Adrenaline Variant Rules
Contents
Adrenaline Variant Rules
Hey there! Let’s talk about some cool rules you can apply to spice up your Adrenaline games. These variants will add a new level of excitement and challenge to your gameplay. So grab your guns, load your ammo, and get ready for some heart-pumping action!
No Health Regeneration
Who needs health regeneration, anyway? In this variant, you won’t regain health points at the start of your turn. You’ll have to be more cautious with your actions and plan your strategy accordingly. It’s a challenge, but it will keep you on the edge of your seat!
Double Damage
Ready to kick things up a notch? With the double damage variant, every hit you make will have twice the impact! Your opponents will feel the burn as you dish out the pain. It’s a risky move, but the rewards are oh so sweet.
Power-ups Galore
Want to level the playing field? With the power-ups galore variant, you’ll have an abundance of power-ups at your disposal. You’ll be able to grab extra ammo, heal up, and even get some nifty special abilities. It’s all about gaining the upper hand and making every move count.
Endless Ammo
Running out of ammo is no fun. In this variant, you’ll never have to worry about your ammo running dry. It’s an all-you-can-shoot extravaganza! So go ahead, unleash a hail of bullets on your opponents without ever having to reload. Just be prepared for them to do the same to you!
Team Deathmatch
Looking for a team-based experience? Team Deathmatch is the variant for you. Divide into teams, pick your sides, and battle it out to see who comes out on top. Coordinate your attacks, cover your teammates, and claim victory for your team. It’s all about teamwork and communication in this high-stakes game mode.
Survival Mode
If you’re up for a real challenge, survival mode is where it’s at. In this variant, every hit you take will have a lasting effect. Once your health points reach zero, you’re out of the game for good. It’s a fight for survival, and only the strongest will make it to the end. Are you up for the challenge?
Final Thoughts
These are just a few of the exciting variant rules you can try in Adrenaline. They’ll add a new layer of excitement and keep you coming back for more. So gather your friends, set up the game, and prepare for an adrenaline-fueled adventure like no other!
When playing Domination Mode, I’m striving to control the three spawnpoints. But don’t worry, I still get points for hurting other players!
Getting Ready
First, I need to pick a game board. Then I place this domination board over the killshot track and grab 8 skulls from the skull box.
How to Play the Game
When I play this game, the first turn is normal. But starting from the second turn, things change. Let me explain how it works:
- First, you can damage the spawnpoint.
- Or, you can end your turn as the only player on the spawnpoint.
The domination board has different tracks for each spawnpoint. When you tag a spawnpoint, you put one of your damage tokens on the empty space on the leftmost side of the spawnpoint’s track.
How to Damage a Spawnpoint
Just imagine that spawnpoints are players too. If your weapon deals damage, you can tag the spawnpoint. It will only get one token, even if your weapon is super powerful. Remember, you can only damage a spawnpoint once during your turn.
When it comes to the game, there are a few things to keep in mind about the Tractor Beam, the Vortex Cannon, and spawnpoints. These weapons are able to tag a spawnpoint, but only if you can see it. Additionally, weapons that damage everyone in a room or on a square can also tag spawnpoints.
Let’s talk about the T.H.O.R. It’s a special weapon that can target a spawnpoint as the first, second, or third target. However, it can’t chain from the spawnpoint to another target because the spawnpoint grounds the T.H.O.R.’s lightning bolt.
Ending on a spawnpoint
If you end your turn as the only player on a spawnpoint, you tag it. This applies even if you have already tagged it once by damaging it earlier in the turn.
Spawnpoint strikes back
If you end your turn on a spawnpoint, it will deal 1 damage to you. This happens even if there are other players on the spawnpoint. Remember to give yourself this damage in your color. When your board is scored, it will count as though it came from another player.
Hey there! Let’s dive into some important points about scoring in the game. Just a heads up, these points won’t earn any player points; they’ll simply stay in the bank.
Killshots and Overkill
When it comes to scoring, things work a bit differently for killshots and overkill. First off, killshots and overkill don’t go into the skull box. We don’t really keep track of killshots either. However, if you happen to deal overkill, you get to place a token on the spawnpoint track of your choice. It will count towards your final score!
Final Frenzy
When the final skull is taken from the skull box or when two spawnpoint tracks reach 8 damage tokens, a rush of excitement sweeps over the game.
The last Stand
Only at the end of the game, spawnpoint tracks are scored. Each track is scored individually. The player who has the most tokens receives 8 points, the second most gets 6, followed by 4, 2, and 1.
If there is a tie, all players who are tied receive the corresponding reward. For instance, if two players tie for first place, they both receive 8 points, while the next player in line is considered third and gets 4.
Activate Turret Mode!
Alright, folks, listen up. In this game, we’re going to get behind the controls of some awesome turrets and blast away at our opponents. How cool is that?
Getting Started
First things first, we need to set up the game. Take the turret board and lay it over the killshot track. Now, grab those 8 skulls and make sure they’re snug in the skull box. Alright, we’re ready to roll!
Ammo
Hey there! Just a quick heads up, we’re doing something a little different with ammo in this game. Instead of dealing ammo tiles to the game board, we’ve got something special for you. On the turret board, you’ll find a choice of 5 ammo tiles waiting for you. Take a look and pick the one you want! Oh, and make sure to put one face up on each ammo space. Simple, right? At the end of your turn, any tiles you took will be replaced with new ones from the stack. So there’s always fresh ammo for you to grab.
Turret Squares
You know those squares that give you ammo? Well, guess what? We’ve added turrets to them! Now you not only get ammo, but you also get a cool turret to play with. Talk about an upgrade!
