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TM & © DC Comics (s12)

F I G U R E S F O R T H E C O L L E C T O R
INDEX
INTRODUCTION.................................................................5 BASIC RULES..................................................................15
SIGHT.....................................................................................15
GAME COMPONENTS....................................................5 • LIGHTS...................................................................15
• PLAYING SURFACE..................................................5
• DICE............................................................................5 MOVEMENT ..........................................................................16
• COUNTERS................................................................5 • DISABLED MOVEMENT........................................16
• MARKERS..................................................................5 • MOVE AROUND ARKHAM CITY.......................16
• MEASURES.................................................................6 • PASS A SMALL OBSTACLE....................................16
• THE ROUND OFF......................................................6 • PASS A DIFFICULT OBSTACLE........................... 16
• THE MINIATURES....................................................6 • DIFFICULT GROUND............................................17
• MINIATURES SIZE....................................................6 • CLIMB A VERTICAL OBSTACLE..........................17
VOLUME.............................................................................6 • JUMP A GAP.............................................................17
• SPRING INTO THE AIR.........................................17
CHARACTER CARD .......................................................8 • FALLS........................................................................18
• CHARACTER NAME / IDENTIFICATION...........8 • MANIPULATE.........................................................18
• RANK ......................................................................8
• AFFILIATE ..............................................................8
ATTACK ................................................................................18
• CLOSE COMBAT...................................................18
• REPUTATION.........................................................8
• HIT.............................................................................18
• $ FUNDING.............................................................8
• DAMAGE..................................................................19
• WEAPONS...............................................................8
• NUMERICAL INFERIORITY. ................................19
• TRAITS / SPECIAL TRAITS...................................8
• DEFENSE POSITIONING.......................................19
• CLOSE COMBAT GRAB. ......................................19
CHARACTER PRINCIPAL • CLOSE COMBAT PUSH..........................................19
CHARACTERISTICS.......................................................9 • DEFENSE..................................................................19
• STRENGTH..............................................................9 • RANGED ATTACK/SHOOT..................................21
• WILLPOWER ..........................................................9 • RANGE......................................................................21
• MOVEMENT............................................................9 • RATE OF FIRE (ROF)..............................................21
• DEFENSE..................................................................9 • AMMUNITION........................................................21
• ATTACK....................................................................9 • DAMAGW.................................................................21
• ENDURANCE...........................................................9 • BLINK!....................................................................21
• SPECIAL....................................................................9 • BLINK! ROLL. ..........................................................21
• CROSS FIRE. ............................................................22
• IMPACT.....................................................................22
PLAYING SEQUENCE...................................................11 DAMAGE ..............................................................................22
1 TAKE THE LEAD...............................................................11 • DAMAGE ACCUMULATION EFFECTS...............23
• K.O KNOCK OUT....................................................23
2 RAISE A PLAN..................................................................11 • CASUALTY. . .............................................................23
• BASIC SKILLS/ ABILITIES....................................11
• COLLATERAL DAMAGE......................................23
• DISTRIBUTING THE ACTION
• KNOCK DOWN.......................................................23
COUNTERS............................................................12 • CRITICAL DAMAGE..............................................24
• USING YOUR COUNTERS.....................................12 • RECOVER . ...............................................................24
3 EXECUTE THE PLAN ......................................................12 • RECOVER FROM A STUN.....................................24
• ACTIVATE A FIGURE.............................................12 • RECOVER FROM A K.O.........................................24
• PASSIVE SKILLS......................................................12
• PASS...........................................................................12
• SKILL ROLL..............................................................13
4 CASUALTY RECOUNTS (end of a round) ......................13

2
W
SET UP...............................................................................26
• PLACE THE SCENERY................................................26
CONFIGURING YOUR BAND ...............................................26
• ESTABLISH REPUTATION....................................26
• BAND LEADER .......................................................26
• RANK........................................................................26
• $ FUNDING..............................................................26
• EQUIPMENT..........................................................27
STRATEGIES (optional).....................................................28
CHOOSING STRATEGIES............................................28
Phase A/ Scenario Election .............................................29

Phase B/ Urban Furniture.................................................29


• SEWERS.................................................................29
• GETTING IN AND OUT OF THE SEWER...........29
• LAMPPOSTS.........................................................29

Phase C/ BANDS ................................................................30

Phase D/ OBJECTIVES ......................................................30


• CONTROLLING OBJECTIVES..............................30
• LOOT. .......................................................................30
• ENIGMA...................................................................31
• AMMO CRATES.......................................................31
• TITAN CONTAINER................................................31

Phase E/ Start Playing .......................................................31

END GAME .......................................................................31


• RUN AWAY................................................................31
• WINNING THE GAME AND VICTORY
POINT COUNT . ..........................................................31
• CREDITS........................................................................34

3
“Home, where I learned the truth about despair,
as will you. There’s a reason why this
prison is the worst hell on earth...
Hope. Every man who has ven-
tured here over the centuries
has looked up to the light and
imagined climbing to freedom.
So easy... So simple... And like
shipwrecked men turning to
sea water from uncontrollable
thirst, many have died trying. I
learned here that there can be no
true despair without hope. So, as I
terrorize Gotham, I will feed its people
hope to poison their souls. I will let
them believe they can survive so that
you can watch them clamoring over
each other to “stay in the sun.” You
can watch me torture an entire city
and when you have truly understood
the depth of your failure, we will fulfill
Ra’s al Ghul’s destiny...
We will destroy Gotham and then,
when it is done and Gotham is
ashes, then you have my per-
mission to die”
Bane, The Dark Knight Rises

4
“Welcome to the madhouse, Batman! I set a trap, and you sprang it gloriously! Now let’s get this party started!

Joker, Arkham Asylum

INTRODUCTION
BATMAN MINIATURE GAME is a new skirmish game, with an original gameplay based on action counters,
and a previous stage where figures actions are planned, as we explain later on.
The gameplay system is designed for both novice and veteran players. It has a strategic and dynamic orientation
that avoids complex mechanisms and makes it suitable for all kind of players.
This game is focused on DC Comics World, primarily in the Batman universe and the villains associated with
him.

GAME COMPONENTS
Batman MiniWature Game requires: a scenery which represents the city area, a few six-sided dice, counters, a
tape measure and Knigth Models Miniatures.
Knigth Models Miniatures accurately represent each of our game characters.

