
player that make the push is the player with the initiative, the pushed
unit lose his counterattack phase.
Patriotism: When a unit with Patriotism enters in a terrain (islet or
bridge), every units of the same faction gain the chance to reroll one
dice after the dice rolls in the attack phase of the melee phase.
This bonus will last only for the same turn the unit with Patriotism
moved and will end at the end of the melee phase. A unit with Patriotism can move two times only if the first field is empty. Every time
a unit with Patriotism reach a field with friendly units the unit must
stop and will not be able to use any other type of movements (including the Jump racial ability).
The unit can use an action point as movement without moving to reactivate the ability in the field the unit is.

or bridge field, every units of the same faction earn a reroll during the armor roll to protect from injuries in melee combat.
This ability will last only until the end of the next melee phase at the end
of the turn.
A unit with Adrenalinic Charge can move two times only if the first field
is empty. Every time a unit with Adrenalinic Charge reach a field with
friendly units the unit must stop and will not be able to use any other
type of movements (including the Jump racial ability).
The unit can use an action point as movement without moving to reactivate the ability in the field the unit is.
Rex Tremendae Maiestatis: The Frog King can be targeted by ranged attack only when he is the only enemy unit in his terrain. If in the terrain
occupied by the King there are other enemies, the attacking player must
choose one of them as target.
Slow reload: A unit with this ability must use two action points to reload a
range weapon.
Amphibious: The units with this ability can cross short water areas, with
two movement actions a unit on a islet can reach a near islet.
This ability can be used only for move between two islets, and only if the
starting islet and the destination islet are divided by a straight line that
cross only water. Often this special movement can allows to avoid bridges.
This special movement cant start or end on bridges or leaves.
The units with the Amphibious ability cant pass or stay on the bridges.

Furious Charge: A unit with this ability will ever have the initiative
and will ever attack first, even in the opponent turn. If two units with
Furious Charge fight against each other the two attacks are resolved
at the same time. This means that it is possible for two units with this
ability to kill each other at the same time.
Adrenalinic Charge: When a unit with this ability enters an island, islet

26

27

PONDEMONIUM IS A SKIRMISH GAME


FOR two PLAYERs WITH MINIATURES
in SCALE 28mm
The great mobility of Frogs against
the impressive defensive ability of Turtles
in a Pond battleground of huge variability
that will keep you company
for many matches !

www.miciosegoneags.altervista.org/pondemonium.html

Das könnte Ihnen auch gefallen