LIMITED EDITION GAMEKIT - 100
Midnight Pickup Gamekit
Don't let the classic finish fool you, coaches. This Midnight Pickup Gamekit is full of stealth throws from the shadows, and hospital throws into the abyss. Headlamps are highly encouraged during game play, and all interested coaches should refer to the Strategy Playmaker pin guidelines for use.
Midnight Pickup Gamekit also includes grey team for contrast on the Midnight game board, as well as core Strategy dice as an easy-to-read strategy option.
Please Note: This is not an "easy" version of Huck + Monster to play. (This is the version for people who play a lot of Chess.) Dark team advantage is extremely high. The special "Midnight Moon" Playmaker pin isn't easy to read. **Just like a game of Midnight Ultimate.
Kit Includes
Limited Edition Components:
• Midnight Pickup Playing Field (16"x10")(1)
• Deluxe Midnight Strategy Pin (1)
• Midnight Pickup Field Bag (1)
Specialty Pieces:
• Black / Grey / White Mini-teams (3)
• Black / White Team Bags (2.5"x3.5")(3)
• Black / White Playing Dice (D6) (6)
• Black / White Strategy Dice (D6) (2)
Standard Pieces:
• Gameplay Quick Guide (Starting Green)
• Gameplay Field Manual (Starting Green)
• Cardstock Pillow Box (Midnight Sealed)
Midnight Playmaker Pin
Huck + Monster strategy pins are 1.25" x .06" metal alloy, with a raised "spinner" that physically spins on flick to indicate disc result. Color coded with soft-enamel, strategy spinning pins offer 18 unique outcomes for use during Up Calls and team actions.
Strategy Outcomes
Each Midnight Playmaker Pin outcome indicates both a word, and a number. Use the word outcome to identify the special play, or the numbered results to adjust the team dice count during Up Calls.
{Please Note: The Midnight Playmaker Pin and the Emergency Playmaker Pin both contain the same strategy outcomes.}
Offensive Outcomes:
• Huck (x2): Handlers who spin the "Huck" outcome double the action count of the team dice roll. The Huck outcome may be used by Handlers, or Continues, but not Receivers.
• Push (+1): Add 1 point to the offensive dice count for every "Push" outcome.
• Brush (-1): Subtract 1 point from the offensive dice count for every "Brush" outcome.
• Flick (+3): Add 3 points to the offensive dice count for every "Flick" outcome.
• Hammer (+4): Add 4 points to the offensive dice count for every "Hammer" outcome. Hammers may be thrown by the Handler, or Continue, but not the Receiver. The game disc may travel "over" one defensive player when using the Hammer outcome.
See also: Pro Rule: Beaten Defenders
• Doink (-10): Subtract 10 points from the offensive dice count for every "Doink" outcome. If no player is within Throw distance after removing the Doink count from the offensive team dice count, then the Throw is a "Stall Turnover", resulting in the defensive team taking control of the game disc, ending the Up Call.
• Scoober (+3): Add 3 points to the offensive dice count for every "Scoober" outcome.
• Float (-3): Subtract 3 points from the offensive dice count for every "Float" outcome.
• Dump (+1): Add 1 point to the offensive dice count for every "Dump" outcome. Forward momentum of the disc is not allowed following a Dump outcome. If rolled by a Handler, or Continue, the following Throw must be toward the offensive end zone; away from the intended defensive end zone.
Defensive Outcomes:
• Monster (1M): The acting player may move up to 5 spaces during the Up Call action after spinning a "Monster" outcome. After moving, the Monster may then re-roll to initiate a new defensive action, or wait to see if there is a new action opportunity during the remaining Up Call game play.
Monsters who spin Playmaker Pins also have the option to wait for the remaining Up Call to be completed to re-roll team dice, acting twice during the same play.
• Footer (+1): Add one point to the defensive team dice count for every "Footer" outcome.
• Layout (+3): Add 3 points to the defensive team dice count for every "Layout" outcome.
• Strike (-5): Subtract 5 points from the defensive dice count for every "Strike" outcome.
• Hot Bid (+3): Add 3 points to the defensive dice count for every "Hot Bid" outcome.
• Flash (+1): Add 1 point to the defensive dice count for every "Flash" outcome.