Grab Ammo
Time to load up on ammo! Just like before, you can grab ammo, but this time you’ll choose a tile from the turret board. Keep in mind, though, you can’t grab ammo twice from the same square in one turn. Gotta play fair, right?
Commandeering a Turret
Here’s something exciting for you: when you grab ammo on a turret square, you don’t have to take one of those boring old ammo cubes or powerup cards if you don’t want to. Nope, you can actually commandeer the whole turret instead! Pretty awesome, huh? And don’t worry, this rule applies even if you already have your maximum of 3 cubes or cards. So go ahead and take control of that turret!
So, here’s the deal. When you take control of a turret, you gotta put your damage token on it. If someone else already has their token on there, don’t worry, just put their token on your board as a mark. But be careful, because if you’ve already got 3 marks of that color, you can’t do it!
Entering a Turret Square
When you step onto a square with someone else’s turret, they’re gonna hit you with 1 damage. And get this, it doesn’t matter if someone else moved you onto that square. Oh, and here’s another thing – if you make multiple moves with one action, each move can trigger a turret. Gotta watch out for those!
Now, here’s something important to know: turret damage doesn’t turn marks into damage. So, don’t even bother trying to enhance it with a Targeting Scope. And forget about using a Tagback Grenade to counter it – no dice.
And hey, when you leave a turret square or start your turn on one, nothing happens. It’s like a safe zone. But if you decide to use a Teleporter, well, then you better believe you’re gonna set off the turret you land on (if there even is one).
Weirdness
Hey there, did you know that you can actually get killed on your own turn? Yeah, it’s true! Even if your first move ends up being your last, you still get to take your second action, reload, and score your board. Talk about an adrenaline rush!
Now, if two or more of your opponents’ boards get shot down during your turn, you’re in luck. You’ll earn a bonus point for a double kill, no matter who actually gets credit for the killshot. But here’s the catch: if you accidentally take yourself out, sorry, but that doesn’t count as a double kill. Nice try, though!
Let’s Talk About Skulls
In the game, we score player boards just like we normally would, but we don’t keep track of killshots or overkill. When the last skull is taken, that’s when the final frenzy kicks in, just like always.
And Now, for the Final Score
At the end of the game, players earn points for controlling turrets. The player with the most turrets snags a whopping 8 points, the second player gets 6, then 4, 2, and finally 1 point. If there’s a tie, we break it by looking at the play order and giving the advantage to the player who had their final turn earlier. Pretty simple, right?
How to Add a Bot
Playing with Three People
In games with only three players, certain weapons may not be as effective. To address this, you have a couple of options. You can either add more targets to the game in Domination Mode (which was explained in the previous section), or you can introduce a bot.
By adding a bot to the game, you can ensure that the playing field is more evenly balanced.
Setting Up the Bot
First, you need to choose a figure to represent the bot. Once you have selected the figure, make sure you have the player board and damage tokens for it – you won’t need any ammo cubes or an action tile. After you’ve gathered all the necessary items, give the bot card to the second player.
Placing the Bot
Before starting the game, take a look at the powerups. Once everyone has reviewed them, the starting player gets to choose one of the three spawnpoints and places the bot’s figure there.
Playing with the Bot
Unlike the regular players, the bot does not have its own turn. Instead, it can only act during the other players’ turns. The bot’s actions are considered equivalent to those of a regular player – it can be shot and scored accordingly.
When it’s time to take action, I’ve got 2 regular moves just like you do. But here’s the twist – I also have a bot action that I must take. This extra action adds an interesting layer of strategy to the game.
Bot Action
- First, I can move the bot one square if I choose to.
- Then, if there are any legal targets in sight, I must select one to shoot.
Legal targets include any figures that the bot can see, but not you and not the bot itself. In Domination Mode, the bot can also target visible spawnpoints.
The shot deals 1 point of damage and the damage is displayed in the bot’s color. If the bot has both adrenaline actions unlocked, the shot also adds 1 mark.
Bot Card
The bot card is a little reminder that you have a special ability to use. Hang onto it until it’s time to unleash your bot action, and then pass it along to the next player. Remember, the bot card doesn’t count as a weapon or powerup, so don’t try to use it as one.
Now let’s talk about powerups. Most powerups work on you and can’t be used by the bot, but there are a few exceptions. Powerups that affect other players can actually be used on the bot. So keep that in mind when you’re strategizing.
There are a couple of powerups with specific rules when it comes to the bot. The Targeting Scope, for example, can’t add any extra damage to the bot action. And the Teleporter won’t work on the bot, so you can’t use it to move the bot around. However, the Newton powerup can be used to move the bot, even before you use your bot action.
There’s also a powerup called the Tagback Grenade. If you play this powerup in response to damage from the bot action, it will give the bot a mark.
Now, let’s talk about scoring. The bot’s damage counts just like any player’s damage. And if you want, you can even keep track of the bot’s points. But be warned, it might be a bit embarrassing if the bot ends up beating you. The bot’s board is scored just like any player’s board, so don’t forget to keep it in mind when tallying up the points.
I hope that clears everything up for you. Happy gaming!
When you have multiple boards with killshots at the end of your turn, you get a 1-point bonus for a double kill, regardless of who gets credit for the killshots. It’s an exciting moment of victory!
Other Modes
The bot can be used in both modes. If you add a bot to Domination Mode, you will have a target-rich environment. It adds an extra challenge to the game!
If you choose to play Adrenaline in Turret Mode, be prepared for a more complex experience. It works best when all players are familiar with the rules and strategies of Turret Mode. It’s an exciting twist to the game!