ogre kingdoms gut olympics

Upload: craig-von-maxwell

Post on 11-Feb-2018

216 views

Category:

Documents


0 download

TRANSCRIPT

  • 7/23/2019 Ogre Kingdoms Gut Olympics

    1/7

    Before the fight starts, each Ogreworks himself up into a frenzy. In thismood he feels even less pain thannormal. This makes their entry into thetrench rather uncontrolled, especially asthey must negotiate the slope. Starting

    with the Ogre that was placed second,roll a D3 and move the Ogre thatnumber of squares down the ramp. The

    other player follows suit. Place a dice atthe end of each Ogres trench showinghow many squares they have moved.This is important as it shows the speedthey are moving at and will affect theiroptions in the next turn.

    Starting the GameAfter this preliminary move the game isplayed in turns. Each turn consists of sixseparate steps. Within each step an Ogrecan perform a single action. Thenumber of steps an Ogre can act in isdetermined by his Speed. This is shownby a dice. An Ogre with Speed 1 canonly act in one step the first one

    whilst an Ogre with Speed 6 can act inall six steps. Generally, the higher yourSpeed the more obvious your actions

    will be. Players can adjust their OgresSpeed at the start of each turn, andcombat damage can reduce their Speedduring the turn.

    OGRE GUT

    OLYMPICSRULES FOR GUT-BARGING & PUNT-A-RUNTPete Haines takes a long runup at the topic of Ogre gut-barging, a subject close toany Ogres heart. Just belowit, in fact. Meanwhile, JakeThornton also looks atanother favourite of the

    Ogres, but not necessarilythe Gnoblars, Punt-a-runt.

    Gut-barging is almost certainly oneof the most popular sportsamongst Ogres and is often used

    as a way of settling disputes betweenBulls. There are many local variants,some of which are closer to being pit-fights, but traditional gut-barging isinstantly recognisable by the gut trenchin which it is conducted.

    The Gut TrenchA gut trench is typically just wideenough for two Ogres to pass eachother. It is normally about ten feet deepat the centre with a sloped ramp ateither end leading down into it. Thetrench is typically dug by Gnoblar slavesand the little scamps often add a fewembellishments of their own, after allthey want to see a good show. They sortout a variety of rusted weapons fromtheir scrap piles and embed them in thetrench walls, sharp side outwards, andbreak up the soil on the trench floorand soak it thoroughly to make it boggyand slippery (sometimes they willactually use water for this). With thetrench prepared, the edge is set withtorches and all is ready for thecombatants to enter.

    The TrenchEach square is 20mm across, this meansan Ogre model will always occupy foursquares at any time. The first threesquares at each end are sloped leadingdown to the trench proper.

    Before play starts roll 2D6 to

    determine the number of little surprisesthe Gnoblars have set up. Each playerthen takes it in turn to place a Spike

    marker against a wall or a Slime markeron any square (toss a coin for first pick).It is up to the players which markersthey place.

    The CombatantsThe rules given here cover fightsbetween Ogre Bulls. Although Tyrants,Bruisers and even Maneaters frequently

    take part, these girthsome individualswould have an unfair advantage so, forthe sake of an interesting game, theyhave been omitted. By triumphing inthe trench, however, it is possible for aBull to make a name for himself andimprove his abilities. The mostsuccessful Ogres in the trench oftenearn the honorific Wallcrusher, availablefrom the big names section of the OgreKingdoms book, allowing you to field anOgre gut-barging expert in a

    Warhammer battle. Such an individualhas a truly devastating Bull Charge

    Set-UpThe players then roll a dice to see whoplaces their Ogre first, the winnerchoosing first or second. Each Ogre isplaced at the end of the trench with itsbase touching the board, facing along it,and aligned so that their bases line up

    with a double row of squares.

    Set-Up The Ogre must be placed so that he is lined up with two squares

  • 7/23/2019 Ogre Kingdoms Gut Olympics

    2/7

    Bloo

    died

    Bloo

    died

    Grabb

    ed

    Grabb

    ed

    GUT-BARGINGBOARD AND COUNTERS

    Copyright Games Workshop Ltd 2005. Permission is granted to

    photocopy this gut-barging board and counters for personal use only,

    to play games of Ogre gut-barging using Warhammer miniatures.

    All rights reserved.