PLAYING SURFACE COUNTERS

We must prepare any table or board with a minimum The counters can be represented by gems, chips,
of 90x90 length and place the scenographic elements tokens or even the dice. Please make sure that the
(houses, trees, cars, etc.) over it, simulating the streets, counter you choose fits on the space specially desig-
gardens, parks & harbors from Arkham or Gotham ned for them on the character card.
City. You will need from 4 to 8 counters per character.
This scenographic items can be easily purchased or Counters can be easily purchased in most stores.
even made by the players with their own creative and Get a small non-transparent bag or container to keep
imagination skills. As much scenographic area you the counters. This will be used to determine who will
dispose, more entertaining the game can be. be the first player. The counter duties will be explain
afterwards.

“The world is cruel. And the only morality in a cruel MARKERS


world is chance. Unbiased. Unprejudiced. Fair.”
While you play the game there are many situations or
Two-Face, The dark Knight states of the characters to remember (damage, poison,
knock down, etc.)
DICE Knigth Models has designed special markers, which
you can find the at the end of the rulebook.
You’ll need many six-sided dice to play the Batman The markers should be placed next to the character
Miniature Game. At least one of them should come miniature in order to keep track of the damage or
in a different colour. special powers effects during the game.
Knigth Models will provide special branded band Also there are special target markers that designate
dice. missions.

5
MEASURES THE MINIATURES

To play Batman Miniatures Game you will need a tape The most important pieces in the game are the minia-
measure (in centimeters, cm) to check the distance be- tures. Knigth Models offers a faithful representation
tween characters and the lenght of their movements. of the characters from Batman´s world. All the minia-
tures include a base and the corresponding Character
Card, which includes all the information required to
play the game.
This distances between miniatures, or be-
tween miniatures and obstacles, should be
MINIATURES SIZE
measured from their closest volume point.
Almost all Batman Miniatures characters are humans
with a similar length (30 to 40mm aprox.). The size di-
fference between them is insignificant over the game
scale, which is why we consider all of them in a stan-
dard size unless it specifically describes on a character
that this is not the case.
The miniature size and volume is determined by the
base the figure is set on. Knigth Models will provide
all miniatures corresponding base to stand on.
The distance traveled by a miniature throu-
VOLUME.
gh the ground/land starts from its own base
The miniatures occupy a cylindric space: diameter
edge to its new position, without exceeding
base x height, not including equipment elements and
the allowed distance with any part of its base
limbs that exceed this cylinder.
edge.

Note: The volume is a part of the miniature.

If the miniature is on its knees or over a decorative


element, take the volume as when the miniature is
upright over its own base.

Any time during the game any distance


measures are allowed.

THE ROUND OFF

Many situations of the game will ask you to divide a


numeric value. If there is a remainder, the number
should be rounded down.

6
7
CHARACTER CARD
All miniatures have their own Character Card. This card will not only describe all the character information
that you need to play, but it will also work as a special tool during the game.
Knigth Models will give each miniature a Character Card describing the following features:

K35BAC001
CASE:_______________

3
1 Bruce Wayne
Name:__________ Batman
Affiliate:__________
Batman
Alias:__________
Leader
2 Rank:__________
Damage ROF Ammo Special

Batarang / 2 / 3 / Remote Control


________________________
Throwing - M. Range

/ -
/ -
/
Personal Traits:
Batcape
_______________________ _______________________
Couterattack
Detective
_______________________ Sneak Attack
_______________________
_______________________
Explosive Gel _______________________
Batarmor Mk1
_______________________
Batclaw Total Vision
_______________________
_______________________
Reinforced Gloves _______________________
Special Traits:
7
______________________________________________
_______________________
_______________________
______________________________________________
_______________________
_______________________
______________________________________________
_______________________
_______________________
______________________________________________
_______________________
_______________________
______________________________________________
_______________________
_______________________

4 5
Reputation: 130 $ Funding: $0,00

Strength
3+
Willpower: 8
MC
Movement
3

Attack
5

Defense AC
5
DC

Endurance
8

Special
3
SC

Gov. Ghotam_________________

CHARACTER NAME 4 REPUTATION


1 AND IDENTIFICATION
In making a band the reputation will set the value of
This is what makes a character unique, because you the character within the band. All the scenarios have
can’t line up more than one of the same character in their own reputation quantity (which can be establi-
a band. Basically, how could we have two Batmans in shed by the players) in order to configure the band.
the same band. The sum of all band members’ reputation can not be
higher than the established band reputation.

2 RANK 5 $ FUNDING

Different ranks can be: Leader, Sidekick, Free Agent, Weapons and character equipment values comes in
Henchman or Lackey. This distinctions are important Dollars. Each band can include a maximum $ amount
in arranging a band, as there are a few requirements to their team, which depends on the total reputation
and a limit on how many characters can join, and it the group owns. Please check “band configuration” for
will depend on the character rank. more details.

AFFILIATE 6 WEAPONS
3
On this section more than one band icon may appear. In this square are the weapons that can bring the cha-
This icon shows the band or bands that the charac- racter
ter can join. The icon of your Leader will determine
which characters can line up with him. 7 TRAITS / SPECIAL TRAITS
This means all band members will have the same icon
as their Leader. Traits and special traits that owns the character.

8
CHARACTER PRINCIPAL CHARACTERISTICS
All Batman Miniatures Game figures have their own particular principal characteristics, with their own abi-
lities and skills. Every characteristic has a numeric value, which will be the key to success during the game.
There are six principal characteristics:

STRENGTH DEFENSE

It is used to produce damage from an impact during This value represents the defense capacity against the
an attack. The Damage Roll must be equal to or greater enemy’s attacks. The dice roll of your opponent must
than the value of the opponent’s strength to damage. be equal or greater to this value to score a hit. This
value also represents the number of opportunities to
WILLPOWER block enemies’s hits.

Willpower is one of the most important characteris- ATTACK


tics. It represents the character’s capacity to “act” du-
ring his turn. The more willpower a character has, the This value represents the character’s offensive capaci-
more he will be able to do when he is active. It may ty. The higher your Attack, the more times you can
mean that he can run more, attack more times, de- strike. It is also the number your opponent must sur-
fend himself, do special actions, etc… This value is pass to block. There is a space in the Character Card
the number of Action Counters the figure has to share to place Action Counters to attack.
out, on each turn, between his basic skills (move, at-
tack, defend, special). ENDURANCE

MOVEMENT Represents the capacity to take hits or resist injuries.


This number is the maximum of damages a figure can
Basically all figures “walk” the same speed, but they endure before getting K.O. There is a space in the
may not “run” with the same velocity. This value re- Character Card to place Action Counters to place the
presents the capacity to make or force the miniature’s Damage Markers recieved.
mobility (run, climb, dodg, etc.). There is a space in
the Character Card to place Action Counters to move SPECIAL
longer or execute special movements.
This is a space in the Character Card to place Action
Counters to perform Special Actions.