• Match (TM): Move the entire defensive team to match against offensive players before continuing the Up Call. Each defensive player should be 1:1 with each offensive player at the end of this outcome action. Do not roll to move the defensive team players. Instead, move each to the closest offensive player to continue the Up Call.
• Mark'd (+2): Add 2 points to the defensive dice count for every "Mark'd" outcome.
• Beat (-5): Subtract 5 points from the defensive dice count for every "Beat" outcome.
Midnight Game Bag
Gamekit includes the exclusive Midnight Pickup Field Bag. Made from waterproof Cordura Nylon fabric, this sleek, classic Gamekit carry-all is equipped with caribiner, drawstring closure, and plastic clasp.
*Pro Tip: Carefully ensure that all team bags, field bags, and strategy pins are secure before traveling to, or from, the Ultimate field. If drawstring team bags, or game bags, are not fully closed and tied, players or dice could become lost.
Durable Design
Huck + Monster Pickup fields are each printed on high-quality tabletop game mats, rather than a standard cardboard playing "board".
This higher-than-standard quality gamplay mat ensures each Huck + Monster field is waterproof, sink-washable, and sideline-ready.
Field Specs
Playing Fields are 16" Long, 10" Wide, and 1/16" Thick. Each field contains 19 x 8 Hex space dimensions, with 3 Hex deep end zones on either side of the field.
Playing mats are flexible waterproof neoprene, covered in sink-washable, sideline-ready fabric.
Game Pieces
Gamekit includes 2 Velvet team bags for storing team pieces. Each team bag includes 8 Players, 1 Game Disc, 1 Strategy Dice, and 3 Team Dice.
Playing pieces are color-coded 16mm resin dice, 18mm game disc, and 20mm x 28mm injection molded plastic players.
Notice: Game pieces may present a choking hazard in children under the age of 14. Playing pieces are not food. Do not eat your team, or related game pieces.
Game Guides
Each Huck + Monster Gamekit includes two printed copies of the Official Gameplay Field Manual.
Designed for use with the Pickup Field Bag, The V1.2 Pickup Gameplay Guide is a slimmed down, easy to roll, four panel quick instruction guide for easy on-the-go printed reference.
The advanced V2.1 Gameplay Field Manual is a 20 Page Mini-Booklet that includes all core, and advanced gameplay instructions with play diagrams for regulation gameplay.
Download a digital copy of the V2.1 Gameplay Field Manual at any time as a backup, or digital reference. If you prefer a slimmer version to roll up in Field Bags, Download a digital copy of the slimmer V1.2 Field Guide for quick reference, or print.
The BLACKOUT GAME FIELD
Based on the institutionally loved tradition of late night Ultimate pickup and scrimmage, this blackout Gamekit offers a sleek, classic alternative to the standard Starting 7 gamekit.
A field all it's own, each Limited Edition Midnight Pickup field also includes "Stealth Spaces", which +1 any player action when playing in the shadows.
The CLASSY GAME CARRY
The exclusive Midnight Pickup Gamekit Field Bag is the perfect game companion for all those high-end, black-tie events so commonly attended by Ultimate players everywhere.
Travel ready and waterproof, with drawstring clasp and carabiner standard, this sleek addition comes included with any Midnight Pickup Gamekit.
The EXPANDED STRATEGY
The exclusive "Midnight Moon" metal pin includes 18 different options for offensive and defensive strategy, as well as a handy fall back option for counting team rolls, and bid results.
The 1.25" metal and enamel Playmaker Spinner Pin is the perfect add-on for any neoprene playing field.
The MIDNIGHT PLAYING PIECES
For those coaches interested in team variety, the Midnight Pickup Gamekit includes three options for team color. Setup with classic Black vs. White team colors, or switch to Grey for either team, to increase, or decrease player visibility.
Midnight Gamekit also includes two custom designed Midnight play discs, as well as Offensive and Defensive Strategy dice.
The HUCKS FLY AT MIDNIGHT
All the fun of Midnight Pickup without the twisted ankles, player collisions, Hucks to the face, or hospital throws into the abyss, that normally come with running around throwing a 175g plastic widow(er)-maker at 13 other people in the middle of the night.
