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Basic Rules

Setup: Both coaches roll a D6 and winner decides who is receiving and who is kicking. The kicking
team always starts setting up first:
 Minimum 11 players in total (or as many as possible from reserve) AND at
least 3 players touching the halfway line on the line of scrimmage.
 No more than 2 players on each wide zone
When a player scores a touchdown, the setup starts again after all KO rolls are resolved. The team that
scores touchdown will become the kick-off team.
Kick-off: Kicking player elects a point on the receiving half; ball scatters on D8 onto D6 squares. If
the ball lands on:
 any player, he must attempt to catch it
 off the pitch, the receiving team is awarded a ‘touchback’ whereby any
player can be given the ball.
 Empty square; it will bounce one more square before coming to a stop
Receiving team ALWAYS starts. Action is follows:
Movement: Move as per MA; Players require MA3 to stand up and may not move further unless GFI. If no
MA is available roll D6 of 4+. Failure of standing up does not automatically mean turnover
Dodging- players that leave an enemy player’s tackle zone must make a dodge roll as per the agility
table. Players with dodge skill may re-roll.
GFI (GO For It) -if the player takes any action other than block the player may attempt to move 2
additional spaces with a roll of D6 EACH. On a roll of 1 the player is knocked down
Block: Greater strength gives 2 block dice, blocking with DOUBLE strength gives 3 block dice. The
coach with the higher strength gets to choose the result. The word ‘adjacent’ is used frequently with
blocks meaning the ‘tackle zone’ of the player, hence a diagonal block is allowed. A follow-up action
does not use any MA nor require a dodge roll
Pushes If a block results in a push result the push must be towards the direction of the tackle as
determined by the blocking coach (unless there is a skill overriding this). The pushed player must be
pushed in following priority:
 Empty spaces (ball only spaces is considered empty in which the ball would bonce once)
 Off the pitch - .A player that is pushed off the pitch must take AV roll with no modifiers; if the
player ‘survives’ the AV from the crowd it must stay in reserve until the next setup. Player
with the ball, then the ball would be thrown in from the last square it was on.
 Spaces containing other players. The original player in the space would then be furthered
pushed determined by the blocking coach.
Assist blocks- gives +1 strength to each friendly player adjacent to the target receiving the block. The
assisting player must standing up and not within an opposing player’s tackle zone. Defenders also
receive the same bonus.
Foul (once per turn)-When the player is knocked down opposing players may not attempt to BLOCK
unless attempting a foul. +/-1 AV for every friendly/opposing player surrounding the target. If the 2D6
roll is double, player is sent off. Ball bonces one square if player was holing the ball.
Blitz: (once per turn) The player may move and then block once in any order at the cost of 1 MA.
Pass (once per turn): The player may attempt to pass the ball after movement providing he does not
do anything after the pass. D6 is rolled against the player’s agility. If the throwing player misses, the
ball ‘bounces’ 3 times each decided with D8. A roll of 1 is a fumble and the ball ‘bonces’ once with the
thrower rather than the receiver and a turnover immediately. The receiver needs to make an agility
roll to see if he catches the ball and will bounce if the catch fails.
Bounces- Player with a ball gets knocked down, misses a catch the ball bounces in the direction
determined by the D8. If the ball lands with a prone/stunned player or the, the ball will bounce again.
Interception- If a opposing player is within the traveling path of the pass, the opposing coach may
attempt an interception determined by the agility roll. A successful interception always leads to a
turnover.
Picking up the ball- If the ball lands in a standing player’s square the player MUST attempt to pick up
the ball as specified from the agility table. If the catch fails, the ball will bounce and turnover.
Hand-off (once per turn)- Player may attempt to hand the ball adjacent to him and only one D6 agility
roll is required. If the roll is failed the ball bounces.
Other Rules
Throw-in. Using the thrown-in template with D6 for direction and 2D6 for number of spaces
Skills- Most skills give a re-roll without expending a team re-roll (but not both together)

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