  • 7/23/2019 Ogre Kingdoms Gut Olympics

    3/7

    Playing the GameThe gut-barge is played using thefollowing sequence:

    1. Choose Speed2. Reveal new Speed3. Adjust Ogres Speed

    accordingly4. Resolve step 1 Ogres with a

    Speed of 1 or more may act(ie, all of them)

    5. Resolve step 2 Ogres with aSpeed of 2 or more may act

    6. Resolve step 3 Ogres with aSpeed of 3 or more may act

    7. Resolve step 4 Ogres with aSpeed of 4 or more may act

    8. Resolve step 5 Ogres with aSpeed of 5 or more may act

    9. Resolve step 6 Ogres with aSpeed of 6 may act

    10. Return to step 1

    rounds, as their speed is not highenough.

    Before starting step 1, determinewhich Ogre has priority. This will be theOgre with the highest Speed at the startof the turn. If this is equal then it will bethe Ogre nearest its opponents end ofthe trench. If this is also equal then rolla D6. The Ogre with priority goes first

    at each step, provided it has the speedto act.

    COMBAT MANOEUVRESAn Ogre with a Speed dice showing 1 to3 is adopting a cautious stance although he is keeping alert, he is notexpending any unnecessary energy.

    The objective of a gut-barge is toforce your opponent out of the trenchor inflict so many injuries that he is nolonger able to fight.

    In each step in which he can act, anOgre with Speed of 1-3 must choose

    one of the following actions:

    Get up if proneTurn left or rightSidestep one squareMove forward one squareBack off one square (note that ifany part of his base exits the boardthe way he entered then he hasforfeited the match and will bebadly beaten or even eaten by thecrowd).Make a normal attack. In order tomake an attack there must be an

    enemy Ogre occupying one of thesquares directly in front of theforward edge of his base.

    An Ogre with a Speed dice showing 4 to6 is moving too determinedly forward tomake such subtle manoeuvres. He is infact building up to ramming speed.

    In each step in which he can act, anOgre with a speed of 4-6 must choose

    one of the following actions:

    Move forward one square. If thismovement would take the Ogreinto a square occupied by anotherOgre, he must make a gut-bargeattack.Sidestep one square. Roll a D6. If

    you score equal or more than yourcurrent Speed score then you keep

    your balance and sidestep. If youroll below your Speed score then

    you are moving too fast and take atumble. Your Ogre is Knocked Over

    in the same squares his base wasoccupying at the time of the fall.

    MovementWhen an Ogre moves, his base is movedforward one row of squares so that heeffectively occupies two new squares. Ifeither of these contain Slime or Spikemarkers then he may slip or scrapehimself take the appropriate test.(Note that you only make these testsduring your own movement, not duringmovement triggered by a combat actionsuch as a Drive.)

    Attacking In order to make an attack there must be an Ogre occupying one of thesquares directly in front of the front edge of his base

    Choosing SpeedAt the start of each turn, each playersecretly puts a D6 under their hand. Thenumber uppermost determines theSpeed they wish to move at, the higherthe number the faster the Ogres move.

    A player cannot choose a numbermore than 2 higher or lower than theircurrent Speed. If they are currentlyfacing down a slope then the numbercannot be lower than their currentSpeed. If they are currently facing up aslope then the number cannot behigher. A prone model does not countas facing in any direction.

    Reveal New Speed/AdjustOgres Speed AccordinglyThe scores are then revealedsimultaneously. Place the dice at yourend of the trench to indicate the Ogresnew Speed. An Ogre has a maximumSpeed of 6 and a minimum Speed of 1,so you never need more than one dice.

    Resolve Steps 1-6The players then alternate moving theirOgres one Speed Point at a time. This isdone in six steps, moving all models

    with Speed 1 or more, then models withSpeed 2 or more, then models withSpeed 3 or more and so on.

    Example Lets say one Ogre is on

    Speed 3 and the other on Speed 2. Westart with step 1 by activating Ogres

    with Speed of 1 or more, so both Ogresget to use one Speed Point. We then

    activate Ogres with Speed of 2 or moreso once again both Ogres can act.

    However, when we do the third step,

    activating Ogres with Speed of 3 or

    more, this time only the Ogre with 3Speed can act. Neither of them act inthe Speed 4 or more, 5 or more and 6

  • 7/23/2019 Ogre Kingdoms Gut Olympics

    4/7

    Slime and Spike MarkersSlime Roll a D6. If you scoreequal or more than your Ogrescurrent Speed score then he keepshis balance and is unaffected by theslime. If you roll below your OgresSpeed score then he is moving toofast, slips in the mire and takes a

    tumble. Your Ogre is Knocked Downin the same squares his base wasoccupying at the time of the fall.

