PUSH
INTRODUCTION
Board game for 2-4 players.
Each player controls a Faction of Psychic Operatives.
Based on the Movie of the same Name
DISCLAIMER
Push is a licensed, copyrighted property.
This is merely a fan site.
VICTORY
You win if at the end of your turn you control the center of the board.
Control of the center represents the fulfillment of your own Master Plot and
the foiling of the plots of the opposing Factions.
The center space of the board cannot be entered by any counters.
To control the center space you must occupy with your own operatives the
4 spaces orthogonal or the 4 spaces diagonal adjacent to the Center square.
THE BOARD
The Board is an 11 x 11 Square grid.
The 4 spaces in each corner are called Faction Boxes.
The Center square is key to winning as described in the “Victory” rules section.
Operatives, represented by counters, occupy squares.
No stacking: Max one Operative per space.
THE FACTIONS
There are 6 possible Factions players can pick from:
1. Division (Government Agencies)
2. Rebel (Usually Division Escapees)
3. Triad (Mafias, Organized Crime Syndicates, Cartels)
4. Company (Multinational Corporations)
5. Mercenary (Freelance Paramilitaries)
6. Religion (Brain Washing Cult)
FACTION SPECIAL ABILITIES
The Action Deck contains 5 Faction Cards.
Each of the 6 Factions can use a Faction Card in a different way:
Faction: Faction Card Use: Notes:
Divisions Arrogant Draw 2 Action Cards
Rebels Desperate Reroll any Target Dieroll
Triads Ruthless Move Operative Diagonally
Companies Ambitious Recruit an Operative
Mercenaries Adventurous Roll an extra Dieroll in Move Phase
Religion Fanatic Make a Kill attack
OPERATIVE TYPE LIST
There are 13 types of Operatives:
Type: Basic Abilities:
Watchers Precognition; Can see the Future
Sniffers ESP; Locate Hidden Things, People
Pushers Mind Control by Eye Contact
Movers Telekinesis; Levitate/Repel Objects
Shifters Illusion; Change Appearance of Objects
Shadows Hide People/Objects from Psychic Detection
Bleeders Sonic Vocalizations Rupture Blood Vessels
Stitchers Healing or Harming by Touch
Wipers Partial or Complete Amnesia by Touch
Porter Teleportation of Self only
Phaser Able to Walk through Walls/Barriers
Changer Alter Appearance of Self
Squads Non-Psychic, Heavily Armed, Foot Soldiers
OPERATIVE SPECIAL ABILITY LIST
1. Watchers: Change the Future: Reroll 1 or more dice in Move Phase once only each
turn. For example: You roll your 3 Movement Dice. You have one watcher and you
decide to Reroll 2 of your dice (you could have picked 0, 1, or even all 3). You must
keep the results of your Reroll. If you had a second Watcher, you could then repeat the
process and Reroll some, all, or none of the dice and so on. For each Watcher you have
in play your max hand size increases by 1.
2. Sniffers: Zero In: Get +1 or -1 to one Move Roll. This modification only applies if
the Sniffer himself is using the Dieroll to move.
3. Pushers: Pushers have a lot of powerful Action cards dedicated to them.
4. Movers: Repulsion: When moving, they get to push any operatives in their way.
Those operatives move in the same direction the Mover is going. More than one Operative
at a time may be pushed along in line in this fashion. An Operative pushed off the board
may reenter in the owning players Faction Box. If the Faction Box is full the operative
is discarded.
5. Shifters: Bag of Tricks: Can move Diagonally.
6. Shadows: Protection: All attacks against the Shadow or friendly operatives adjacent to
the Shadow are at -1 to the Diceroll. Enemy Sniffers cannot use their special +1/-1 Move
ability to move adjacent to the Shadow or any friendly operative adjacent to the Shadow.
7. Bleeders: Run Away: They can chase enemy operatives away with their screams.
Use a Move Roll to move an enemy operative that is adjacent to the Bleeder. The operative
cannot use any special ability moves when fleeing (for example a Mover cannot Repulse).
Sound Carries: Bleeders can attack operatives that are diagonally adjacent.
8. Stitchers: Healing Hands: The Stitcher may remove a Incapacitation counter from one
adjacent friendly operative in your Move Phase.
9. Wipers: Forgetfulness: Enemy operatives orthogonally adjacent to a Wiper cannot move.
10. Porter: Port: Use a Move Roll of 6 to move a Porter you control to any empty space.
11. Phaser: Jump: A Phaser can move through other operatives. They must end their move
in an empty space.
12. Changer: Switch: Use a Move Roll of 6 to have the switcher change places with any
target Operative.
13. Squads: Martyrs: If an enemy operative is adjacent to your squad, the only target
they can attack is a squad.
OPERATIVE COUNTER POOL
Operatives are represented by Counters.
