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Subject: Total Attack Battleball (repost) rss

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Paul McKenzie
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Ashburn
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Total Attack Battleball
Total Attack Battleball is a board game for two players that recreates a futuristic football game. This variant requires a copy of the Battleball game published by Hasbro. In these rules, the individuals playing the game are called coaches, and the Battleball figures are called players.
Course of Play
Movement
Each turn, each coach draws three or five cards and has 20 action points (AP) to split among his players. Each player can move up to their maximum allowable movement rate. Runningbacks may leap over spaces with a Carnage token at a cost of 2 AP. Contrary to the basic rules, any player that grabs up a loose ball must immediately end his movement until the next turn.
Tackles
Any coach who moves their players within one (1) space of an opposing player must end their movement and attempt a tackle (Exception: See Special Abilities and the Heavy Tackle). Any cards chosen to modify any tackles are placed face down and revealed simultaneously before rolling. Tackles are resolved as in the basic rules, with any injured players removed and a Carnage token placed on the space. Once all tackles have been resolved, the other player then uses his action points, and so on, alternating players until a touchdown is scored by either player, at which point set up begins again as per the basic rules. Note that under normal circumstances no coach may attempt to tackle the same opposing player twice during their turn.
Passing and Kicking
Any players may pass the ball to any other player, instead of moving, and using the rules as noted in the basic rules, rolling one die and the football die to resolve success.
Linebackers can also kick the ball instead of moving. The coach of the linebacker picks a direction to kick towards. The coach then rolls the blue die and the football die, and sums the two numbers. The ball is moved in a straight line the exact amount of the roll. If there’s a player where the ball lands, that player catches the ball. If doubles is rolled, the kick is fouled, and goes only the distance noted on the football die.
If a kicked ball goes into the end zone, and the player can gain possession of it within his turn, a touchdown is scored. If this cannot occur within the kicking player’s turn, the opposing player on his turn may place it on any space on his own 20 yard line. Note that a pass, unlike a kick, can never go into the end zone.

Handoff Trick
Any player may also handoff the ball to any player on the same team as stated in the rules. If no opposing player is within two spaces when the handoff occurs, the players’ coach may announce a handoff trick, and does not have to choose which player has the ball until the end of the opposing coach’s turn.
General Cards
Each player draws 3 or 5 cards each turn. Unless noted otherwise on the card, it can only be played during the player’s turn, and the player can play as many cards as he has in hand. Note, however, that no piece can have either its movement or tackle modified by more than one card each per turn. At the end of the turn, the player may discard any or all of his cards, and draw enough cards to have 3 or 5 in his hand.
Special Abilities
Heavy Tackle: Juggernaught
Heavy Tackle may move after any successful tackle and may attempt as many tackles with which he can come within one space, resolving each immediately, until his movement ends.

Tackle: Flying Tackle
Tackle may jump over any number of opposing players (automatically negating any normal tackle roll) or Carnage tokens at no cost, but must perform a tackle attempt during the same turn.

Runningback: Evade
Runningback rolls as normal, and if their number is greater than the tackler, they have evaded and may switch places with the failed tackler. They may then move up to their maximum movement rate, regardless of how many AP they had prior to the tackle attempt. To be played prior to any tackle attempt.

Lineman: Block and Hold
Whenever an opposing player moves within two spaces of any lineman, the lineman’s coach may stop the opposing player and immediately move the lineman one space towards them. The lineman may choose to either block or hold the opposing player. Block forces a tackle on the moving player as per the basic rules. If hold is chosen, the lineman rolls 2 die and chooses which to apply; if successful, the moving player is held until the holding player is tackled or until the holding player’s turn. Note that this special ability does not count as a normal tackle attempt for the purposes of the any card or special ability.

Linebacker: Spring Boots
The Linebacker may jump over any number of carnage tokens or other players for no additional cost (automatically negating any normal tackle roll), but may not perform a tackle during the same turn.
Safeties: The Juice (Adrenal Boost): The Safety may use twice its normal number of action points during this turn.
Specific Cards
Batting (Modifies pass) Coach who plays this card may have any player bat a loose ball downfield as a grounder in any direction, including towards another player, rolling the football die to determine distance. It cannot be intercepted, although any player on the space it lands on may take possession.

Blitz (Played just before the opposing coach’s turn begins) Coach who plays this card may move any one of his players up to their maximum and perform a tackle as normal.

Blocking (To be played when opposing coach moves a player within two spaces of opposing player) Coach who plays this card may move any player one space and perform a tackle of opposing player with an additional die.

Cheap Shot (Played after a failed tackle) Coach who plays this card may move an additional player up to their maximum movement rate at no AP cost and perform a tackle on the same opposing player with an additional die.

Chop block : (Modifies any otherwise legal tackle): Coach who plays this card allows any player to tackle with an additional die.

Clipping: (Modifies any otherwise legal tackle): Coach who plays this card allows any player to tackle with an additional die.

Crackback: (Modifies any otherwise legal tackle): Coach who plays this card allows any player to tackle with an additional pair of die.