9
10
PLAYING SEQUENCE
The playing sequence is structured by rounds. The players should execute the following stages consecutively
in the following order, as shown below.
Once these stages are done, a new round will start, and so on until the goals are achieved

“You picked wrong, Dark Knight!” The player must divide up the action counters (Will-
power value) between the skills the figure has. Place
The Riddler, Arkham City the counters on their empty space on the character
card. This will help us to carry out the basic abilities
1 TAKE THE LEAD and use the special rules during the different game
stages.
On the first round players have to introduce as many
dice/counters as the number of rounds the stage has
(used to be 6 to 8 turns) and put them into a non Modifier to the rule: for every 2 damage markers
transparent bag or recipient. The dice/counters should the character accumulates at the beginning of the
be of similar shape, but in two different colors. Each stage, the character will loose 1 action counter!
player should have the same amount.
At the beginning of each round one player will extract DISTRIBUTING THE ACTION COUNTERS
a die/counter from the bag and show it. The owner of
the extracted die/counter will be the one who takes the Please follow the conditions described before awar-
lead for the round. Whichever player leads the round ding the action counters to your figure. You can have
will choose the player who plays first at the next stage. empty spaces as you like.
Players must extract a die/counter each round until
there are no more dice/counters left. If, for any reason, MOVE ABILITY
there are no more dice/counter to extract the game The player can place as many action counters as his
will be finished instantly. A game won´t have more Movement value.
rounds as initially decided even if there are dice/coun- These counters will improve the character’s mo-
ters left to extract. vement capacity. We will call them from now on,
Movement Counters or MC.
“It doesn’t matter who we are. What matters is
ATTACK ABILITY
our plan... No one cared who I was ‘til I put on the
The player can place as many action counters as his
mask...”
character’s Attack.
These counters allow the character to make ran-
Bane, The Dark Knight Rises
ged and close combat attacks (check attack ru-
les for more info). We call these counters Attack
2 RAISE A PLAN Counters or AC.
It is time to decide what your characters will do du- DEFENSE ABILITY
ring your turn. The lead player will choose the player Place as many action counters as the character’s De-
who starts raising his plan. fense value has.
The chosen player must award and give out the Ac- This is a “passive” skill and can be used when the
tions Counters, equal to the character´s Willpower, character is “non active”. Each of the counters
between the basic skills shown on the character card. can be used to block an attack or hit from the
Once the first player has planned what his characters opponent during close combat. We will call this
will do, the opponent must do the same with his figu- counters Defense Counters, or DC.
res. When both players are ready, and have made clear SPECIAL ABILITY (value 3)
their own plans, we can start the next stage. Players can use up to three counters for this attri-
bute.
BASIC SKILLS/ ABILITIES Each of these counters are for the character’s spe-
cial ability, or to recover damage at the end of the
The character card has four blank spaces for each cha- turn. These counters will be called Special Coun-
racter ability (movement, attack, defense & special). ters or SC.

11
USING YOUR COUNTERS PASSIVE SKILLS

During the game, you will need to use your basic skills Many abilities are passive, such as defend or block.
consumig action counters. Remove the counter from This can be used, during other player’s turn, as res-
the character card until it can be awarded again later. ponse to attacks or to special rules. The instructions
If an action requires you to use or consume more than and cost in counters will be shown on each passive
one action counter and you do not posses enough ac- skill.
tion counters, you cannot carry out this action or rule.

“Do I really look like a guy with a plan? You know PASS
what I am? I’m a dog chasing cars. I wouldn’t know
what to do with one if I caught it. You know, I just… At the beginning of Execute the Plan, players must
do things. The mob has plans, the cops have plans, decide how many pass chances the player with fewer
Gordon’s got plans. You know, they’re schemers. figures has. The pass chances are equal to difference
Schemers trying to control their little worlds. I’m not between how many fewer miniatures the player has
a schemer. I try to show the schemers how pathetic than their opponent (K.O. characters doesn’t count
their attempts to control things really are” for this.)
This way, the player with fewer figures can pass and
Joker, The Dark Knight give the chance of activation to the opposite player.
This means a player can activate two characters con-
secutively. A player cannot pass more than twice con-
3 EXECUTE THE PLAN secutively.

As soon both players had planned all their figures’ ac-


tions, it is time to activate them and start to attack or
move. The players will alternate for figures activation.
We will always start with the player who first raised
the plan. Each character can only be activated once
per round. Once all figures are activated during a
round we will get to the final stage.

ACTIVATE A FIGURE

As soon as a figure is active, it can perform moves


and attacks. It can also use the special skills. Players
should declare, at the beginning of a character’s ac-
tivation, their abilities and the order of consumption.
This means the character can move & attack, attack &
move, just attack, or just move.
Once the character has done his basic abilities and
spent the required counters, the activation will be fini-
shed and give way to the next player’s figure activation
procedure.

Note: Players are not required to use all counters.

12
SKILL ROLL
“I seem to be losing men like there’s a plague in town.
To succescfully execute some actions you must pass I guess the bat is back”
a roll. Compare the roll against the value of principal
character characteristics: Joker, Arkham Asylum

AGILITY ROLL
To succeed you must roll one die which must be
equal to or less than the character’s Movement va-
lue.

RESISTANCE ROLL
To succeed you must throw two dice and the sum of
both should be equal to or less than the character’s
Endurance value.
WILLPOWER ROLL
To succeed you must throw two dice and the sum
of both should be equal or less than the character’s
Willpower value.

4º CASUALTY RECOUNTS (end of a round)


At the end of the round, the K.O. or stunned figures
will have the chance to recover and get rid of stunned
markers or wake up from a K.O. To make this happen,
make a recover roll (check recover).
Once the recover rolls are done the players must carry
on with all those rules that must be enacted at “the
end of the round”. Afterwards, remove all unused ac-
tion counters from the character cards and check the
victory conditions over the scenery.

13
14
BASIC RULES
“Oh, you think darkness is your ally. But you merely adopted the dark; I was born in it, moulded by it. I didn’t
see the light until I was already a man, by then it was nothing to me but BLINDING! Shadows betray you,
because they belong to me”

Bane, The Dark Knight Rises

SIGHT
If something is further than 30cm from a cha-
In Batman Miniatures Game it is always nighttime… racter, it won´t be seen so you cannot attack that
That´s why visibility is reduced. None of the charac- object or objective.
ters are able to see over 30cm away from its volume
from in any direction.
Of course, there are abilities and equipment which LIGHTS
will let you see more or even less sometimes.
In the game there will be streetlights, lanterns and
To see another character you must be able to trace a spotlights which light up the street over the playing
straight, unobstructed line between any point of the ground. In each case, we will specify the area each
volume of both figures. The easiest way is to draw an object illuminates.
imaginary line between the figures using a ruler or a In all cases, if a character is under the effect of any
laser pointer. light, it will become totally visible by the other figures
which can draw a direct line of sight to the figure, re-
gardless at what distance they are.

