Fury Hardball: Managers & Mercenaries
Inspired by Fury Football's "Recharged" package released earlier this year, a similar up-date for Fury Hardball is now available! Our goal for Fury Hardball "Managers and Mercenaries" is to add even more depth, more possibilities and more fun to the Fury Hardball universe!
Inspired by Fury Football's "Recharged" package released earlier this year, a similar up-date for Fury Hardball is now available! Our goal for Fury Hardball "Managers and Mercenaries" is to add even more depth, more possibilities and more fun to the Fury Hardball universe!
Inspired by Fury Football's "Recharged" package released earlier this year, a similar up-date for Fury Hardball is now available! Our goal for Fury Hardball "Managers and Mercenaries" is to add even more depth, more possibilities and more fun to the Fury Hardball universe!
The Managers and Mercenaries package includes 72 new Fury hardball players in a new "free-agent" card format. These are all new players, there are are no duplicates of previously carded players in this set. So you can use them to upgrade any team from also-ran to contender, or use them to create entirely NEW teams. Mix and match with your existing hardball clubs, or create an entirely new league of up to 8 teams--it's totally up to you!
You also get a collection of 48 Fury Hardball managers, which can be used with your established teams or for calling the shots of the new clubs. How do the manager cards work? Well, there are two facets of managerial influence: strategy calls and Furious Action...
The strategy component allows many managers to alter or enhance certain batting results, once per game. For example, a manager might be allowed to change the fury symbol (after it's been rolled) on his batter's card for the current at-bat. Or, he might be given the ability to prevent his players from throwing punches after a winger. A few managers get the opportunity to confront the Ump Cam (think Billy Martin!) and potentially change a call to their favor.
The "Furious Action" component adds a twist to certain Furious Action results for many managers, changing one or more of the standard Furious Action outcomes to boutique outcomes, unique to the manager. For example, a furious die roll of "5" or "6" might result in the manager's batter hitting a DINGER, instead of using the standard home team benefit results from the Furious Action boards. OR, it might allow the manager to watch as a string of pingers are sprayed across the infield on consecutive at-bats. Or, it might allow his batter to automatically take the bonus base after hitting a pinger.
Not every manager has both strategy and furious action modifiers, and--more importantly--not every furious action modifier is beneficial! Some managers, who are more lax in their training methods, can see players come up limping after an at-bat on certain furious rolls. Less disciplined managers will see their clubs throw punches more often. Others will watch as their batters get zinged instead of knocking out hits.
Build your own team of hired-guns to play against stock teams, or craft an entire league! For multiplayer games, you can even hold a salary capped draft! Whatever you decide to do, the speedy playing time for Fury Hardball means you can play an extended project in surprisingly little time, but with a real bat-and-ball sport feel and plenty of high drama!