TEXT: People Squash
   People Squash
  Fantastric Combat
  Between Clay Humans
  That You Design
  Tri Tac Games CD PDF                       #8070 CD
  SQUASH
  People
    7th in the Series
  Fantastric Combat
  Between Clay Humans
  That You Design
  by Richard Tucholka
  SQUASH
  People
  
   People Squash
   People Squash
  MONSTER SQUASH
  CREDITS:
  Game Design:
  Richard Tucholka
  First Edition:
  Richard Tucholka
  Original Design Systems:
  Richard Tucholka, from the game
   “Tanks A Lot”.
  Editing:
  Brian & Karen Roe
  Art:
  Bill Kuehl
  Production:
  Richard Tucholka
  This One's for Terry Williams
  INTRODUCTION
  01
  MATERIALS
  02
  PLAYING THE GAME
  03
  DESIGNING YOUR HUMAN
  03
  ARMOR
  04
  MOVEMENT AND MOVEMENT RATES
  05
  WEAPONS AND DAMAGE
  06
  ACCURACY AND COMBAT
  07
  HUMAN HEALING
  08
  ORDER OF PLAY
  09
  ADVANCED PLAY
  09
  PLAYING HINTS
  13
  HUMAN CHARACTER SHEET
  END
  PEOPLE SQUASH  © 2001 by Richard Tucholka.
  You are allowed to produce (12) copies of the rules for you players without
  charge to them.  Any resale of these PDF files or transmittal by use of any data
  transfer device or the Internet is a violation of Copyright.  You may not post this
  PDF in any manner, whole or partial on any WEB site.  Original Edition ©1983
  by Richard Tucholka
  Tri Tac Games
  235 West Fairmount Ave
  Pontiac, MI
  48340
  TriTacGames.com
  INTRODUCTION
  The creatures of Blorb 212 were more than a match for
  the first explorers that tried to take over their world.  When a
  series of attempts to colonize the planet failed, the company
  that had claimed Blorb 212 waited.
  After a few years of planning, they began dropping Mecs
  and a host of other creatures and life forms to the Planet’s
  surface to rid it of the mutant monsters that lived there.
  But this failed also and the company that would call the
  planet their own, decided on a final course of action.  The next
  step was to create a vast army of high level executives and
  decision makers that had decided to colonize this awful place.
  Like everything else tried on this arm pit of the Galaxy,
  the plan backfired.
  The people dropped on Blorb began to attack every-
  thing, including themselves, as they mutated into new and even
  more bizarre forms.
  00000
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  Squash
  Squash
  Squash
  Squash
  Squash
  #8070
  #8070
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  CD PDF
  CD PDF
  CD PDF
  CD PDF
  CD PDF
  People
  People
  People
  People
  People
  
  People Squash
   People Squash
  MATERIALS NEEDED
  To play People Squash, you will need a supply of the
  following materials:
  A
  2 or more 6 sided dice (d6)
  B
  Paper or Index Cards
  C
  Writing implements (crayons are acceptable)
  D
  Ruler (or use ruler included)
  E
  Modeling clay (about 20 lbs. should do it.)
  F
  At least 2 players (the more, the merrier!)
  G
  A very good imagination and/or a degree in advanced
  Human Physiology.  Either will do.
  H
  A large table area (formica works best)
  I
  1 or more copies of PEOPLE SQUASH
  J
  A big plastic spatula or scraper is very useful to pick up
  squashed clay.
  K
  Small items,  such as buttons, dead flies, etc.,  may be
  used to decorate your Human.
  WARNING:
  Clay can be hazardous to rugs,  especially shag carpets,
  walls, and furniture.  Throwing clay at other players and
  bringing clay into contact with any home furnishings is
  not recommended.  Consumption of oil clay may be very
  hazardous to your health and it tastes yucky.
  PLAY THE GAME
  01
  Read the rules carefully, at least twice.
  02
  Build your Human
  03
  Try several combat tests.
  04
  Scrape clay off walls and ceilings.
  05
  Invite friends over to play.
  06
  Play People Squash
  07
  Scrape more clay off walls and ceilings
  08
  Play People Squash
  09
  Scrape clay off players and pets.
  10
  Realize the object of People Squash is to have fun
  destroying the beautiful People and /or monsters your
  friends have made.
  11
  Repeat steps 6 & 7 until the dog eats your clay.
  START BUILDING
  Use a blank piece of notebook paper or a photocopy of
  the sample character sheet included to keep track of your
  humans stats.  All humans get (5 d10) +30 Health points to start
  building.  These points are your life/energy force.  Use them
  wisely.  When you are finished building the leftover Health
  points become  your energy or LIFE  points.  Remember that
  when your Health points reach 0, your opponent gets to destroy
  your human.