Defensive Holding (Played whenever opposing player comes within two spaces of any card player’s players) Coach who plays this card may halt the opposing player and move one space towards them. They roll an additional die to tackle, and, if successful, the opposing player is held in place for that turn.

Dispute a Call (Played after any successful opposing die roll): Coach who plays this card can compel a re-roll, the second result applying.

Eligibility (Modifies any otherwise legal move) Any player can move as if it were any other player, although it still tackles as normal.

Excessive Crowd Noise (Played after any unsuccessful die roll) Coach who plays this may reroll the die and apply the second result.

Face Mask (Modifies any otherwise legal tackle) Allows the coach who plays this card to either perform a normal tackle attempt with an additional die, or perform an evade with two additional die, and, if successful, switch places with the opposing player.

Go Long (Played prior to a passing result roll) Double both the football passing and receiver’s action die.

Helping the runner (Modifies movement limitation of ball carrier, to be played after ball carrier has moved their maximum movement rate) Coach who plays this card may move an additional player to within one space of the ball carrier. The coach may then split helping player’s own remaining movement points between the two players. Note that this card does not increase the number of action points per turn.

Illegal formation (Modifies any otherwise legal move) Any two players can move as if they were any other player, although both still tackle as normal.

Illegal Motion (Played at the beginning of turn) Coach who plays this card may move one opposing player up to six spaces back.

Illegal Return (Played during coach’s turn) Replace one injured or seriously injured figure back to play.

Illegal Substitution (Modifies any otherwise legal move) Any player can move and tackle as if they were any other player. Note that the player must move and tackle as one type of player; the card player cannot, for example, run like a runningback and tackle as a Heavy Tackle.

Incomplete Pass: (Played after an opposing coach’s successful pass): Passing player must re-roll both passing and football die, and the coach who plays this card may choose which results to apply.

Instant Replay (Played prior to turn) Coach who plays this card may take the top card on the discard pile.

Interception: (Played after an opposing coach’s successful pass): Passing player must re-roll both passing and football die, and the coach who plays this card may choose which results to apply.

Kicking a loose ball: (Played instead of picking up a loose ball) Coach who plays this card may have any player kick the ball, rolling a d8 and the football die to determine distance, in any direction. Doubles indicates fouled kick, and the ball travels only the distance on the football die. It cannot be intercepted, although any player on the space it lands on may take possession.

Offsides (Played just before any opposing coach’s die roll) Coach who plays this card can force the opposing coach to use the next worse die for his roll.

Pass Interference: (Played after an opposing coach’s successful pass): Passing player must re-roll both passing and football die and apply the second result.

Personal Foul: (Modifies any otherwise legal tackle) Allows a coach to use an additional die to tackle, choosing which die to apply.

Piling On (Modifies any otherwise legal tackle) Coach who plays this card may move any two of his players and tackle a single opposing player, with each tackling player rolling an additional die.

Quick Recovery (Played at the end of turn) Coach who plays this may return one injured figure back to play immediately.

Roughing (Modifies any otherwise legal tackle) Coach who plays this card may roll an additional die when tackling.

Safety: (Played just before an opposing player is to score a touchdown). Coach who plays this card may stop the opposing player and move his nearest player towards opposing ball carrier. If he can reach the ball handler within his maximum movement rate, he can attempt a tackle.

Spearing: (Modifies any otherwise legal tackle): Coach who plays this card allows any player to tackle with an additional pair of die.

Special Ability (Played when the special ability states): Allows card player to use a special ability.

Stolen Play (Played just before opposing coach begins his turn) Coach who plays this card can prevent the opposing player from moving one of his pieces. The piece can pass or handoff as normal, but cannot move during that turn.

Straight-Arm (Modifies any otherwise legal tackle): Coach who plays this card rolls die as normal, but if his player rolls a higher number, he may evade and trade places with the opposing player.

The Wave (Played just before any normal die roll) Coach who plays this card may use the next best die to roll for any player. For example, his runningback could roll a tackle with a d12.

Tripping (Played during opposing coach’s turn) Coach who plays this card can make a tackle attempt on any player who passes within two spaces. If the coach who plays this card loses the tackle roll, there is no effect.

Uncatchable Pass: (Played after an opposing coach’s successful pass): Passing player must re-roll both passing and football die, and the coach who plays this card may choose which results to apply.

Superstars

Each team has three superstars on their team. They have additional special abilities, any of which they may use at any time, once per game.

Iron Wolves (Blue)

Iron Judge(Lineman): “One of the Next Wave players sporting the latest improvements in cybertronics, Iron Judge has played in 13 games for the Iron Wolves and is the leading tackler for his team with an astounding 4.8 tackles a game. Nobody knows his real name; he earned the name Iron Judge in his BATTLEBALL try-outs when he passed judgement on a player named Guilty Tom with a bone-crushing tackle that sent old Guilty Tom out for major reconstructive cyber-surgery. Guilty Tom said later that it felt like a load of iron landing on him. Iron Judge merely grunted that Guilty Tom had been measured and deemed unworthy. And the name stuck. The first second-generation player, Iron Judge is living up to the giant footsteps of his father, one of the greatest linemen the League has ever seen. Growing up in the harsh frozen northlands of The Enclave of the Bear prepared Iron Judge well for the intensity of BATTLEBALL, especially in the winter games.”
Special Ability: Tackles as a Heavy Tackle, using the 6 sided die for tackle rolls.

