I can’t verify or explain anything, but my googling found this...
Object of the Game
The object of Kerrunch is to be the first team to score three touchdowns.
Setting Up
Put the six pieces of the pitch together. The pieces are designed to interlock so that they don't move about while you are playing. The two injury boxes, one for each team, are placed at opposite ends of the pitch, level with the end zones.
[abbreviated]
Bright Crusaders are the dwarf and human models, while the Darkside Cowboys are the orc and elf models. Set up each team in their end zones, and place the ball in any of the four kick-off squares in the center of the pitch. Then, roll a die to see who has the first turn-the highest score starts.
How to play
Each player takes it in turn to move his players toward his opponent's end zone to try and get the ball and score a touchdown, starting with the player who won the toss. When a touchdown is scored the game stops momentarily so that injured players may come back on. The two teams then set up in their end zones again and the game restarts. The first player to score three times, wins!
Each team's turn is divided up into four separate stages, These are completed in the following order, and all your models must finish one stage before you can go onto the next-for instance, you cannot move a model, throw the ball, and then go back and move another model.
1. Moving
2. Tackling
3. Passing the Ball
4. Standing up stunned players
Moving
At the start of your turn roll a die. You may move each of your models up to that number of squares. You do not have to move a model the full mdistance if you don't want to. Note, that as they are particularly numble, Elves may move an extra 2 spaces-so if you rolled a 4, each elf on your team may move up to 6 spaces this turn.
You can move a model in any direction, including diagonally and backwards, as long as there isn;t a standing model in the way. A stunned model may be moved through, but a model may not finish its move in the same square as a stunned model. Moving diagonally is a special case, and is explained below.
If this is the first turn of the game, or after a touchdown, you must move all of your models out of your end zone. You can re-enter later, if you wish. If a model moves through a square containing the ball, he may pick it up and continue with the rest of his move.
Moving Diagonally
A model may not move diagonally if he is trying to move between two opponents.
Ob
XO
Player X cannot move diagonally between two players O to space b.
Tackling
If one of your models finishes his move in a square adjacent to one of the other team's models, he may tackle them. Each of your models may take one tackle per turn if he is in position to do so.
A) Look at your team sheet and see how many tackle dice your model rolls. Hold that many dice about 30cm above the combat tray (the box top) and drop them into the center square. Dice that land on a line between two squares count as being in the square that holds the greater part of the die. Any dice that bounce out of the box have missed. If any dice land in a "hit" square, the tackle is successful.
B)Remove any dice that have landed in a "miss" square. The highest number on the remaining dice is compared with the opponent's race on your tackle chart to find the result of the tackle.
No effect: Your opponent managed to beat off your attack and remains standing.
Stunned: The attack caught your opponent off-guard and has stunned him. Place him on his back in the square where he was standing. A stunned model can't do anything until he stands up at the end of his team's turn.
Injured: You have caught your opponent with a very nasty blow! The model is removed from the pitch and put into its team's injury box. An injured model has a chance to get back into the game every time a touchdown is scored.
Killed: OUCH! That has hurt your opponent enough to take him out for good. Remove the model from the pitch-he takes no further part in the game.
Dropping the ball
If you tackle a model that is carrying the ball, it will scatter from that model's square-see Scattering the ball below for instructions on how to handle this.
Tackling a stunned model
Because a stunned model is lying on the ground and cannot defend himself, when you tackle a stunned model and get a "hit" result, you automatically injure him-put him in his team's injury box.
Passing the ball
After completing all of your team;s tackles, if one of your models has the ball he may attempt to pass it to one of his team-mates.
Look on the sheet to see how many passing dice the model with the ball gets. He may attempt to pass the ball to any model on the pitch. You must announce which model he is passing to before rolling the dice in the tray. Once you have decided who will receive the pass, roll the dice.
A "hit" result indicates the pass was successful-place the ball on the base of the model who caught the ball.
A "miss" result indicates the pass failed-the catcher couldn't keep hold of such an awful delivery and dropped the ball. Roll for scatter.
Scattering the ball
To find out where the ball scatters if it is dropped, take a dice and drop it into the tray, imagining that the center square is the square on the pitch where the character is standing (if it helps, you can actually stand the character in the tray, facing the same direction he was on the pitch). The square where the die lands on is the square on the pitch where the ball ends up.
Standing up stunned models
At the end of your turn, you may stand up any of your models that have been stunned. They may do nothing else this turn except stand up, look around and work out what happened!
Scoring a touchdown!
You score a touchdown in one of two ways: by moving a model with the ball into your opponent's endzone or by successfully passing the ball to one of your models already in your opponent's end zone.
When you score a touchdown move your touchdown marker along one space. If that was your third touchdown, you have WON!
Recovering injured models
Once a touchdown has been scored the game stops temporarily while the medics try to bring some of the teams' injured models back into the game.
Both players roll a die for each model in their injury boxes.
1, 2 or 3 Still recovering. The Fighting fit! THe model may reenter.
Restarting the game
After both teams have checked to see which injured models have recovered, set up the teams in their end zones again.
Place the ball on one of the four kick-off squares and restart the game. The team who has just scored the touchdown goes second.
Winning the game!
The first team to score three touchdowns wins.