  LIFE POINTS ARE HEALTH POINTS!
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   People Squash
   People Squash
  ARMOR YOUR BODY
  Use some or all of your build points to purchase armor.
  Armor rating is the amount of damage absorbed by the armor
  purchased.  Most people have kevlar if they work in Detroit.
  ARMOR
  ARMOR
  MOVEMENT
  BUILD
  TYPE
  STOPS
  MODIFIER
  COST
  Clothes
  0
  +1
  —
  Light
  1
  +0
  02
  Leather
  2
  -1
  04
  Kevlar
  3
  -2
  06
  Combat Suit
  4
  -3
  08
  Space Suit
  5
  -4
  10
  CREATE YOUR MOVEMENT
  Movement is the method your human uses to get around.
  Movement rate is the maximum number of inches per turn your
  human can travel, depending on what he or she is trying to do.
  After building your humans body and buying armor, determine
  it’s movement type and index the rate on the following table.
  Remember that only humans have a varied movement rate and
  special equipment to change that rate. Record your type of
  movement on your character sheet and build the appropriate
  equipment onto your Human.
  MOVEMENT TYPE
  MOVEMENT RATE (inches)
  02
  Snail
  04
  03
  2 Legs
  06
  03
  4 Legs
  06
  04
  Lots of Legs
  06  (+1 inch per leg)
  05
  Foot Treads
  08
  06
  Foot Wheels
  12
  07
  Ball Bearing(s)
  14
  08
  Roll
  12
  09
  Hover
  14
  10
  Flight
  18
  11
  Roll Again (Ignoring 11 and 12)
  12
  Roll Twice (Ignoring 11 and 12)
  LIFE POINTS ARE HEALTH POINTS!
  BODY ARMOR
  Now  roll (2 d6) +6.  This is the number of ARMOR points
  you will have to buy armor with.  ARMOR points can also be
  used for buying additional weapons and movement after your
  basic Human  has been generated.
  RANDOM HELPERS
  When you begin building your human random  body  and
  body shapes can be rolled on the following tables or use your
  imagination.  Generally People have 2 arms and legs.
  CREATE A BODY TYPE
  Roll d6
  Roll a d6
  01
  Real Short
  01
  Real Skinny
  02
  Short
  02
  Thin
  03
  Average
  03
  Athletic
  04
  Tall
  04
  Just a little Plump
  05
  Really Tall
  05
  Chubby
  06
  Basketball Player
  06
  Rotund
  CREATE A BRAIN
  Create a brain, place it in the head.  There is no cost to
  this.  You write the brains location on your character sheet and
  keep it secret if you are a mutant.  More on that later.
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  People Squash
   People Squash
  HITTING WITH WEAPONS                                       ACCURACY
  To determine your humans accuracy, roll 1d6 +4.  Record
  this number.  To hit an opponent, you must roll your human's
  accuracy or under on 2d6.
  This applies to any attack.
  USING THAT PRY BAR
  When a Pry Bar hits during combat, roll a d6 each turn
  following.  On a roll of 1 on the first turn, a 1 or 2 on the second,
  etc., the pry bar  will succeed in removing the area it is attached
  to.  To escape from a  pry bar,  the monster  must give up one
  of its attacks the next round and attempt to break free.  A roll of
  a 5 or 6 on a d6 indicates a successful escape.
  DEMOLITION DERBY
  When no other options are available, humans's can
  attempt to use their hands to damage MONSTERS, or MECs.
  This action does 1d6 -2 damage.  A stomp or kick does 1d6-1
  with any limbs that can connect.
  WING & LEG DAMAGE
  Damage to Flight Devices slows Humans  to Half  Hover
  and flight.   Humans move at 2" when they loose legs.    Any limb
  that takes 12 or more points of damage in a combat round is
  destroyed.  It takes 16 points to destroy a head.
  KILLING A HUMAN
  A  human is only destroyed when all of its Life points are
  gone.  Also see Medical Help and Hospitalization.
   HIT REACH
  When attacking an opponent, only weapons able to
  reach without turning the human may try to hit.  Should the
  player choose to turn the human to make an attack, all remain-
  ing movement during that  round will be forfeited.  All projectile
  and energy weapons have a range of 16 inches.damage in a
  combat round is destroyed.  It takes 12 points to destroy a head.
  HOVER & FLIGHT LIMITS
  A Mutant can hover no higher than 1" from the playing
  surface.  Flight will go no higher than 10"
  EXTRA MOVEMENT
  For every 2 additional LFE  points spent, movement rate
  may be increased by 1".  Modified movement rates may not
  exceed TWICE the original movement rate.
  BUY YOUR WEAPONS
  From your remaining Life points you must buy your
  weapons from the chart below.  You can have any number of
  weapons up to a maximum of 6.