Players share a common set of operative counters
Type: Counters in Set:
Watchers 6
Sniffers 5
Pushers 5
Movers 4
Shifters 3
Shadows 3
Bleeders 4
Stitchers 2
Wipers 2
Porter 2
Phaser 2
Changer 2
Squads 6
PLAYER CONTROL MARKER SETS
Each player has a set of control Markers of a unique color.
These are stacked with an Operative Counter on the Map to show ownership.
DICE
Six sided dice are needed.
ACTION DECK
Players share a common deck.
There is one copy of each card in the list.
Each card describes an operative type and an attack or special function or
self-defense that that operative type can perform.
If the Operative type is “Any” then the card can be used by any Operative.
COMPROMISE EFFECT TOKENS
There are several types. These are stacked with Operatives to show:
1. Incapacitated
2. Neutralized
3. Captured
Operatives with one or more Tokens are said to be Compromised.
SETUP
Shuffle the Action Deck.
Place the Operative Counters in a cup.
Set the Compromise Tokens near the Mapboard.
Each player picks a set of Control Markers.
Each player picks one of the 6 Faction Types.
Each player picks one faction box on the Map.
Each player picks 4 random Operatives and places them in the 4 squares of
his faction Box. Place a Control Marker under each of your Operatives.
Roll high on 1D6 to see who goes first. Play proceeds clockwise.
Each player is dealt a hand of 5 Action cards.
The player who goes first only gets 3 cards.
TURN SEQUENCE
Players take turns.
Each turn has 4 Phases:
1. Fate Phase
2. Recovery Phase
3. Move Phase
4. End Phase
FATE PHASE
Draw 3 Action Cards and put them in your hand.
If the deck runs out, shuffle the discard and draw from it.
RECOVERY PHASE
Roll 1D6 for each Incapacitated Operative.
On a roll of 4+ remove the Effect Token.
Roll 1D6 for each Captured Operative.
On a roll of 5+ remove the Effect Token.
Roll 1D6 for each Neutralized Operative.
On a roll of 6+ remove the Effect Token.
Get +1 to the roll if the Operative is in your faction Box.
MOVE PHASE
Roll 3 Dice: These are your Move Rolls.
You may assign each die to one of your operatives.
You may chose not to assign some, none, or all of the dice.
A single operative may be assigned a max of one die.
The operative must move exactly that many spaces orthogonally on the
Map equal to the value rolled on the move die assigned to him. If he cannot,
then the die cannot be assigned to him. Operatives cannot move off the map
or into the center space or into opposing Faction Boxes.
You cannot move or attack with Compromised Operatives.
Neutralized and Incapacitated Operatives may still be Attacked.
You may choose not to use a Move Roll.
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>>>One Move Roll of 6 may be used to Recruit a new Operative: Draw a random
Operative Counter from the Pool and place it in an empty square of your
Faction Box. If the Box is Full you may not take this option.
>>>A Move Roll of 5 may be used to Move any Non-Captured, Compromised Operative
you control to an empty space into your Faction Box.
>>>A Move Roll of 2 may be used to Move any Neutralized Operative you
do not control to an empty space into your Faction Box. The Operative then
comes under your control. Replace its control marker with one of your own.
>>>A Move Roll of 1 may be used to steal a random card from an opponent if you have
at least one of his Operatives in the captured stste.
>>>A Move Roll may be used to move enemies you have captured in addition
to your own Operatives.
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At any time during the Phase the current player may play Action cards from
his hand. Cards are discarded as soon as they are played.
Some cards call for an attack to Kill: Make sure the Attacking Operative is of
the right type to use the card then Roll 1D6:
1-2 No Effect; 3-4 Target Incapacitated; 5-6+ Target Killed (Discarded)
Attacks are against orthogonally adjacent enemy Operatives.
The defending player may play a Defense card (Negate Kill) if he has one and
if it applies to the target Attacking and/or Defending Operatives.
An Operative incapacitated twice is immediately sent to your Faction Box.
If there is no room in the Box, the Operative is discarded.
When Making an Incapacitation Attack roll 1D6:
1 No Effect; 2+ Target gets Incapacitation Effect Token.
When Making an Neutralization Attack roll 1D6:
1-2 No Effect; 3+ Target gets Neutralized Effect Token.
When Making an Capture Attack roll 1D6:
1-3 No Effect; 4+ Target gets Captured Effect Token.
When Making a Control Attack roll 1D6:
1-4 No Effect; 5+ Replace Targets Control Marker with one of your own.
END PHASE
Max hand size is 6 cards.
Discard excess cards.
ADJACENCY TERMINOLOGY & RULES
A space is considered to be adjacent to all other spaces it shares
a side or a corner with.
Unless otherwise specified Attacks and Moves can only be
orthogonal or diagonal.