    Spikes Roll a D6. If you scoreequal or more than your Ogrescurrent Speed then he manages toavoid the spikes and takes nodamage. If you roll below yourOgres Speed score then he hasmoved on to one or more spikes andhas scratched himself. It takes a lotmore than this to seriously hurt anOgre but he will be Bloodied (place

    the Bloodied counter next to theOgre). This does not inhibit him buttends to get your opponents tastebuds going and provides them withsome encouragement.

    Grab. The Ogre reaches out, grabs holdof his opponents gut and squeezes.This restricts his opponents optionsand gives the Ogre the opportunity touse some additional attacks such asThrow, Hug and Drive.

    An Ogre may not Grab a proneopponent. If the Grab is successful, theopponent is held place the Grab token

    by his base and he has his Speedreduced to 3 if it is currently higher.Moreover, whilst he is Grabbed he mayonly choose to Bite/Gouge/Butt or Breakthe Hold (see below). Once an Ogre hasapplied a Grab he can release it at anytime. While it is applied he can performBite/Gouge/Butt attacks and mayperform Throw, Hug or Drive attacks.

    Breaking a Hold. This is done byrolling to hit as normal. If the Ogreattempting to break the hold hits, thenthe hold is broken. Remove the

    Grabbed counter. No other damage isinflicted.

    Throw.An Ogre may only attempt aThrow if his opponent is Grabbed. TheOgre bodily hauls his opponent off theground and throws him. If you hit witha Throw attack, the Ogre hurls hisopponent two squares horizontallyand/or vertically. This movement maynot pass through another model ormove the Ogre over the sides of thetrench (although you can throw him outof the end of the trench a winningmove very popular with gut-bargeafficionados). The hold is automaticallyreleased at this point remove theGrabbed counter. The hurled model isKnocked Over. If any of the squares heis hurled through contain spikes thenhe is Bloodied.

    BATTLE DAMAGEInjured.An Ogre can survive horrendous injuries but will generally be sloweddown by them. An Ogre with a single Injury may never have a Speed of 6, if he hastwo or more Injuries then he may never have a Speed of 5 or 6, and so on. If anOgre suffers six Injuries, he passes out from the pain and is defeated. He may alsobe eaten before he manages to wake up!

    Bloodied. Gut-barging tends to be messy and the crowd likes to see the bloodsplashing about. Fortunately Ogres can leak vital fluids all day with no real illeffects to themselves. Nonetheless the smell of the red stuff acts as an incentive toan opponent and allows him to add 1 to his Attack rolls (remember a roll of 1 stillalways misses). If an already Bloodied model is hit by something that causes himto be Bloodied further his opponent may make a roll to hit if this is successfulthe Bloodied model takes an Injury.

    Knocked Over.When an opponent is knocked over or thrown he is placed pronein the squares he occupied before being knocked over (or that he was throwninto). His Speed dice is set to 1.

    Winded. Some attacks will put an Ogre off his stride more than they actually hurt

    him. When an Ogre is Winded, his Speed dice is immediately reduced by 1 (to aminimum of 1). This may prevent him taking actions later in the turn.

    Bear Hug.An Ogre may only attempt aBear Hug if his opponent is Grabbed.The Ogre extends his arms around hisopponents girth and tries to squeezethe life out of him, winding him andperhaps snapping some ribs too.

    If you hit with a Bear Hug attack,the opponent remains Grabbed but isalso Winded and Bloodied.

    Drive.An Ogre may only attempt aDrive if his opponent is Grabbed. TheOgre gets his body weight low and hisopponents high, pushing his opponentbackward whilst maintaining the holdand following up.

    ATTACKSAttacks come in two general forms full-blown gut-barges (only possible if

    your Speed marker is showing 4, 5 or 6)and normal attacks. Within the broadcategory of normal attacks there areseveral different combat manoeuvres

    you can perform.

    Rolling to HitWhichever attack form you want to try,the mechanism is the same.

    In order to hit, you must roll equalto, or more than, the opponentsspeed. Whatever happens, a scoreof 1 always misses.

    Normal AttacksPummel. The Ogre pounds on hisopponent with arms the size ofcannons, bashing him about the headand chest. This is unlikely to be fatal butmay stun his opponent long enough todo some serious harm in another way.

    A pummel attack may be re-rolled ifit misses (an Ogre has got two handsafter all). If you hit with a pummelattack, the Ogres opponent is Winded.