  Then, build the appropriate weapon type on your Per-
  son.  Maximum weapon length can be no more than 6".
  WEAPON
  DAMAGE
  COST
  Pistol
  1d6 +1
  3
  Rifle
  1d6 +2
  4
  Shotgun
  1d6 +3
  5
  Karate
  1d6
  3
  Kung Fu
  1d6 +1
  5
  Blaster
  1d6 +4
  6
  Chain Saw
  1d6 +3
  5
  Axe
  1d6 +2
  3
  Bow and Arrows
  1d6
  3
  Crossbow
  1d6 +1
  3
  Power Drill
  1d6 +1
  4
  Sledge Hammer
  1d6 +1
  3
  Pry Bar*
  1d6
  3
  Rocks
  1d6
  1
  *
  A Pry Bar  does damage by attaching itself to a part of your opponent
  with a cumulative chance each  turn to rip it off.    This will do an automatic
  2 points of damage (see ACCURACY AND COMBAT).
  Weapons can be picked up if dropped by another person or taken
  from a body.  Some weapons can be taken from monsters or Machines.
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   People Squash
   People Squash
  TURN SEQUENCE
  1
  MOVEMENT:
  Move up to your movement rate in inches.  Players may
  choose to move simultaneously or take turns by rolling
  initiative.
  2
  COMBAT INITIATIVE:
  When any human  comes within the range of a monster
  they have the  option to attack.    Initiative  is found  by
  rolling 1d6 for each player.  The player with the highest
  roll goes first.
  3
  COMBAT:
  Humans fire weapons or exchange blows.  Player with
  the  initiative attacks first, rolling accuracy or under to hit
  with each weapon. Damage is totaled and limb loss is
  determined.   If the opponent still survives, they may then
  return attack in the same manner.  Missiles launched.
  Missiles hit from last turn.  Robots do Damage or Move.
  4
  REPEAT  1 to 3
  Until only 1 survivor is left on the battlefield.
  OPTIONAL RULES
  A build point modifier may be used to balance the game.
  Index your accuracy to find out how may Life points you gain as
  a bonus or lose as you design your human.
  ACCURACY
  BUILD BONUS
  04
  +06
  05
  +04
  06
  +02
  07
  +0
  08
  -02
  09
  -04
  REPAIRING YOUR HUMAN
  Just d6 -1 points of your Life points may be repaired in
  one turn if the human  doesn't move and stays out of combat
  while doing first aid..  It costs 2  Life points to make a repair
  attempt.  Should a human choose to use a lost limb from
  another human it will cost 2 Life points and must be attached in
  place of another limb.  Only parts  that have  been removed by
  slicing can be used in this manner.  If the human chooses to
  search for a different weapon to replace a lost one, it will cost
  one turn.  Repair a  brain   with 3 life Points when somebody
  damages yours.
  WHERE DO THEY START
  All humans start the game at any point along the table
  edge.  humans may then travel anywhere on the table without
  leaving it.  Any  human that tries to leave the table (INCLUDING
  those with flight and hover) are destroyed by laser satellites.
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  People Squash
   People Squash
  03
  ENZYME SPRAYER
  NO DAMAGE
  Drops accuracy by 1 and movement by 1d6 inches to
  any opponents hit that turn.  Use 2d6 times.
  04
  SMART  MISSILES
  1d6+4 DAMAGE
  Travel up to 10" per turn towards a target.   Accuracy is
  equal to player’s accuracy minus 1.    If they miss their
  first attack, they travel 10 inches beyond the target and
  then can turn around.  Next turn they  may try again with
  a -2 cumulative modifier on accuracy per attack.  Smart
  missiles will  explode on impact, or will self-destruct after
  5 turns.  Roll a d6 for the number of missiles you have.
  GETTING MORE SMART MISSILES
  Humans with  smart  missiles  can   restock d6  more
  smart missiles at a cost of one turn.
  05
  LIFE FORCE PUMP
  1d6 Damage
  After a hit,  this 8 inch  tube sucks  life force and transfers
  2 Life points to its owners medical kit per turn until ripped
  out with d6 points of damage. The medical kit can add
  these accumulated points to the human with a cost of 1
  turn for all the stored points.
  06
  LITTLE PARASITE ROBOTS
  1d6
  After the initial d6 damage, these little robots will drain 2
  Life points every turn until ripped out or destroyed with
  4 points of damage.  Move up to 6 inches.  A human can
  control up to 4 of these.
  OPTIONAL INITIATIVE MODIFIER
  Use this as in initiative modifier for humans that are very
  slow or wimpy.  This is the GM’s decision.  Roll a 1d6 for the
  modifier and record it on your sheet.
  ROLL
  BONUS
  01
  +0
  02
  +0
  03
  +0
  04
  +0
  05
  +1
  06
  +2
  YOU GET A WEAPONS BONUS!