SEEN SEEN

To see at least a quarter (1/4) of the miniature’s volu-


me must be visible, not including as volume the open
arms, or other equip elements that may stick out from
the base diameter.

NOT SEEN

15
MOVEMENT “This place is dangerous. I like it.”

All Batman Miniatures Game characters have the Catwoman to Batman, Arkham City
basic movement capacity (BMC), which is set on
10cm and may change according to their special ru- MOVE AROUND ARKHAM CITY
les. When a figure is active and moves, it can travel
around the playing area as many centimeters (cm) as The ground elements around the scenery are fun-
its BMC value. Furthermore, if the character has MC damental for the miniatures’ motion and sight. The
(meaning that the player added action counters to its Batman Miniatures Game combat will take place in
move basic ability) it can be used to move further. A the city, so the movement rules are designed to this
die must be thrown for each used MC and the sum all evironment. All ground elements are considered
the die results (in cm) should be added to the charac- obstacles, which will be divided in different catego-
ter’s BMC. The total will be the characters new BMC ries: small obstacles, difficult obstacles, and vertical
during the activation. All the MC added to the BMC obstacles.
should be used at the same time. A figure which does
not use the MC at its movement turn cannot use them PASS A SMALL OBSTACLE
to move at any other moment after the activation, but
may use them to pay other costs. Small obstacles won´t exceed half of the miniatures
The miniature can not go through any space or volu- height (around 2cm for a regular or human figure).
me already occupied by other miniatures. Small obstacles can be garden hedges, boxes, buckets,
chairs or any domestic furniture in general. Passing
them won´t carry any penalty as they don´t exceed
RUN half of the miniature’s size. If it is higher, it is conside-
A character can double his BMC using 1MC and red a difficult obstacle.
1SC.
During this movement the figure won´t be able
to manipulate, cross any obstacle or difficult
ground, climb, or make any jump, and must
move at least 10cm.

STAND
When a figure is knocked down, it may stand
up during its activation using 1 of any Action
Counter.
Once it is standing again it can move as usual.
PASS A DIFFICULT OBSTACLE
JUMP CAPACITY (JC)
Some miniatures moves require jumping over These obstacles are those higher than half of the mi-
obstacles or ground gaps. In these cases, check niature size but not taller than the miniature itself
the jump capacity or JC, to determine the highest (around 2 to 4 or 5cm for a “human” character). The-
jump distance the character can make. As a de- se obstacles can be high garden hedges, fences, cars,
fault, the miniature’s JC is always the half amount containers, big trash bins and the urban furniture in
of its BMC. general.

DISABLED MOVEMENT

During the game there will be occasions where a cha-


racter’s moves may be disabled by a ground difficulty
or by a rule effect. When a miniature is under a disable
movement effect, discount 2cm (centimeters) from
the BMC per centimeter he may travel across.

16
JUMP A GAP
DIFFICULT GROUND
A character can horizontally jump a gap or empty
Is considered a difficult obstacle ground areas
space which is no higher than the JC, but must spend
as piles of debris, smashed zones, tree areas, wa-
1MC to proceed.
terways or harbor water. Before the mission starts
the players must set which elements are conside-
red difficult grounds.

Equal or less
than your JC
If greater can not
jump

SPRING INTO THE AIR


If a character needs to cross this difficult ground The characters can spring into the air when they find
or difficult obstacle they will need 1MC, or they a very uneven piece of land. It will cost 1MC or it will
won´t be capable to do it. count as a fall.
If the jump height is less than the JC, the jump will
CLIMB A VERTICAL OBSTACLE succeed automatically, and you may place the figure
standing at the end of the gap and keep moving if the-
These vertical obstacles are much taller than the mi- re are BMC left.
niature, such as a wall or any other element which can If the jump is higher than the JC then the character
be climbed. Don´t forget to set the vertical obstacles will suffer damage. The damage depends on the diffe-
before the game starts. rence between the distance and the JC. Unless the pla-
To move vertically we must measure the initial and yer has a successful agility roll, the figure will always
final miniature base position. While the character get knocked down.
moves vertically we consider it a difficult move and
he must expend 1MC or he cannot proceed. If a cha- • If it exceeds until 5cm from the JC, the figure gets a
racter tries to climb a vertical obstacle he must finish damage marker (daze)
his move on a area where the miniature can be placed, • If it exceeds from 6 to 10cm from the JC, the figure
gets a damage marker (injured)
such as a roof or the top of a wall, that is thick enough
• If it exceeds from 11 to 15cm from the JC, the figure
to stand upon. Otherwise you will spring into the air gets as many damages markers (injured) was half of
or suffer the fallen rules. his Endurance value.
• If it exceeds more than 15cm from the JC, this counts
as a casualty, remove the miniature from the game.

OK NO To JC not damaged Damage by distance jump

17
Bruce, why do we fall? CLOSE COMBAT

Thomas Wayne, Batman Begins To make a close combat and hit the enemy, both
miniatures must be in contact on any part of their
FALLS volumes.
FALLS
In many occasions
In many occasionsthe thecharacters
charactersmay may bebe forced
forced to to
make
make aa spring
springinto
intothetheairairoror
bebe push
push by by
thethe oppo-
oppo-
nent after an
nent after an attack.
attack. IfIf this
this happens,
happens, near
nearaahigh
high edge
such as a terrace roof or balcony and the
edge such as a terrace roof or balcony and the figure figure can-
not stand,
cannot thenthen
stand, the the
character needs
character to jump
needs from
to jump that
from
distance.
that distance.
If the miniature
If the miniature jumps
jumps intointo the
the void,
void,ititwill
willsuffer
sufferthe
the
same effects as
same effects as ititsprings
springsintointothe
theair,
air,but
butthe
theJCJC will
will
count as Zero
count as zero “0” “0”

Note: There are weapons and special attacks which


MANIPULATE
allows a close combat with no contact.
Many scenery require the characters to manipulate
objects. This must be decided before rolling the dice. “Someone cut the mask off his face. No need to be
Different manipulation actions may include opening a gentle.”
door, picking something up from the floor, etc…Plea-
se determine, before the game starts, which manipu- Penguin, Arkham City
late actions can be done by the figures and the effects
or results after the manipulation. HIT
A character has to spend 1 MC to manipulate an ob-
ject if he is in contact with it (or carry it), having the Each AC used in a close compact counts as a strike
benefit of the object he is carrying. or impact roll against the opponent. If there is more
than one enemy in the close combat, the player can
distribute the strikes between the adjacent enemies.
“You know how to fight six men, we can teach you
This must be decided before throwing the dice.
how to engage six hundred. You know how to disa-
Just one attack per character is allowed per activation,
ppear, we can teach you to become truly invisible.”
so if you spend more than one AC to attack the same
enemy figure, all the dice should be rolled at the same
Ra’s al Ghul training Bruce Wayne
time.