    Bite/Gouge/Butt. The Ogre uses thesecret underhand hurting techniquetaught to him by his father (the hard

    way, of course). This differs from Ogreto Ogre but is normally guaranteed todraw blood and really annoy youropponent.

    If you hit with a Bite/Gouge/Buttattack, your Ogres opponent is Windedand Bloodied.

    Throw The Ogre has thrown hisopponent one squarebackwards and one

    square right straightinto some spikes.

    Spik

    es

  • 7/23/2019 Ogre Kingdoms Gut Olympics

    5/7

    If an Ogre hits with a Drive attack,his opponent remains Grabbed but youmay move your own model one squareforward, or one square to the side, orturn to the left or the right. You thenmove your opponents Ogre so that heoccupies the same position relative tothe front of your own Ogre as he didbefore. You may not drive in such a way

    that there is no room for your opponentto be moved. If your opponent is nowin a square with spikes he isautomatically Bloodied.

    attempting a gut-barge reduces hisSpeed by 3 (to a minimum of 1) gut-barging takes a lot of impetus.

    An Ogre hit by a gut-barge isKnocked Down and suffers one Injuryfor every two points (rounding down)of Speed the attacker has. A full gut-barge from an Ogre whose speed is 6can half an opponents effectiveness

    with one blow!If the opponent cannot retreat into

    the appropriate place (say because theyhave a wall behind them) then they willtake an additional Injured result. If anysquare they enter contains Spikes thenthey are Bloodied in addition to anyother damage they suffer.

    GUT-BARGING VARIANTSBest of Three. In this variant the bargeis conducted over three rounds usingthe same combatants. Between boutseach Ogre will recover D6 Injuries asthey are rubbed down with a moistGnoblar and given a tasty Rhinox steakto get their strength back. The winner isthe Ogre to win two of the threerounds.

    Tag-Barging. In Tag-Barging each playercontrols a team of two or three Ogres.Only one member of a team may be inthe trench at any time. When thecurrent combatant is driven out of thetrench or collapses a new turn beginsand another member of his team canenter play.

    If the surviving competitor is on theslope at his opponents end he is movedoutside the trench and placed at thatend of the slope as if he was starting a

    new round. The new combatants initialfree move is always D3 squares downthe slope at the end furthest away

    Drive The Ogre has grabbed hisopponent and driven himone square to the left,

    onto (you guessed it)some spikes.

    Spi kes

    Splash.You may only attempt a Splashif your opponent is prone. Some Ogrescontent themselves with a bit ofstomping up and down on theiropponent but a true gut-barger jumpsupward and belly flops on his adversarylike a leaping whale. This can do a fairbit of harm.

    If you hit with a Splash attack youropponent suffers a further KnockedDown result (reducing his Speed to 1)and is Injured.

    Gut-barge attacksWhilst all the biting, punching andwrestling can wear an opponent downnothing delivers the coup de grace like afull on gut-barge attack.

    When launching a gut-barge, roll tohit as normal. If you hit then theopponent is moved back one squaredirectly away from the line of the chargefor every two points of Speed (rounding

    down) the attacking Ogre has. Thebarger then moves directly forward onesquare. Whether you hit or not, an Ogre

    Winning and LosingAn Ogre who is even partially forcedout of the gut trench loses. An Ogre

    who succumbs to his injuries loses.

    An Ogre whose opponent leaves thetrench at his own end loses.

  • 7/23/2019 Ogre Kingdoms Gut Olympics

    6/7

    from the opponents Ogre. The turnsequence then starts as usual.

    Club Surprise. To add to the carnage alarge, gnarled club is thrown in thetrench. It will be adjacent to the centreline. Roll a D6 to determine which side,and then a further D6 to decide whichsquare on the row it lands (1 = extreme

    left, 2,3 = middle left, 4,5 = middleright, 6 = extreme right; all judgedaccording to the view of the Ogre whoseend of the trench the club is nearest).Place a marker (preferably a spare clubfrom the Ogre Bulls frame) to show

    where the club is.In Club Surprise you may perform

    the following additional actions:

    Speed 1 to 3Pick up club. If the Club marker isunder an Ogres base he may pick it up.Place it on the model. He may not do

    this if he is Grabbed.

    Swing Club. This counts as a Pummelattack but additionally inflicts aBloodied result on your opponent if it issuccessful.