ACTION CARD LIST NOTATIONS
ATK = Attack to Kill
RC = Random Card(s)
FAO = Friendly Adjacent Operative
EXAMPLES OF ACTION CARD USEAGE
--To play the Trackers card you must have a Sniffer you control in play.
--To play the Disorientation card you must control a Bleeder who is being
attacked. The card must be played before the Attack roll is made.
--To play the Know Destination card you must control a Porter and then move that
Porter (not another Operative you control). This card gives you a powerful move
that is in addition to your 3 Move Rolls.
--To play the Disappear card you must control a Porter who is being attacked. The
card must be played before the Attack roll is made. The Porter must then move
1D6 spaces. If he cannot, the Attack is not averted and the Disappear card is discarded.
--To use the Disguise card you must have a Changer you control in Play. Move that
Changer a number of spaces from 1 to 5 of your choice (distance and direction).
--To play the Visitation card you must move a Porter you control 1-5 Spaces. If then
there is an enemy operative adjacent you may Attack to kill it.
--To use the Kill Order Card you must have a Pusher you control in play. An Enemy
Operative adjacent to that pusher will perform an attack to kill on a target Operative
of your choice adjacent to it.
ACTION CARD LIST
Name: Requires: Notes:
Faction Any 5 Copies of this Card in Deck
Trackers Sniffer Opponent discards 2 RC from hand
Disorientation Bleeder Negate Attack
Know Destination Porter Move to any Empty Space
Disappear Porter Negate Attack and Move 1D6 Spaces
Disguise Changer Move 1-5 Spaces
Visitation Porter Move 1-5 Spaces and then ATK
Kill Order Pusher Cause Adjacent Enemy Operative to ATK
Vanish Porter Negate Attack and Move 1D6 Spaces
False Friend Changer Attack to Kill
Doppelganger Changer Attack to Kill Diagonal
Friendly Visage Changer Negate Attack
Treachery Changer Attack to Neutralize
Innocent Bystander Changer Negate Attack
See the Future Watcher Look at the next 7 cards in the Deck
Know Intentions Watcher Look at Opponents Hand
Sonic Scream Bleeder Attack to Incapacitate
Guns Any Attack to Kill
Money Any Recruit a New Operative
For Hire Any Recruit a New Operative
Hunted Down Sniffer Attack to Capture
Escape Any Remove a Capture Token
Rescue Any Remove a Capture Token
Push Pusher Attack to Control
Implant Memories Pusher Attack to Neutralize
Fatal Command Pusher Attack to Kill
Suicidal Thoughts Pusher Attack to Kill Diagonal
Mind Control Pusher Attack to Control Diagonal
Mind Wipe Wiper Attack to Neutralize
Surprise Any Attack to Kill
Ambush Any Attack to Kill Diagonal
Danger Sense Watcher Negate Attack
Mesmerize Pusher Negate Attack
Forget Wiper Opponent discards 2 RC from hand
Force Projection Mover Attack to Kill OR Negate Attack
Shatter Bleeder Attack to Kill or Incapacitate
Run Away Any Negate Attack
Safe Place Any Negate Attack
Automatic Weapons Squad Attack to Kill
Firepower Squad Attack to Kill
Surrounded Squad Attack to Capture
Move Undetected Shadow Negate Attack
Keep Hidden Shadow Negate Attack on FAO
Walk Through Walls Phaser Move 1-5 Spaces
Retreat Phaser Negate Attack
Bypass Security Phaser Move 1-5 Spaces
No Obstacle Phaser Move 1-5 Spaces and then ATK
Personal Army Pusher Attack to Control Target Squad
Deflection Mover Negate Attack
Levitation Mover Attack to Kill or Incapacitate
Collapse Structure Mover Attack to Kill Diagonal
Leverage Any Attack to Neutralize
Need Him Alive Any Negate Attack to Kill
Let Plot Unfold Any Negate Attack on Self or FAO
Paralysis Stitcher Attack to Incapacitate
Kinetic Blow Mover Attack to Kill Orthogonal or Diagonal
Inertial Fields Mover Negate Attack to Kill
Substitution Shifter Switch place with Adjacent Operative
Rupture Blood Vessels Bleeder Attack to Kill
Illusions Shifter Negate Attack
Trap Any Attack to Capture
Prediction Watcher Draw 2 Cards
Know Location Sniffer Attack to Neutralize
Psychometrics Sniffer Steal 1 Random Card from Opponent
Memento Sniffer Move 1-5 Spaces
Changing Future Any Negate a Watcher Action
See Decisions Watcher Target Roll must be Rerolled
Notebook Watcher Reroll Target Move Rolls
Contacts Shifter Recruit an Operative
Hide Building Shadow Negate any Action
Avoid Detection Shadow Negate Sniffer Action
Intentional Wipe Wiper Discard Hand. Draw 4 Cards
Selective Memory Loss Wiper Attack to Neutralize
Secret Notes Wiper Gain 2 Move Dice
LINKS
Push