ATTACK If the attacker carries one or more than one close


combat weapons (described on the character card), it
There are two ways for a figure to attack: a distance should be clarified which of the weapons will be used
attack or a close combat (with or without weapon). A before the dice roll, and the character must use the
figure can only attack using one (never both) of these same weapon for all the attacks during that round.
ways, during its activation.
The attack should be done before or after the move-
ment (as the player stated before the attack) when all CLOSE COMBAT WEAPONS
the requirements and counter costs are accomplished.
The player will distribute the hits or shoots (impact This weapons provide higher impact and damage
dice) among his enemies. Afterwards you must make probabilities. They have the following special cha-
the impact roll. racteristics:

Damage ROF Ammo Special

/
/ 3- /
/ 2- /
/
Firearm - S. Range
Baton Handy - Tough
Light

18
DAMAGE
The figure is surrounded on both sides by elements
Each attack or weapon produces a number of Damage which stop the way, as when you protect a door, a
Markers per impact. corridor, or two difficult vertical elements.
A character can choose to attack unarmed or be for-
ced to do so by a special rule (see Unarmed Damage).

NUMERICAL INFERIORITY

If during close combat a figure is in contact with at


least 2 enemies (including the attacker) and at the
same time these are not in contact with any other
enemy, the attacked figure Defense value will be re-
duced -1.

DEFENSE POSITIONING
CLOSE COMBAT GRAB
If during close combat the objective character posi-
tion is in any of the following cases, it will raise his Instead of attacking an enemy a character can grab
Defense value +1 at the impact rolls: him. Choose how many AC you want to use plus 1SC
and make an unarmed impact roll. If the damage is
The figure is on a higher position than his aggres- achieved, the immobilize effect will be added to the
sor, but they are still in contact. damage (check effects).
If a figure gets immobilized/grabbed by several ene-
mies he will lose -1 to Defense per each enemy, until
a minimum of 1.

To release and get rid of the effect, the grabbed figure


must spend at least 1AC at the activation and roll a die
per each AC to beat his own Strength. If he succeeds
it will release the figure and let him activate normally.
The figure can be released as well if his captor moves
away or attacks other figure. If the figure is grabbed by
several characters he may spend at least 1 AC per each
and get released from all of them.

The figure is behind an object which is no thicker CLOSE COMBAT PUSH


than 2cm, and it is not higher than the close com-
bat fighting miniatures. Instead of hitting an enemy you can try to push. Plea-
This can be a fence, a hedge, wall, etc. se choose how many AC you want to use plus 1SC and
make an impact roll, as you do when you attack. If the
damage is achieved, the displaced effect will be added
to the damage (see effects).

DEFENSE

If a character is attacked in close combat and he has


DC left on his character’s card, he may use them to
block or cancel his enemy’s attacks. This can be deci-
ded before the aggressor has launched his AC for the
impact roll, but before the damage roll.

19
BLOCK

To block or repeal an enemy impact, roll a die per


every DC used. To any equal or higher result to
the opposite’s attack value, you will have succee-
ded to repeal the impacts (please, choose which
of the impacts) and the next damage roll will not
be needed.

20
Batman: “No guns. No killing” AMMUNITION
Catwoman: “Where’s the fun in that?!”
The ammunition is how many times you can attack
The Dark Knight Rises. with this weapon during the game, and it is represen-
ted by ammunition magazines. When a figure shoots
RANGED ATTACK/SHOOT a weapon, he may discount a magazine. If all ammu-
nition magazines are exhausted, he cannot use that
If the character carries a distance weapon, he will be weapon any more.
able to make a distance attack with it if he keeps the At many game situations the characters may be able to
following requirements: get additional ammunition.
Only one distance weapon attack is allowed per acti-
vation and 2 AC must be spent. This allows a player DAMAGE
to make as many shoots or impact rolls as the fire rate
allows (see rate of fire). This characteristic indicates the kind and the damage
RANGE markers quantity that weapons produce once a hit is
scored.
All distance weapons have unlimited reach, but the
character has to be able to see and draw a line to the
BLINK!
objective. However, the weapons have a minimum use
If you want to make a shot to a non-complete visible
distance, which means that a character cannot attack
object, as it may be hidden behind a car, street cor-
with a distance weapon if the enemy miniatures are
ner… or even if a few obstacles are in your way, the
closer than 5cm away.
target player would be asked a blink! roll for each of
this obstacles.
RANGED WEAPONS The blink! roll should be done after a successfull im-
This weapons can only be used for a “Ranged At- pact roll.
tack”. They have special characteristics that define The miniatures next to an obstacle or another minia-
its usage and capabilities. ture, may be able to shoot over the close object/minia-
ture (as soon as the size of it allows you to) and we will
Damage ROF Ammo Special
not take it as a blink! obstacle.
/ / /
Firearm - S. Range
Automatic Gun 3 2 Light

RATE OF FIRE (ROF)

Sets the number of shots or dice to impact. This im-


pact dice can be distributed between several objecti-
ves, as soon as all the shot conditions are fulfilled.

If the figure has declared to move at his activation, he


will have 1 die to impact instead of the regular weapon
fire rate. BLINK! ROLL
If a character owns more than one distance weapon
he must choose only one of them to attack during this If the enemy has been impacted, throw the die for the
round. first obstacle which is blocking the trajectory. If you
fail the blink! roll difficulty, you must keep on making
blink! rolls, until the target is reached or the shoot fai-
ls. If a blink! roll is passed, the shot will impact against
the obstacle and the shot will be considered failed.
If the obstacle is a damageable element or character, it
will suffer the “cross fire”.
If all blink! rolls are failed the shot impacts against the
target.

