Elfball+Rules+page+3

=Elfball Rules Page 3=

Existing Rules:
Safeties: The job of the Safety is to quickly get to the opponent with the ball and try to tie him up or take him out. While not skilled ball handlers they are normally the fastest players in Elfball.

Hunters: Hunters are skilled tacklers of average strength. Not very agile but handy to free up the ball.

Strikers: Dodging through the opposition and catching/retrieving the ball is the primary function of Strikers. However they have trouble dealing with objects larger than the ball as they are not normally sturdy players or talented at bringing down opponents.

Throwers: Need a better tackler than a Striker to stay in the back field and sending the ball flying across the field? The Thrower is the go to player for this job.

Defenders: Defenders are the muscle of the team. Exceptionally strong - a successful hit by one of these players is almost sure to knock a player senseless.

Other Players: Many other creatures both living and undead play the game of Elfball. Their unusual mix of size (both huge and tiny), endurance, and willingness to play honourably mean it is difficult to class them as any of the standard players that grace an Elfball field normally.

PLAYER ATTRIBUTES Every player of Elfball has seven attributes which define his performance on the field. These are:

Jog: This is the maximum number of paces (hexes) which a player is able to move/act during one turn.

Tackle: This represents the player's ability to attempt to bring down (i.e. tackle) opponents and prevent opponents from getting away from him.

Might: This attribute is a player's brute force and controls the power he can hit with and strength needed to bring him down.

Dodge: This controls how well a player can disengage from an opponent and defend against tackles.

Skill: This attribute represents a player's ability to throw, catch, and pick up the ball.

Grit: This is the player's toughness and his ability to stay in the game and withstand punishment.

Type: This defines the basic category of the player and determines which skills he can learn as part of the Advanced rules for the game (see page 12).

Note: The attributes of all players can be found in the Team Lists starting on page 15.

PLAYER FACING Each player has a forward and rear facing. Hitting an opponent in the back or trying to get away from opponents looking the other way is easier to do than going head to head. Whenever the player performing an action starts or finishes any move or challenge, you must face the eyes of the player looking in the direction of the facing you want him to have (even if the action ends with a Shift in Momentum (see page 5) If it is unclear which way a player is facing (i.e. he is looking on a line), the opposing coach may decide which hex he is facing. Facing is determined based on the image to the right. The hex the player's eyes are looking at and the 2 hexes to each side of it are his front facing hexes. All other hexes are considered rear facing.

ACTIONS & CHALLENGES An action is defined by a series of challenges and movement that a player can perform until he runs out of paces of Jog to use or has an action ending Shift of Momentum event (described on page 5). Note: a player's action includes another player trying to catch any Throw that he performs. When a player attempts to perform any type of physical activity which requires a dice roll to determine whether it is a success or failure, it is referred to as a challenge. In order to attempt a challenge, you roll a number of Challenge dice equal to the attribute for that challenge with a given number of successes needed for that challenge (if the number of successes needed is less than 1 then the challenge is treated as needing 1 success). Every challenge die which rolls a conditional success must be rolled again 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).

Example: You attempt to pick up the ball from the playing field with one standing opponent in an adjacent hex with a player with a Skill attribute of 4. You need two successes to pick up the ball. You roll 4 dice due to your Skill attribute and roll flop, blank, and 2 conditional successes. You roll the two dice with conditional successes again and roll a blank and a conditional success. One more roll of the die that was a conditional success results in a success. This means for this challenge you rolled a flop, 2 blanks, a success, and 3 conditional successes for a total of 3 successes (1 success + 3 conditional successes - 1 flop) which enables the player to successfully pick up the ball. 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. Example: You attempt to pick up the ball from the playing field with no players adjacent to it with a player with a Skill attribute of 3 thus you need one success. You roll a flop, a blank, and a conditional success. You roll the conditional success again and roll a flop. For this challenge you have rolled two flops, a blank, and a conditional success and so you have flopped the challenge as you have two flops and only one success.

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.
 * __Actions and Challenges __**

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 this attribute 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.