Steel Ultimatus(Lineman): “Just out of his rookie season, Steel Ultimatus is a fan favorite. Hailing from the Moon Colony Rhaeticus, Steel Ultimatus dreamed of one day becoming a star BATTLEBALL player, and he has made his mark. Watching him play, you'd never guess he uses special 3-Con leg adapters as he adjusts to the Earth's gravity.
This year, fans are in for a treat. Steel Ultimatus, during the off-season, underwent the radical new Tecnocarnal Mordification surgery to replace his head with a top of the line Jx-3 chromium RoboCranium. His brain was then moved to his torso for maximum protection against concussions and blackouts. It's going to be harder than ever to take this guy down!”
Special Ability: Durable: If injured in a tackle, may return to the game immediately. If seriously injured, may return after the half as if only injured.
Alternatively, may use the Springboot ability possessed by linebackers.

Stalwart the Forge (Heavy Tackle): “A robotic whiz kid, Stalwart is the breakout star of last season, and the source of BATTLEBALL's biggest scandal. A robotic whiz-kid, Stalwart created the "robotic exoskeleton" that allowed him to get drafted into the big leagues at the age of 12. By the time the authorities realized how old he was, it was too late - Stalwart the Forge was well on his way to stardom. The battle between the league and the Iron Wolves lobbying to keep their star player went on for months. The decision was finally passed at the end of last season to lower the minimum player age to 12 - provided the player has a robotic exoskeleton. Around the same time, Stalwart the Forge patented the Robotic Exoskeleton model 2.96.”
Special Abiltity: Quick Repair: If seriously injured, Stalwart can repair himself in time for play during the next half.

Black Harts (Red)

Colossor The Dim (Heavy Tackle): “Sakha, Colossor the Dim was discovered by a Black Harts talent scout. Though he'd never heard of BATTLEBALL (as least, not that he could remember), Colossor the Dim jumped at the chance to play. Colossor had never heard of BATTLEBALL, as least, not that he could remember, but jumped at the chance to play. He's still not sure what BATTLEBALL is, and though he has the smallest contract in the League, he's happy to get paid "lots of money" to hit people. His 5.2 tackles per game over 18 games leads the league, and more than makes up for his having to have the plays explained to him four times per play.”
Special Ability: Throw: After any successful tackle of any opposing player other than the opposing Heavy Tackle, Colossor can throw the opposing player at another opposing player up to two spaces away, at no AP cost. He rolls two die, as per a normal tackle.

Brutus(Tackle): “Brutus may have a long history of piracy, theft and other petty crimes, but the Black Harts were more than happy to snap him up in last year's trade, and that decision has paid off for the team in a major way. With an amazing ability to anticipate plays and place his self in the most strategic positions, Brutus has the best 7-game record in the League.”
Special Ability: Brutal: Tackles as a Heavy Tackle, and may do so in combination with the normal Flying Tackle ability. Alternatively, can force opponent to negate handoff trick advantage.

Dark Isis (Runningback): “Dark Isis is one part of the "Terror Trio," the three fastest players in the League, and one of the only two women in BATTLEBALL. Though she grew up in Egypt, Dark Isis became a contender during the great communication jam of the 90's (2190's that is) running messages between Alexandria and Casablanca. The desert heat and her ability to endure long marathon-like runs made her a perfect candidate for the Black Harts Running Back position that opened when Guilty Tom left the game. Her Psytronic 2199 leg implants didn't hurt either. She starts her second season in the League holding the record for a 40-yard sprint. A truly dedicated athlete, Dark Isis trains year-round with her fiance, fellow Black Harts running back and "Terror Trio" member, Gloom Bringer.”
Special Ability: Very fast: Ability identical to “The Juice” by the safeties, may have twice the normal number of action points during a turn. Alternatively, may use the evade skill with an extra die.

Alternate die autoroll

Any player may choose a default number instead of actually rolling a die. The default numbers are as follows:

Runningback: (10)
Safety: (6)
Linebacker: (5)
Lineman: (4)
Tackle: (3)

Optional Additional Player: Blitzback

Blitzback rolls 2 12-sided die for normal tackles. Blitzbacks may move a maximum of 24 spaces per turn.
Blitzbacks cannot carry the ball.

Blitzback Special Ability: Blitz Tackle
Blitzback can tackle as many players as it can immediately contact, in a straight line, up to the remaining spaces.
 
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Mark Crane
United States
Orem
Utah
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Awesome! What would you rate the game when played with these rules?
 
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Paul McKenzie
United States
Ashburn
Virginia
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It plays okay, although both players have to be pretty familiar with the rules to keep the game of reasonable length. Basically you use the dice just for tackles, and use the cards to alter events. It's pretty fun, and more strategic with the movement, with the dice adding the element of calculation and randomness, and the cards adding fun. I'd play with the rules and no cards, first, just to get comfy with them, and leave the cards until both players are very familiar with the game.
 
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