21
Blink! Difficulty “Wanna know how I got these scars? My father was…
a drinker. And a fiend. And one night he goes off
Not all the obstacles have the same facility to re- crazier than usual. Mommy gets the kitchen knife to
peal an impact. The blink! Difficulty level is set by defend herself. He doesn’t like that. Not-one-bit. So
the kind of obstacle: – me watching – he takes the knife to her, laughing
while he does it! Turns to me, and he says, “why so
4 or +, walls or objects considered “solid” or very serious, son?” Comes at me with the knife… “Why
resistant so serious?” He sticks the blade in my mouth… “Let’s
put a smile on that face!” And…Why so serious?”
5 or +, wood fences, trees, cars, streetlights or any
urban furniture. Joker, The Dark Knight Rises
6, hedges, wire fences, boxes, tables or any do-
mestic furniture.
DAMAGE
If an enemy impact is achieved, you must roll a die per
each successful impact (please include the collateral
CROSS FIRE damage die) to see what damages are produced.
For each damage result equal or higher to the strength
If a character or damageable object has been impacted of the attacker, damage is achieved. This will be reflec-
by a blink! roll, and then the damage roll is passed, it ted by damage markers specified in each weapon or
will just accumulate 1 injured marker instead of the attack. Damage can produce also an effect (see advan-
normal damage the weapon produces. ced rules).

An active character next to an obstacle can crouch Sometimes the closed combat weapons can chan-
next to it using 1 SC. This way, if afterwards the obs- ge the figure’s strength. A “+” or “-” symbol will be
tacle supplies him a blink! roll, he will obtain +1 on shown before a digit.
that roll.
Example: If “+1” is indicated and the figure stren-
gth is “4+”, the result you need to cause damage
with this weapon will be “+3”, as the marker is po-
sitive.
IMPACT
All damage rolls with 1 (without modification) as a re-
As soon as all the attack dice are awarded to hit the sult will be considered failed, if the result is 6 (without
enemy, you must take all the dice and make an impact modification) always will be a successful damage.
roll.
Roll all the dice against the same character. Any result For each damage against a figure, he may accumulate
equal or higher to the opposition’s Defense value will one or even more damage markers.
be considered an impact. For each successful impact,
a damage roll should be done (see Damage). There are two kinds of damage markers, STUN AND
Impact rolls with a 1 as die result (without modifica- INJURED, depending on the characters and/or the
tion) is always a fail, as any 6 die result (without modi- weapon(s) which have caused the damage (this will
fication) will be considered always an impact. be indicated at the figures or weapon characteristics).
JO
Q

KE
R
Q

R
KE
JO

22
UNARMED For Example:
If a character has no weapons he can hit, kick, A character ENDURANCE 4 that has suffered
bite, etc. The damage caused by this kind of im- damage ( ), suffers another attack damage
pacts will be always a stun marker. ( ). So the character is KO (4 dama-
ge ). The surplus Damage must replace
SCRATCH the previous Damage. The result is so
While impacting with distance weapons, even the miniature becomes a Casualty.
if you have failed the damage roll, always a stun
marker will be achieved. CASUALTY

If a figure gets both kind of markers on the same at- If the accumulated markers are injury markers, the fi-
tack, please first award the injured markers and then- gure will be considered a casualty and must be remo-
the Stun markers. If the character gets more markers ved from the game.
than his own Endurance value, the resting markers
will be ignored. COLLATERAL DAMAGE

Example: If a figure gets 2 damages ( ), first At all damage roll you should also roll the Collateral
award the 4 injured markers ( ) and after 2 stun Damage Die. This die color should be different, and
markers ( ). If the figure has a Endurance valued it should be rolled at the same time as all the damage
in 5, it will get a K.O and the last stun marker will dice. However, its resolution will be different, and it
be ignored. has nothing in common with the damage dice conse-
quences.
The collateral damage die will set if the miniature is
DAMAGE ACCUMULATION EFFECTS knock down, and the critic and special damage pro-
duced by the weapons or attacks.
Each time a miniature accumulates 2 of any damage
markers, an Action Counter will be immediately re-
moved at player’s election. At the Rise the Plan stage, KNOCK DOWN
if a figure has damage markers accumulated, he will
loose 1 Action Counter per every 2 accumulated mar- Any damage roll which collateral damage result is
kers during this round. equal to any of the damage dice result, the character
At the end of each turn, all characters can get rid of gets knock down. This can even happen without da-
stun markers making a recovery roll (check recovery). maging the objective, but a twice “1” result will be still
a fail and will not knock down the target.

K.O KNOCK OUT

As soon as a character accumulates as many damage


markers as his own Endurance value, it will be an im-
mediate K.O
When a character is K.O, he loses all of his Action
Counters and gets knocked down at that position un-
til he gets recovered. Otherwise, he will stay K.O until
the end of the game.
A K.O figure cannot award counters at the rising a
plan stage, either get activated but will have a chan-
ce to recover at the end of each round. Place a K.O
marker next to the figure to tell the difference between
other knocked down figures.

When a character falls KO, any surplus Injury marker


must be exchanged for previously Stun Markers, this
can make the character to become Casualty.

23
“Anyone want a slightly used Batsuit? I’m sure the
blood’ll wash off.”

Penguin, Arkham City

CRITICAL DAMAGE

In any damage roll in which you pass the roll at least


with one die and the collateral damage result is 6, you
will obtain an extra damage marker (stun marker) to
the total inflicted damage.

SPECIAL CRITIC (CRT)

Many weapons and attacks can produce a different


effect, having a special critic as result, indicated as
CRT at the weapon or rule description.
The CRT always replaces the extra stun damage.

“I broke you... How have you come back?”

Bane, The Dark Knight Rises

RECOVER

At the end of each round, in the Casualty Recounts


phase, all the characters who have accumulated stun
markers or are KO, may attempt to remove a stun
marker or get up from KO, performing a recovery roll.

The injury markers cannot be recovered, and they will


not be taken from the figure.

RECOVER FROM A STUN

To get recovered, please roll 1 die per figure. The die


result of 4 or higher allows you to get rid of a stun
marker. If the figure still has SC, at the end of the
round, you can use them now and roll one more die
per each SC to try to get rid from more stun markers.

RECOVER FROM A K.O

To recover from a K.O, please first make a Endurance


roll. If the K.O figure passes the roll, it will be recove-
red and keep lay down at this position until it is able
to stand up. Keep all the injury markers and all stun
markers, except one. If you do not succeed, it will stay
K.O.

24
25
SET UP
Once you have everything you need to play is the time to set up a Batman Miniature Game.
First place the scenery available and get ready a Band according to the established reputation.
Then pick a scenario and, you are ready to start playing!

