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Thursday, January 21

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Tuesday, February 12

  1. page Elfball Rules page 3 edited ... During a turn, the coach may select any of his players to perform an action. The selected play…
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    During a turn, the coach may select any of his players to perform an action. The selected player must not be the same player that was activated on their previous turn (ie the same player may only perform an action every other turn).
    If a team has only one player on the field, then he may perform an action on consecutive turns.
    ...
    attribute, and this attribute will dictate
    For example, picking up the ball when under no pressure is a relatively simple task and only requires the coach to roll 1 success in order to pass the challenge. However, attempting to catch a wobbly pass with two opponents breathing down your neck is much more difficult and will require the coach to roll at least 4 successes!
    Below is a list of all challenge types available to the active player, and each is described in more detail later.
    (view changes)
  2. page Elfball Rules Clarification edited ... Elfball Rules page 2 Elfball Rules page 3 To add to page 4: Beginning a Test At the begin…
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    Elfball Rules page 2
    Elfball Rules page 3
    To add to page 4:
    Beginning a Test
    At the beginning of the game or after each goal is scored, you set up your team for the next Test with the following
    restrictions:
    The ball is placed on the yellow dot centre point on the playing field.
    For the first Test, each player rolls a D6 with both players re-rolling in cases of a tie. The loser of this dice off must set up his entire team first onto the playing field. After this the opponent sets up. For all Tests after the first, the player who scored the last goal must set up his entire team first.
    All your players must be set up on your side of the half way line. In every case listed below, all players must be placed entirely inside the yellow circles. They cannot be placed in a hex with either the white or yellow line running through it.
    Your first player must be set up inside the centre circle with a facing that puts the ball in a front facing hex. This player will take part in the face-off. Players with an attribute Type of Monster may not participate in a face-off as the Elfball rules do not allow this. If you cannot set up a player for the face-off, your team loses the Test. If neither team can place a player in the centre circle of the face-off the game ends in a tie.
    Your second player must be placed in the Guardian circle (if you have a 2nd eligible player). This is the yellow circle in front of the white goal circle.
    Up to two players may be placed in each of the large Rover circles on your side of the playing field.
    You may not set up more than 6 players total for a Test. Any extra players from your team should be placed in the Bench area.

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    (view changes)
  3. page Elfball Rules page 3 edited ... Conditional +1 success and 1 extra dice must be rolled, adding the result to the rest* ... …
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    Conditional
    +1 success and 1 extra dice must be rolled, adding the result to the rest*
    ...
    (Note: using
    spare
    spare dice or
    You must also keep track of the number of dice which roll a flop. If a challenge results in more flops than successes, the player has "flopped" the challenge, usually with disastrous results.
    Providing the outcome of a challenge does not result in a turn-ending event, the player may attempt more challenges, or continue to move if they have enough paces of Jog left.
    (view changes)
  4. page Elfball Rules page 3 edited ... You must also keep track of the number of dice which roll a flop. If a challenge results in mo…
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    You must also keep track of the number of dice which roll a flop. If a challenge results in more flops than successes, the player has "flopped" the challenge, usually with disastrous results.
    Providing the outcome of a challenge does not result in a turn-ending event, the player may attempt more challenges, or continue to move if they have enough paces of Jog left.
    ||
    Revised Wording:
    (view changes)
  5. page Elfball Rules page 3 edited ... You must also keep track of the number of dice which roll a flop. If a challenge results in mo…
    ...
    You must also keep track of the number of dice which roll a flop. If a challenge results in more flops than successes, the player has "flopped" the challenge, usually with disastrous results.
    Providing the outcome of a challenge does not result in a turn-ending event, the player may attempt more challenges, or continue to move if they have enough paces of Jog left.
    ||
    Revised Wording:
    (view changes)
  6. page Elfball Rules page 3 edited ... Can I suggest adding a table listing all possible challenges, and putting associated attribute…
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    Can I suggest adding a table listing all possible challenges, and putting associated attribute next to each challenge? Also...possibly another column highlighting if each failed challenge costs a point of jog, or results in a SiM? (thoughts?)
    I've had a go at rewording the "Actions And Challenges" section, but I also think it would be better if it was moved so that it came after "Turn Sequence" on page 4.
    Actions and Challenges
    During a turn, the coach may select any of his players to perform an action. The selected player must not be the same player that was activated on their previous turn (ie the same player may only perform an action every other turn).
    If a team has only one player on the field, then he may perform an action on consecutive turns.
    (view changes)
  7. page Elfball Rules page 3 edited ... Suggested revisions: Can I suggest adding a table listing all possible challenges, and puttin…
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    Suggested revisions:
    Can I suggest adding a table listing all possible challenges, and putting associated attribute next to each challenge? Also...possibly another column highlighting if each failed challenge costs a point of jog, or results in a SiM? (thoughts?)
    I've had a go at rewording the "Actions And Challenges" section, but I also think it would be better if it was moved so that it came after "Turn Sequence" on page 4.
    During a turn, the coach may select any of his players to perform an action. The selected player must not be the same player that was activated on their previous turn (ie the same player may only perform an action every other turn).
    If a team has only one player on the field, then he may perform an action on consecutive turns.
    During an action, a player may move a number of hexes up to their Jog attribute. At any point during this move the player may also attempt many different challenges. A challenge is any type of physical activity which requires a dice roll to check if the activity was successful, such as picking up the ball or shoving an opposing player. Each challenge is tied to a particular attribute, and will dictate how many challenge dice the coach will roll in order to check if they are successful. The more difficult the task, the more “successes” they will need to score on the rolled dice.
    For example, picking up the ball when under no pressure is a relatively simple task and only requires the coach to roll 1 success in order to pass the challenge. However, attempting to catch a wobbly pass with two opponents breathing down your neck is much more difficult and will require the coach to roll at least 4 successes!
    Below is a list of all challenge types available to the active player, and each is described in more detail later.
    Challenges tied to the Skill attribute:
    Pick up
    Throw
    Catch
    Intercept (only available if an opponent’s throw passes over your hex)
    Challenges tied to the Might attribute
    Shove. Number of shoves are limited to half your Jog (rounded up)
    Impact (only once per turn)
    Challenges tied to the Tackle attribute
    Tackle (only once per turn)
    Challenges tied to the Dodge attribute
    Disengage
    Other challenges
    Dash
    To attempt a challenge, the coach rolls as many special challenge dice as the associated attribute of the player involved. The more difficult the task, the more “successes” will be needed on the rolled dice in order to pass the challenge.
    The faces on the challenge dice are broken down thus:
    Icon
    Name
    Effect
    X
    Flop
    -1 success
    [blank]
    Blank
    Nothing
    [bullseye]
    Success
    +1 success
    [star]
    Conditional
    +1 success and 1 extra dice must be rolled, adding the result to the rest*
    *Every challenge die which rolls a star adds one to the number of successes but one extra die must be rolled for each, with the new result adding to list of rolls. Any die which rolls a conditional success on the second roll continues being rolled and added to the list of rolls until each rolls a result other than a conditional success. (Note: using
    spare dice or blank rolls is a great way to roll for conditional successes without remembering the other dice rolls).
    You must also keep track of the number of dice which roll a flop. If a challenge results in more flops than successes, the player has "flopped" the challenge, usually with disastrous results.
    Providing the outcome of a challenge does not result in a turn-ending event, the player may attempt more challenges, or continue to move if they have enough paces of Jog left.

    Revised Wording:
    (view changes)
  8. page Elfball Rules page 2 edited ... Star +1 success and you must also roll 1 extra challenge dice Objective of the Game A game…
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    Star
    +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.)

    (view changes)

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