AGGRO: 70's Football Skirmish Rules (2010)
Tiempo de Juego: 60
Edad Mínima: 0
Jugadores: 2
Editor: Ainsty Castings
Diseñadores: Desconocido
Artistas: Desconocido
Mecánicas: Open Drafting
Edad Mínima: 0
Jugadores: 2
Editor: Ainsty Castings
Diseñadores: Desconocido
Artistas: Desconocido
Mecánicas: Open Drafting
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It's a violent time, bands of men bent on destruction march the land under their colours, bringing fear and violence to towns and Cities across the land.
Yes it's the 1970's and gangs from across the country come together using local football allegiances as excuses to have a right royal rumble with each other.
AGGRO provides a set of rules that gives you the opportunity to pit rival gangs against one another in a time when the only things tighter than a professional footballers perms were the shorts he wore on match day.
The rules take a tongue in cheek look at the 70's and have been put together so friends can spend an hour or two taunting one another.
Goal of the game is getting more street cred than the other firm, singing, throwing and bashing against them. Your firm can win by drawing the right playing cards, but your opponent also draws cards to mitigate the effect. Taking turn is eas: alternating, but your opponents action requires a counter actions. Then there are instants changing the gameply, e.g. a traffic warden, who is a source of distraction, as wellas bobby's or a streaker running across the feld.
Just put a firm together and....
—description from the publisher
Yes it's the 1970's and gangs from across the country come together using local football allegiances as excuses to have a right royal rumble with each other.
AGGRO provides a set of rules that gives you the opportunity to pit rival gangs against one another in a time when the only things tighter than a professional footballers perms were the shorts he wore on match day.
The rules take a tongue in cheek look at the 70's and have been put together so friends can spend an hour or two taunting one another.
Goal of the game is getting more street cred than the other firm, singing, throwing and bashing against them. Your firm can win by drawing the right playing cards, but your opponent also draws cards to mitigate the effect. Taking turn is eas: alternating, but your opponents action requires a counter actions. Then there are instants changing the gameply, e.g. a traffic warden, who is a source of distraction, as wellas bobby's or a streaker running across the feld.
Just put a firm together and....
—description from the publisher
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ag.gameitem.lastUpdated: 2025-04-25 04:58:50.607