“There’s a storm coming, Mr. Wayne. You and your friends better batten down the hatches, because when it
hits, you’re all gonna wonder how you ever thought you could live so large and leave so little for the rest of us.”

Selina Kyle, The Dark Knight Rises

PLACE THE SCENERY

By mutual agreement, the players must place all the scenery at their disposal and also must establish: which
elements are objects or difficult terrain, which small or vertical, etc.. They must also establish the objects that
can be manipulated and what is the result of it, if it is not covered on the scenario rules.

“Now, our operation is small, but there’s a lot of potential for “aggressive” expansion. So, which one of you
fine gentlemen would like to join our team? Oh, there’s only one spot open right now, so we’re gonna have…
Tryouts. Make it fast”.

Joker, The Dark Knight

CONFIGURING YOUR BAND


ESTABLISH REPUTATION
• You can only include 1 Leader. This must be the
First you must set how much Reputation each player “Band Leader”
can spend to configure his band. Usually both players
have the same reputation. We recommend a maxi- • You can only include 1 Sidekick, unless you
mum of 150 points for short games and 450 for 2 hour choose a Sidekick as “Band Leader”. In this case
games, being 300 the recommended reputation for you may include a second Sidekick.
the scenarios presented in this rules.
• You can only include 1 Free Agent every 150 re-
Now you can start selecting characters, remember putation points band total.
that the sum of the reputation of each character can
never exceed the maximum Reputation established. • You can include any number of Henchmen.

BAND LEADER • You can not include twice the same character,
unless he is a Henchman (See Henchman).
Each player must choose a “Band Leader” between the
characters ranked as “Leader” or “Sidekick”. All other
characters of each band must have the same affiliation $ FUNDING
as the “Band Leader”.
If a character has an “Unknown” affiliation may be Many of the characters have a cost in $ indicated in his
elected by any band. character card, representing the quality
and quantity of the equipment he carries. Add the
RANK cost in $ of all the characters aligned. A band can not
spend more than 500$ per 150 Reputation. You can
All characters have any of the following ranks: Leader, spend this money on characters or equipment for the
Sidekick, Henchman or Free Agent. This rank deter- Henchmen.
mines your choices as follows:

26
EQUIPMENT

The Henchmen have several options of weapons or equipment. Each character can only choose one of the op-
tions available, from your Band equipment, and add their cost ($) to the total spent. The character can use the
purchased equipment like any other character’s original rule. Each piece of equipment has a maximum quan-
tity per Band, indicated next to the name.

BATMAN PENGUIN

0-2 Magazine (200$) +1 to Ammo for 1 weapon. 0-2 Magazine (200$) +1 to Ammo for 1 weapon.

0-2 Flashlight (100$) gets “Lantern” rule. 0-2 Thrower (300$) gets “thrower” rule.

0-2 Handcuffs(200$) gets “Arrest” rule. 0-2 Laser (150$) gets “Laser” rule.

0-2 Whistle (200$) gets “Halt!” rule. 0-2 Camouflage Uniform (200$) Gets “stealth” rule.

JOKER BANE

0-2 Magazine (200$) +1 to Ammo for 1 weapon. 0-2 Magazine (200$) +1 to Ammo for 1 weapon.

0-2 Thrower (300$) gets “thrower” rule. 0-2 Thrower (300$) gets the”thrower” rule.

0-2 Clown Painting (150$) gets “Mislead” rule. 0-1 Titan Dose (100$) gets one “Titan Dose”.

0-2 Bengal (300$) gets “Bengal” rule. 0-2 Night Vision Goggles (200$)

27
STRATEGIES (optional)
You can choose between a numbern of strategies to achieve your plans of victory. First choose strategies and
then follow this phases order:

A / Scenario election.
B / Urban Furniture.
C / Bands.
D / Objectives.
E / Start playing.

CHOOSING STRATEGIES

Each strategy has a value ranging from 1 to 3. Players can choose strategies for a maximum 3 value. Strategies
should be played in the indicated phase (value/phase):

• 3/A Global Plan – you can choose the scenario, instead a random pick. If both players choose this stra-
tegie they cancel each other.

• 2/C Fast Advance - Increases your deployment area 10cm. If you have two zones, increases 5cm each. If
both players choose this strategie they cancel each other.

• 2/C Ambush - Deploy all your band after the other player. If both players choose this strategie they cancel
each other.

• 1/C Patrol - You can place a miniature 10cm outside your deployment zone. If there is no zone, you gain
+1 to the entry roll.

• 1/C Reinforcements – you can wait till the “Raise the Plan” stage of the second round to deploy a minia-
ture if he gets a roll of 4+. You can deploy at any edge of the playing area which does not correspond to the
enemy deployment zone.

• 1/B Maps – gets 2 extra Lampposts or 1 Manhole.

• 1/ A Secret Objective - Obtain 1 additional objective at your choice (maximum 1).

• 1/ A Change of plans - Roll two dice, move an objective as many cm as the sum of the roll.

• 2/? Informer - Cancels enemy strategy at the time it is used. A Informer can cancel another Informer.

• 2/E Early Bird - You choose who takes the lead in the first round without taking any counter
from the pouch. If both players choose this strategie they cancel each other.

• 2/E Battle Cry - Your Band flees (see Run Away) when your Reputation is reduced 80% or more.

• 3/C Perfect Plan - At the beginning of the game introduce 1 extra counter, of your Band, to determine
who takes the lead.

28
Phase A/ Scenario Election
Roll a die to see what scenario you will play.

1 - Chance Encounter. 4 – Skirmish.


2 – Plunder. 5 – Securing the area.
3 – Patrol. 6 – Ambush.

Phase B/ Urban Furniture


At the beginning of the game, and before any miniature, both players must deploy alternatively, 1D3 Sewer
markers. Starts the player with more markers. They can be placed anywhere in the playing area, 20cm. or more
from any other sewer and more than 5cm from the edges.

SEWERS
GETTING IN AND OUT OF THE SEWER

To enter or exit a sewer you must spend 2 SC and 1 MC (as payment for a Difficult Movement and Manipulate
a manhole cover). Furthermore, in the round a character gets out of a sewer, its basic BMC is reduced to 0, so
if he wants to move he has to use MC. A character can enter a sewer any time during your turn if you are adja-
cent to it and pay the counter costs. Remove the miniature from the play area and leave him visible aside as a
reminder that he is inside the sewer system. Only a miniature per band can be inside the sewers at a time and
must pass at least one full round on the inside. At the next round you can pay again the same counter costs and
activate the miniature returning to the game by any sewer marker. Place the miniature next to a sewer marker,
it can move and attack, if still has Action Counters.

