Elfball Rules Page 2

Existing Rules:

Every game of Elfball needs some very basic components to
play the game quickly and easily.

PLAYING FIELD: A standard Elfball field is a circle 21
paces in diameter (a pace is represented by one hex on the
field). Within this circle are nine smaller circles. The centre
circle is drawn around the exact centre of the field. In
addition, there are two small goal circles in white at the edge
of each side of the field. In front of each of the goal circles is
a small yellow circle which is the Guardian circle for the
player who protects the goal for your team. Finally there are
four large yellow circles (two on each side of the field) which
are the Rover circles and are the starting location for the
players which will be the majority of your team. There are
also two off-field areas to place players. One is your Bench
where able players not playing are placed and one is your
Recovery area where hard hit players must wait until after
the next Test begins to return to the Bench area. When the
game refers to the Infirmary or the player being Ejected, this
means the player has been removed completely from the
playing field for this game.

BALL: The Elfball itself is designed to test the skill and in
some part the luck of the game's players. It is constructed of
a slightly oblong wooden sphere inside of a larger inflated
oblong leather bladder which is greased before play. The
internal sphere's irregular bouncing and spinning within the
slippery cover make the overall ball quite difficult to throw,
catch, and handle. While this can be frustrating for the
players, it is quite exciting for the spectators. Still, veteran
players learn to master the unusual properties of the ball to
impressive effect. For purposes of marking the location of the
ball on the field, a metal ball is included with the game.

PLAYERS: Impact! Miniatures sell a number of white metal
miniatures to help you represent your players. However, any
miniatures that you can put on a 25mm base (30mm for large
players) to be properly representative of the players from
your team are fine.

DICE: Elfball is normally played with six special Challenge
dice and one 6-sided dice. A Challenge die has 4 different
faces detailed in the next column.

If you do not have Elfball Challenge dice you can use a
normal D6 with the 1 being X, 2 & 3 are Blank, 4 as a
Conditional Success, and 5 & 6 are a Success.

PASSING STRING: The game uses a 3/16" wide piece of
string to show the hexes that can intercept when a throw is

COUNTERS: The game has two small yellow counters to
use to track which player moved last for each team. The
game also includes five white counters to be used to track
Momentum, Potions, and the score during the game.

TEAM COACH: You as the player of your team take on the
roll of Team Coach. Any reference to the Team Coach (or
Coach) in the rules is referring to you.

A game is made up of a series of Tests. The winner of each
Test is the first team to score a goal which ends the Test. A
game continues until one team has won a pre-determined
number of Tests. A normal game would be played to first
goal wins, but if playing in a league (see page 11) games
could easily be played to first to get two or three goals to win
… make sure you and your opponent agree on this before
starting the game. To score a goal, a player holding the ball
must end his action in the opponent's goal circle hex.

PLEASE NOTE: Your first few games of Elfball to better
learn the rules and increase game speed really should be
played to one goal with the Optional rules to change the Star
result on the Challenge dice and the Face-Off (see page 19).

Most Elfball teams are composed of some standard type of
specialist players. The races use more of some types of
specialists than others and a few use none at all. Page 11
gives the full details to use for building a team and adding
extras to your team. Your team is composed of players
picked from a single team list on pages 15 to 18. You may
not mix players from more than one team list to create your
Elfball team.
Midfielders: Midfielders are the stock players of an Elfball
team. The true jack-of-all-trades of Elfball they excel at
nothing in specific but also have no true weaknesses.

Suggested Clarifications:

Challenge Dice Table.
There's nothing wrong with the table as originally written but I think it could be a bit too "wordy", a bit of information overload.
Perhaps stripping out some of the explanatory words and replaceing with a note underneath the table saying "successes and flops are explained later in the rules", so that the new player doesn't stress about remembering all this stuff at this early stage!

Can I suggest the following:-
(Also repeat this table in the "Actions and challenges" section on P.4)
X (Flop)
-1 success
+1 success
+1 success and you must also roll 1 extra challenge dice

Objective of the Game
A game is made up of a series of Tests. The winner of each test is the first team to score a goal, after which the ball is returned to the centre circle, the teams set up again and a new Test is started.
Throughout the game, both coaches draw cards from a special deck supplied with the game. A game of Elfball continues until the last card from this deck is drawn. When this happens, the team that has won the most Tests is declared the winner of the game. (If the game is tied at this point, it enters “Sudden Death Overtime”, which is covered later in the rules.)