  You get 2 advanced weapons for free or 10 more life
  points to improve your life force.
  YOU GET A WEAPONS BONUS!
  You get 2 advanced weapons for free or 10 more LFE
  points to improve your life force.
  ADVANCED WEAPONS
  The following are advanced weapons available.  Roll a
  d6 for the special weapon you get.
  01
  GLUE SPRAYER
  1d6 DAMAGE
  Reduces opponent’s movement by 1" every time they’re
  hit with it.  Dissolves in 4 turns.  Use 2d6 times.
  02
  ACID SPRAYER
  1d6+1 DAMAGE
  Does 1d6 damage for the next turn as well.
  Holds 1d6+3 uses.
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   People Squash
   People Squash
  HUMANS GOT GUNS
  If the player rolls a d6 and the result is a 6 then their
  Human Colonist  has an old gun.
  01-04  GUN
  1d6 +2  Damage
  Range 12 Inches
  Good for d6 shots.
  SMARTS
  Intelligence is determined by rolling 1d6+2.  To use
  intelligence for refraining from combat or computing the odds,
  roll intelligence or under on 2d6.  Humans with a smashed head
  or damaged brains will lose a turn to get medical assistance.
  THE PLAYING AREA
  Before start of play, areas of the table may be marked as
  rough, swamp, or water.
  MOVEMENT TYPE    ROUGH SWAMP
  WATER
  2 Legs
  -1
  -02
  -03
  OTHER MOVEMENT TYPES
  Caterpillar
  03
  04
  02
  4 Legs
  04
  03
  02
  6 Legs
  05
  04
  03
  8 Legs
  06
  05
  04
  Lots of Legs
  08
  06
  03
  Roll
  05
  02
  01
  Any Wings
  --
  --
  --
  Any Jump
  --
  --
  --
  Swim
  --
  --
  --
  NOTES ON FLIGHT & WATER
  Humans  with flight equipment will sink if they land in
  water.  They move 3 inches per turn until they are out of the
  water.
  .
  HINTS FOR PLAYING:
  A
  Combine weapons to make attacks more formidable.
  Concentrated damage can often destroy your foes.
  B
  Combining weapons saves time.     Instead of rolling 6
  shotgun attacks, you may roll only once for all 6. This
  is a called shot, and if you miss, all miss.
  C
  If your human  has a low accuracy, try and put more Life
  points into buying more weapons to gain more chances
  of a hit.
  D
  Move fast and hit hard whenever you can.
  E
  Dispose of cheats out the door.
  F
  If your human is crafted with utmost perfection, the other
  players  tend to attack it more.
  G
  Take pictures of your human before the game.
  OTHER SQUASH GAMES
  People  SQUASH can be easily combined with any of Tri
  Tac's 'SQUASH SERIES' Games.  All have the same easy
  systems for play.
  MONSTER SQUASH
  8010
  MEC SQUASH
  8020
  BUG SQUASH
  8030
  MUTANT SQUASH
  8040
  JAPANESE MONSTER SQUASH
  8050
  PANZER SQUASH
  8060
  PEOPLE SQUASH
  8070
  EPILOGUE
  From sea to scummy sea, Blorb 212 became a littered
  junk yard of dead MONSTERS, MECS, BUGS, MUTANTS,
  and PEOPLE.  The monsters still hunted the world but many
  had talked to the human  invaders.  It was hard, but they realized
  what was at the root of their problem.  Now, with their friends,
  the Humans , they would someday get even with the corpora-
  tion who created this mess.
  As the battles continued, they plotted...
  12
  12
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  13
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  05-06  BIG GUN
  1d6 +6 Damage
  Range 18 Inches
  Good for d6 shots.
  
  People Squash
   People Squash
  Tri Tac Games
  235 West Fairmount Ave
  Pontiac, MI
  48340
  TriTacGames.com
  Tucholka@Hotmail.com
  The Ultimate
  Clay Combat Games!
  People Squash is the classic crazy clay combat
  game between Humans  and Mutants that you de-
  sign!
  Players craft their People  from common mod-
  eling clay or play doh and combat to bitter end.
  Completely compatable with the other Squash
  series games by Tri Tac Games.   Clay and Dice Not
  included.
              
              
              
              
                        People 
  People 
  People 
  People 
  People      S
  SS
  SSQUASH
  QUASH
  QUASH
  QUASH
  QUASH
  NAME
  ACCURACY
  SMARTS
  MOVE
       Flat            Rough           Swamp           Water
  POINTS
   LIFE
  ARMOR
  BRAIN
  Squash Character Sheet  © 2001
  WEAPONS                                                        DAMAGE
  Squash
  Squash
  Squash
  Squash
  Squash
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  People
  People
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