    Throw Club. This counts as aBite/Gouge/Butt but can be performedat any distance. The target must be inthe trench and at least partially in frontof your Ogre, ie, a part of his base is inthe same column of squares as hisopponents base. When an Ogre throwsthe club you place the Club marker inthe last square it passes through beforereaching the target. If the target isdirectly in front of your Ogres basethen you can choose which line ofsquares it passes down.

    Disarm.You may only perform aDisarm if your opponent is Grabbed andhe has the club. If you hit with a normalattack, the club is hurled into the airand out of the arena. Roll a D6, on a 5or 6 it hits a Gnoblar spectator, killinghim. This is not especially relevant butis quite amusing. At the start of the nextturn the club will be thrown back intothe trench exactly as it is when the fightstarts. If an Ogre is in the square whereit lands, he will catch it and may use itas described in this section but suffers aBite/Gouge/Butt attack into the bargain

    this automatically hits.

    MEASURING THE STATUSOF YOUR GUT-BARGERTo enter the trench at all an Ogre mustbuild up a stable of ten prize Gnoblars.These form the stake for his gut-bargingcareer. These may become the property

    of his opponent depending on theresult. Each competitor must stake fiveGnoblar slaves on each bout; the

    number he wins or loses depends onthe way the bout ends. Gnoblars won inthis manner are taken from the losersfive-Gnoblar stake and given over to the

    winner.

    The type of win determines the numberof Gnoblars that are won or lost:

    Win by throw-out (the 3 Gnoblarsopponent is thrownout of the trench)

    Win by drive-out (the 2 Gnoblarsopponent is drivenout of the trench)

    Win by escape (the 1 Gnoblarwinner leaves by hisopponents end)

    Win by barge-out (the 4 Gnoblarsopponent is gut-bargedout of the trench)

    Win by blood loss (the 5 Gnoblarsopponent sustains

    six injuries)

    For example, if Drogrash beats Grasghby barging him out of the trench,Drogrash takes four of GrasghsGnoblars for his own. If Grasgh wants arematch he must stump up another fourto replenish his stake back up to five.

    Players may choose to wageradditional prize-Gnoblars at their whimand can even arrange special odds orstipulations for these side bets. Forexample, an Ogre player may bet hisopponent mid-game that he will win insome manner, betting a further Gnoblaror two. If this bet is accepted the resultsof this bet are added to the usual spoilsof victory. Remember that there mustalways be five Gnoblars from eachplayer as a basic bet.

    The status of a gut-barger is derivedfrom the number of prize-Gnoblars thathe has. An Ogre with less than fiveGnoblars can no longer compete andthe player should start a new Ogre witha starting stable of ten Gnoblars.1-10 Likely Lad. Hes got the gut for

    it but does he have the intestinalfortitude? A Likely Lad is a typicalBull with no particular reputationin the trench.

    11-20 Bully Boy. Hes got the scars anda gang of prize Gnoblars. Fewother Bulls are going to argue ifhe takes a bite out of theirRhinox.

    21-30 Champ. Hes talked the talk,walked the walk and consumedseveral times his own bodymassin unfortunate adversaries.

    31-40 Bruiser. Even the Tyrant paysattention when this Ogre stepsinto the trench. A legend in his

    tribe and the source of muchgossip between distant bellowers.

    41+ A Rock.When he achieves thislevel, an Ogre has it made.Served the finest dainties (such asstuffed Hobgoblin or Sabretuskdrumsticks) on jumbo platters byhis dedicated army of Gnoblarservants, a Rock is the envy of allthe other Bulls. He may even beable to challenge the Tyrant some

    day. In the meantime he shouldbe given a special Big Name toreflect his triumphs in the trench.

    Another bloodsport famously usedby the Ogres is pit-fighting if youfancy a crack at a fully-realised pit-fighting game, then look no furtherthan the Fanatic website.

    www.specialist-games.com/mordheim/archive.asp

  • 7/23/2019 Ogre Kingdoms Gut Olympics

    7/7

    OverviewThe game can be played over anyreasonably clear field, and is often partof the victory celebrations after abattle. In fact, playing over a battlefield

    with its piles of dead and dying offers

    an excellent opportunity to grab asnack whilst waiting for your turn.

    The game starts with the Ogresgrabbing three Gnoblars each andlining up facing downfield. Its acompetition to see who has the bestboot and can punt the wriggly littlefellers the furthest. But its not just aone-off punt, any fool can do that, its afive-punt challenge. Those of you thatcan count might have noticed that youonly get three Gnoblars for your fivepunts, and that is part of the cunnin.

