The 2nd Edition of
DareBase includes updated rules, which are intended to make it a looser, faster-paced game with a tilt of balance away from defensive play. If you'd like more background on the rules re-design process, you can read
my posts about it at BGDF.
The components are essentially the same -- a board, 10 player markers, 10 power markers, some flag markers, and 3 dice ... so, 1st Edition owners can use the 2nd Edition rules to play the game.
The full rules PDF can be downloaded from the game's BGG and TheGameCrafter.com pages ... but for those who want to cut to the chase, here are the main changes:
Diagonal Movement Cost Change: Diagonal moves now costs 1.5 (instead of 2).
Power Stations: The 2 center squares are now called "Power Stations". Any player that starts a turn
not on a Power Station and ends that turn
on a Power Station becomes the strongest player on the field.
Dice/Movement Rules: (the biggest change) - Only use the 1st Dice in the dice queue
- On a "1", the coach may move any number of his players a distance of 1
- On a "2", the coach may move up to 2 of his players
each up to a distance of 2
- On a "3" or greater, the coach may move any number of his players any distance, as long as the total combined distance moved by all of his players does not exceed the number on the die
Dice "Shift": On a turn, a coach may choose to "shift" instead of making player moves. The dice queue is left as-is and it becomes the other coach's turn. The other coach is not allowed to shift on this next turn. However, he/she does have the option to re-roll the 1st dice in the queue before using it to make moves on his/her turn.
Flag Passing: A carried Flag may be passed between any 2 players that are horizontally or vertically adjacent (no diagonal passing). This may be done at any time during a coaches turn and at no cost.
So ... that's primarily it.
Enjoy,
-Matt