Midnight Teams
The Midnight Pickup Gamekit includes 2 full team bags, with Strategy dice, and color coded disc. Gamekit also includes an optional Grey "Backup Team" choice for enhanced visibility.
Midnight Strategy Playmaker Pin
The 1.25" Exclusive Midnight Strategy Playmaker Pin is metal alloy, inlaid with soft enamel finish. Pin comes with PVC pin clasp to ensure no "pokiness" where there shouldn't be.
Midnight Pickup Field
The Exclusive Midnight Pickup field is designed with key "shadow spaces" that give players +1 to any action taken while on the space.
Midnight Game Bag
The sleek, black-tie event ready, Midnight Game Bag comes exclusively with the Midnight Pickup Gamekit.
*Extremely Limited Edition.
Midnight Strategy Playmaker Pin
The Midnight Strategy Playmaker Pin ensures that the integrity of Midnight Ultimate is maintained by forcing everyone to wear a headlamp while playing. This fun Mini Strategy Playmaker is designed with 18 strategy outcomes; 9 each for Offense and Defense.
The Ultimate Classic Black-Tie Event
The Midnight Pickup Gameplay Guide
Pickup Gameplay Guide
Download the abridged Pickup Gameplay Guide as a slim reference for basic Huck + Monster rules. Designed for travel, this mini-pamphlet rolls easily into any Pickup Game Bag.
Pickup Gameplay Guide
Download the abridged Pickup Gameplay Guide as a slim reference for basic Huck + Monster rules. Designed for travel, this mini-pamphlet rolls easily into any Pickup Game Bag.
Team Spinner Upgrades
Team Playmakers
Add exclusive team spinners to your Midnight Pickup Kit to complete the full Midnight Playmaker Pin set. This optional pair of Red + Blue Team Pins can be added to the Midnight Gamekit as dice alternatives. Please note: Team dice (D6) are included in the Midnight Gamekit. Team Playmaker Pins are optional, and can be selected below.
The TEAM PIN UPGRADE
Team Pin: Chilly Offense
Designed for the Emergency Pickup Gamekit, the Chilly Offense playmaker pin is a unique combination of utility, and luxe. Upgrade any standard gamekit with the addition of this team pin to minimize use of dice on the sideline.
Pin each Team Playmaker pin to either side of the Strategy Playmaker pin on Pickup game fields, or keep them in-hand, on their durable cardboard backings.
Kit Includes
• "Chilly-O" Offense Team Pin (1.25" x 0.06", with 0.5" spinning Snowflake indicator.)
• "Electric-D" Defensive Team Pin (1.25" x 0.06", with 0.5" spinning Lightning indicator.)
• Field-ready, durable cardboard backing for handheld use. (Both)
Durable Design
Huck + Monster strategy pins are 1.25" x .06" metal alloy, with a raised "spinner" that physically spins on flick to indicate disc result. Color coded with soft-enamel, team spinning pins offer 18 possible outcomes for use during Up Calls and team actions.
Please note: Strategy Pin results are "Mini", and can be difficult to read in low light situations. For best results, spin gently.
The TEAM PIN UPGRADE
Team Pin: Electric Defense
Replace standard team dice with exclusive Strategy Playmaker pins. Use the Electric Defensive pin to replace any standard defensive dice rolls. Pin includes 18 numerical results, offering a single spin to replace the roll of 3 team dice.
Please Note: Both Offensive, and Defensive Team playmaker pins come standard with the Emergency Pickup Gamekit.
Kit Includes
• "Chilly-O" Offense Team Pin (1.25" x 0.06", with 0.5" spinning Snowflake indicator.)
• "Electric-D" Defensive Team Pin (1.25" x 0.06", with 0.5" spinning Lightning indicator.)
• Field-ready, durable cardboard backing for handheld use. (Both)
Durable Design
Huck + Monster strategy pins are 1.25" x .06" metal alloy, with a raised "spinner" that physically spins on flick to indicate disc result. Color coded with soft-enamel, team spinning pins offer 18 possible outcomes for use during Up Calls and team actions.
Please note: Strategy Pin results are "Mini", and can be difficult to read in low light situations. For best results, spin gently.
The GAME COMPONENTS