Turning points
  • 03 Apr 2023
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Turning points

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Article summary

Turning Points

Turning Points and the Turning Point Counter represent big swings in momentum during a bout. It is important to understand how they are tracked, what their effects are and the order of Turning Point Events.

The Turninig Point Counter

Turning-Point-Counter.png

Each player has their own Turning Point Counter consisting of (6) placeholders individually numbered from (1) to (6). As these values are rolled on the Ratio Die during the Initiative Round, they are marked, just once, on that player’s Turning Point Counter. When a player has filled all (6) of their slots, that is referred to as a TURNING POINT and they will then draw a card from the Turning Point Card Deck. A Turning Point Card is a short narrative that has some positive or negative effect on the helots in the bout. In addition to drawing a card, their helot also receives a +(6) damage modifier on their next successful Non-Wild Attack Command.

IMPORTANT NOTE:

If, when making an initiative roll, a player rolls a previously rolled number, they DO NOT mark it a second time on their Turning Point Counter. This is called a Turning Point Roll Duplicate.

Turning Points

Turning Points can affect a barge bout and its helots in various ways. Turning Points are used to both trigger and conclude various events during a bout. Turning Points also provide the triggering player’s helot with a damage bonus on their next successful attack.

Here is a list of Turning Point Events in their order of execution

  1. Execute any instructions from previously drawn cards or abilities. There are myriad reasons you or your opponent may be anticipating or dreading the next Turning Point. Helots’ abilities and Turning Point Cards may have specific instructions that pertain to the NEXT Turning Point or possibly the FIRST. These instructions are to be carried out FIRST when a Turning Point is reached.
IMPORTANT NOTE:

If there is ever more than one (1) helot simultaneously affected by a Turning Point or Hazard event, start with the triggering player, and then move clockwise around the table.

  1. Barge Hazards are triggered (if applicable). The opposing helots are not the only thing trying to kill your champion! If the barge hosting the bout has Barge Hazards with specific instructions for each Turning Point, carry those out now. Barge Hazards should be lined up and triggered in order from left to right.
  2. The player triggering the Turning Point draws a TURNING POINT CARD and executes its instructions. Draw a Turning Point Card from the deck.
  3. The helot belonging to the player who triggered the Turning Point will receive a Turning Point Damage Modifier (TPDM). That player’s helot now receives a plus six (+6) Damage Bonus on their next successful attack. (Excluding WILD and GRAPPLE).
IMPORTANT NOTE:

The helot must use their current Turning Point Damage Modifier before any of the player’s rolls count towards their next Turning Point. Only after landing an attack with the TPDM do you collect the six (6) Turning Point Cred Coins and place them in your Cred Pile.

  1. If possible, the player may then allocate Command Points to Movement Points and Action Points and complete their Command Round. Now continue the Command Round as per usual.

Turning Point Cards

Turning-Point-Cards

Narrative cards that can impact one or all the competing helots.

IMPORTANT NOTE:

If you find any Turning Point Card offensive or triggering, you may freely remove the card from the deck without affecting any other aspects of gameplay.


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