Tackleball
From FiranMUX
Tackleball, formerly known as Griffon Rugby, is a game developed by Zakaro Lapis of the Griffon Clan as a way to help train and keep groups of soldiers physically fit and mentally alert. Teams of three players per side score points by either running the ball over the line at the opposite end of the 100m long pitch (a try) or by kicking the ball through a set of upright posts at the end of the pitch (a drop goal).
The game is played by a series of @checks, each successful @check gaining the team metres on the field, with one team aiming for the 100m line, and the other aiming for the 0m line.
In the event that more than one player from a team @checks for a single play, only the first @check will count, the second being discarded. Poses and IC means should be used to talk tactics among the team and decide who will do what and when.
Contents |
Rucking for a Loose Ball
Any time an attacking move fails, the ball goes loose. One player from either team gets the opportunity to 'ruck' for the ball, by trying to hook it out with their feet and taking possession. The game also begins with a loose ball on the 50m line.
Both players @check endurance + courage at 7, the higher result of the two gaining possession.
If the result is equal, a /different/ player from each team joins the ruck to help, and these two players @check endurance + courage at 7 again. If the result is equal again, the third player from each team joins the ruck and /they/ both @check. If the result is still even, the ball is allowed to go loose again and the ruck restarts.
Running and Tackling
When a player has possession, they may choose to run the ball forward 10m, trying to avoid any opposing players.
The player in possession @checks agility + reflex at 7, noting the number of successes.
If the successes were less than or equal to 0, the player should pose losing the ball without gaining any ground and the ball goes loose.
If the successes were at least 1, the player gains 10m up the pitch and the opposing team get the opportunity to tackle.
To tackle, one person on the opposing team may @check muscle at (5 + the successes from the run). If the tackle fails, the running team keep possession. If the tackle succeeds, the two players 'ruck' for the ball as above, only the tackling player gets an advantage and only need @check at a difficulty of 6 instead of 7.
The same player may not perform two tackles in a row.
Passing
When a player has possession, they may choose to pass the ball to another player on their team to gain 5m.
The player in possession @checks coordination + perception at 6 to pass the ball. Note the number of successes.
If the successes were less than or equal to 0, the player should pose losing the ball without gaining any ground and the ball goes loose.
If the successes were at least 1, the ball gains 5m up the pitch and the second player has to try to catch it.
To catch, the chosen player @checks coordination + insight at (10 - passer's successes) while any player from the opposing team may try to intercept the pass by @checking coordination + insight at (6 + passer's successes). Whichever player gets the most successes gets possession of the ball. If both players get equal successes, the ball is deemed to have spilled loose for a ruck. If neither player gets at least 1 success, the ball spills loose for a ruck.
Kicking to Touch
When a player has possession, they may choose to kick the ball upfield to gain metres in exchange for possession. This is often a useful tactic when pinned back in your own half.
The player in possession @checks coordination + muscle at 6, gaining ten times the successes of the roll in metres upfield. The opposing team then automatically have possession and may decide which of their players will play the ball. A botched roll can result in a kick ending up behind the player.
If a kick to touch goes /past/ the 100m line or 0m line, the opposing team gain possession at 80m or 20m respectively.
Scoring a Try
If a player is able to run or pass the ball to or past the 100m line (or 0m line for the other team), a try is scored, gaining that team 5 points. The number of successes should be noted. The opposing team do not get a chance to tackle a successful run. A failed catch in this case only results in a loose ball on the 5m/95m line, not on the 100m line. You cannot score a try from a failed catch.
One player from the team is selected to attempt a conversion, that being an opportunity to kick the ball between the posts, for a bonus 2 points. The player @checks coordination + attention at (10 - try's successes), and gains the 2 points if the @check succeeds.
The game then restarts with a ruck on the 50m line.
Scoring a Drop Goal
From 35m out from the opposing team's try line, instead of trying to play the ball on for a try, a player in possession may attempt to kick the ball between the posts for 3 points. The difficulty of the kick depends on the distance from the posts, getting progressively easier.
The player in possession @checks coordination at the following difficulty:
5m/95m - diff 4
10m/90m - diff 5
15m/85m - diff 6
20m/80m - diff 7
25m/75m - diff 8
30m/70m - diff 9
35m/65m - diff 10
If the kick is successful, the attacking team gain 3 points and the game is restarted with a ruck at the 50m line.
If the kick is unsuccessful, the other team gain possession from the spot where the ball was kicked.
Penalties
Optionally, if agreed before the match, any player @checking at the wrong difficulty, using the wrong stats for the task involved, or otherwise playing contrary to the rules posted, and if spotted by the referee, will incur a penalty. A penalty may also be incurred for dissent, including excessive use of OOC by either team to argue match rules. The referee's decision is final. The other team automatically get possession, and may then elect to kick the ball for a penalty goal, using coordination + attention at 7, or may continue to run, pass or kick the ball as usual. A penalty goal scores 3 points, provided at least 1 success is scored on the roll.
This may be used to cheat during matches by @checking at a lower difficulty or different stat, and hoping nobody notices!
If this optional rule is not agreed, any wrong @checks should be repeated by the offending player with the correct difficulty or stat, the incorrect one being ignored.
Winning the Game and Timing
The game's time is over after 1 RL hour of play from the first @check. The game itself does not end until possession is lost by the team who held the ball at the end of game time. To facilitate this, all @checks must be within 2 minutes of the previous one. If a player in possession fails to @check within the allotted time, the opposing team is awarded a penalty (In non-penalised games, the ball goes loose). If a defending player fails to @check within the allotted time, their defending opportunity is wasted.
League
- Additional Tackleball League Rules
- Current Tackleball League Standings
Quick Reference
Ruck for a Loose Ball - @check endurance + courage at 7 (at 6 if you just successfully tackled)
Run the Ball (10m) - @check agility + reflex at 7
Tackle the Runner - @check muscle at (5 + runner's successes)
Pass the Ball (5m) - @check coordination + perception at 6
Catch the Ball - @check coordination + insight at (10 - passer's successes)
Intercept the Ball - @check coordination + insight at (6 + passer's successes)
Kick to Touch (10 x succ m) - @check coordination + muscle at 6
Score a Drop goal - @check coordination at (10 at 35m, decreasing by 1 for every 5m closer)
Convert a Try - @check coordination + attention at (10 - try's successes)
Kick a Penalty - @check coordination + attention at 7