If a player has 1 or more miniatures adjacent to a Sewer marker, the opposing player can not
use it to leave or enter the sewer. To block the passage to a Big character you must have at least 2 miniatures
blocking the manhole.

"I see you, Batman."

Sacrecrow, Arkham Asylum


LAMPPOSTS

At the beginning of the game, and before any miniature, both players must deploy alternatively, 1D3 Lamppost
markers. Starts the player with more markers. They can be placed anywhere in the playing area, 20cm. or more
from any other lamppost and more than 5cm from the edges.
The lampposts light a circle 10cm radio. Players should consider that light does not pass through solid obstacles
(walls, fences, containers, etc.) and must decide the shade areas.

29
Phase C/ BANDS
Both players have to divide his band in two groups of equal number of miniatures if possible. Toss a coin to
decide who deploys first. First player chooses a deployment area and places on it all the miniatures of one of its
groups. Then the other player places the miniatures of one of his groups in the opposing deployment area. First
player places miniatures of the another group and then the second does the same. Some scenarios may vary
this order or have several areas of deployment, these features come indicated in each of them. The miniatures
should be placed entirely within the corresponding area, but may be “Crouched”.

Phase D/ OBJECTIVES
There are four types of objectives, represented by markers, players must choose 3 of them but can not repeat its
type. The player that first deployed his band places one of his objectives, players take turns till all the objectives
are placed. The objectives must normally (see Loot) be placed in the deployment area of the enemy, but this can
vary depending on the objective type or the chosen scenario. The objectives must be placed at least 5cm away
from any edge of the playing area or another object.

“We come here not as conquerors, but as liberators, to return this city to the people.”

Bane, The Dark Knight Rises

CONTROLLING OBJECTIVES

To control an objective must be at least a character adjacent to it, and no other characters or enemies adjacent
to that character or objective. Only take account the position of the characters at the end of the round in the
casualty phase.

Each objective provides, to the player who placed and control it, a number of Victory Points or VP. Some ob-
jectives, like Loot and Enigmas, can provide VP to the enemy.

LOOT (1VP)

Loot markers can be deployed 20cm off the enemy deployment zone (in neutral zone). Can be carried by the
characters, to take the Loot you must Manipulate the objective. Whenever you want to move, carrying the loot,
you must spend 1 MC. You can drop it any time and loot can be Stolen like a gun.

30
“Are you ready for some more? Explore! Find my challenges. And when you fail to solve them and lie blub-
bering like an ignorant child on the floor, you will know that The Riddler... is better than you."

The Riddler, Arkham City

ENIGMA (?PV to the one that solves it)

Enigma markers can be deployed 20cm off the enemy deployment zone (in neutral zone). To solve an Enigma
you must Manipulate the objective and declare that you want to try to resolve it.
Request to the opposing player to say a number from 1 to 6 and roll a die.

• If the result is equal to that number, you resolve the riddle winning 3VP.

• If the result differs by one, the Enigma remains one more round in play and may retry to resolve it later.

• If the difference is greater than 1, get 1 VP and discard the objective.

AMMO CRATES (3VP)

Ammo Crate markers are considered Small Obstacles and Objectives. If an activated character is adjacent to an
ammo crate, you can Manipulate and take an “Ammo Magazine” (see Ammo).

TITAN CONTAINER (2VP)

The Titan container markers are considered Small obstacles and Objectives.If an activated character is adjacent
to an ammo container, you can Manipulate and take a “Titan Dose”.

TITAN DOSE (one use only).

If a character has a Titan Dose may use it, in the Raise a Plan phase, to add 1 to all values of its Basic Skills
until the end of the round. A character can only take a dose during the game, because a second will kill him.

Phase E/ Start Playing


Begin the game by stage 1 Take the Lead and follow the 4 stages.

31
END GAME
The game ends at the end of the round indicated in the scenario rules or when a band Runs Away.

You either die a hero, or you live long enough to see yourself become the villain."

Harvey Dent, The Dark Knight

RUN AWAY

At the end of a round, when the "reputation" of a band is reduced by 70% or more counting casualty and KO
miniatures, that band player must choose a standing character and immediately take a Willpower Roll. If you
pass it, you may continue playing another round, otherwise the Band flees and the game ends immediately.
When a band flees, the opposing player takes as many VP as many rounds remain to play, unless both sides
Run Away in the same round.

WINNING THE GAME AND VICTORY POINT COUNT

The winner is the player with most VP at the end of the game.

At the end of each round, in the Casualty phase, players must add the obtained VP by Objectives and casual-
ties. When the game is over sum all PV obtained in each round to find the winner.

Casualties and first K.O VPs.


Only occur on the turn a KO or casualty is achieved, they are not cumulative.

CASUALTY KO
LEADER OR BAND LEADER 6VP 4VP
SIDEKICK 4VP 2VP
FREE AGENT 4VP 3VP
HENCHMAN 2VP 1VP

32
33
Management: Character Perfil Desing :
José Miguel Caballero Delso Gustavo Adolfo Cuadrado Egea
Luis Escudero Moran
Artistic Management: Francisco Conde Nuñez
Jorge Rubio Gonzalez
José Miguel Caballero Delso Testing Management:
Luis Escudero Morán
Game Desing:
Gustavo Adolfo Cuadrado Testers and Collaborators:

Rules: Adriana Egea Illescas


Gustavo Adolfo Cuadrado Adrián Echeverría
Francisco Conde Nuñez Ana Soto Errazquin
Alejandro Fernández Castaño
Drafting: Daniel Mayoralas Martínez
Francisco Conde Nuñez Diego Carlos Magdaleno Sanjuan
Andrés Herranz Alonso Enrique Jalón Salcedo
Gustavo Adolfo Cuadrado
Translation: Jacinto Soriano Villaroel
Andrés Herranz Alonso Jose Ramón Gallego Galán
Alba Sanchez Galán Luis Escudero Morán
Luis Garcia Pelayo
Desing/Miniature Painting/Scenery: Mauro González
José Miguel Caballero Delso Miguel Pérez Valencia
Alfonso Gozalo Paco Conde
José María Alises Cosmen Pedro Soriano Villaroel
Raúl Fernandez
Grafic Desing and Layout: Ricardo Garcia Solano
Jorge Rubio González Roberto Jose Magdaleno Sanjuan
Sergio Segura
Editor: Tania Retortillo
Andrés Herranz Alonso Victor Saboya Bengochea
Vicente Moran Del Saz

TM & © DC Comics
WB Shield: TM & © Warner Bros. Entertainment Inc.
(s12)

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