    Each time you punt a Gnoblar you

    walk to where he landed and see ifhes good for another punt (if theyre abit scuffed nobodyll mind, but puntinga dead Gnoblar just isnt done).

    Assuming either that the Gnoblars OK,or you have a spare from your startingtrio, you punt again. When that lands,

    you walk over to that one and so on.In this way each punt adds to the lastand its the Ogre that gets the furthest

    with a maximum of five punts thatsthe winner. If you run out of Gnoblarsor rupture something in your effort tomake a big kick, then you have to stop.

    You can still win if youve gone thefurthest, but you cant carry on.

    Starting OutEach player takes an Ogre model andthree Gnoblars and sets them up atone end of the table, facing down itslength. All the Ogres should be in aline (having them start at the tableedge is the simplest way to do this).The player who looks the most like anOgre goes first, and play proceedsclockwise around the table. If you cantagree whos impression is best, roll adice to decide who starts.

    Players take turns to boot aGnoblar. When its your turn, you take

    your next Gnoblar and decide howhard youre going to kick it. Of course,if youve got no Gnoblars left you cantdo another kick. Assuming you have aGnoblar to hand, choose one type ofkick (which can be different each time)from the following table:

    Kick the Gnoblar DistanceReally Hard 2D6"Harder Than That 3D6"So Hard You Might Do 4D6"

    Yourself A Mischief

    Once youve chosen your kick, roll thenumber of dice indicated. Doubles andtriples indicate something bad hashappened (see below). The total is thedistance that the Gnoblar travels. Puthim that far down the table and move

    the Ogre up to meet him.

    A double. The Gnoblar being puntedruptures something important anddies. He can no longer be used, butleave him lying where he fell anyway(as decoration). The Ogre ismomentarily confused as he didntrealise that Gnoblars containedanything important.

    Two doubles. Not only does theGnoblar being punted rupturesomething, but his mates are so upset

    by the sickening crunching sound yourboot made when it impacted his frailtorso that one of the them abscondstoo. The Gnoblar being punted isdead, so lie him down. If you had anyother Gnoblars spare remove one ofthem.

    Triples.You put so much enthusiasminto your booting of the Gnoblar that

    you strain something you shouldnt.Sadly, its not the Gnoblar youvebroken this time and you need to sitdown. This Ogre cant punt any moreGnoblars today and once hesstaggered over to where the last onelanded he sits down to watch theothers. He can still win if hes gone thefurthest. And thats pretty much it forthe classic Punt-a-Runt. Of course,

    what with modern youth being thedisrespectful scallywags they are, theycouldnt leave such a classic pastimealone and have developed all mannerof variations on this age-old theme.The most popular of these are theunlimited punts version and gamesplayed around obstacles.

    Unlimited PuntsThis is exactly the same as the normalgame and you still only get threeGnoblars, but you get to punt themabout until you break them all. Thereis no five punt limit. Other than thatits the same as described above.Furthest travelled in total wins.

    ObstaclesThis sprang up when Ogres triedplaying in areas where there simply

    wasnt enough space in a straight line.It took a bit of working out, but after

    the first few Ogres fell off the cliffwhilst watching their Gnoblars soaring

    through the clouds, the rest saw thatputting a few bends in the coursemight not be such a bad idea. It isplayed in a couple of sub-variants, butthe basic idea is the same: to puntsome runts around a winding obstacle

    course. If you want to use obstacles,simply take it in turns placing a pieceof terrain to form a course.

    The distance you move is dictated,as usual, by how far you punt theGnoblar, but this time youve got to getround corners and between obstaclestoo. This makes judging your kickaccurately more important than sheerrange. It also means that the directionof your kick is important. To avoiddebate, turn your Ogre on the spot toface the direction hes going to kickbefore you roll your dice, and place a

    marker (coin, spare dice, etc) a foot ortwo away in the exact direction as anaim point. The distance kicked ismeasured between the Ogre and theaim point.

    If a Gnoblar hits an obstacle thentheres a nasty/entertaining splat!,and he falls to the base of theoffending obstruction, dead.

    One variant uses a three Gnoblarlimit, just like the normal game. Theother allows an unlimited number ofGnoblars, instead counting the numberof punts required to complete thecourse. This is the newest (and leastaccepted) of the variants, which makesit the most popular among rebellious

    young Ogres.

    PUNT-A-RUNT By Jake Thornton