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Playing area: octagonal area, 19 squares across.
Goals are five squares across. (zipped
bitmap of the playing board)
Teams: 2 teams of 6 people each.
Deployment free within each teams own half - but not in the grey
area.
Action: Alternate turns.
Each a turn a team has 10 Action Points (AP). AP used as follows:
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One AP
- Move one teamster one square in any direction (including
diagonal).
- Making a tackle on ball holder
- Intercept or pick up ball
- Pick up after winning ball in a tackle
- Jostling (see below)
- Short Pass ball 2d6 squares in one of 8 fixed directions.
3 AP
- Medium Pass ball, 3d6 squares
7 AP
- Long Pass ball, 4d6 squares
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Passes
The ball is moved in a straight line along one of the eight major
axes. If it hits a wall it rebounds with no loss of distance, as
appropriate.
If the ball travels exactly the right distance to the receiver,
then the receiver can pick it up for zero AP.
Goals
It the ball crosses the goal line, kicked or carried, it’s a G
O A L ! !
Goalies
There can be only one goalie. The goalie is better at interception
than any other team member.
The goalie may not be tackled while in the goal zone.
Interception
If the ball passes through an adjacent square, a team member may
intercept, whether or not it is that teams turn.
Roll 1d6
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Ordinary Teamster
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Goalie
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Intercepting a ball in the same square as team member
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3+
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2+
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Interception ball in adjacent square as team member
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5+
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4+
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'Marked' - i.e. enemy teamster in adjacent square -1 from die roll
In the case of a contested interception, the highest interception
roll wins. If both are the same, neither manage to intercept.
Tackling
A tackle uses one AP.
Roll one die for each side, highest score takes possession. If
the tackler wins, it takes on extra AP to take possession.
Goalkeepers can't be tackled in the Goal Zone.
If the scores are the same, the ball is knocked free, see the dispersal
spider (roll 1d10, 0=0) for direction, and 1d6 for distance knocked
free.
Tackling may be done more than once in a player's turn , but there
is an increasing risk of a foul
First Tackle (as above), no risk of foul.
Second Tackle, -1 to tackler's die roll, if the tackle fails, it
is a foul
Third Tackle, -2 to tackler's die roll, if it fails, it is a foul.
Tackling off the ball : A teamster may attempt to jostle
the opposition, and roll dice as if it were a tackle.
If the tackler wins by 2 or more, the loser is pushed to the ground,
and may not be used in the next round.
If the tackler loses by 2 or more, then it is a foul.
Fouls
In the event of a foul, the fouling side loses the initiative and
the turn immediately goes to the other side.
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