Throwing the Football

(Catching the Football, Bouncing Balls)

Once per team turn a player on the moving team is allowed to make a Pass action. The player is allowed to make a normal move, and after he has completed the move, he may throw the football. Note that the player does not have to be holding the football at the start of the action; he could use his move to run over and pick up a dropped ball, for example.

 

Throwing

First of all, the coach where the player is trying to throw the ball to. The player can throw the football to another player on his own team (or another player on the opposing team if he really wants to), or simply to an empty square, though obviously the first of these options will be the most useful – and may keep him from being attacked by his own team members! The ball may only be passed once per turn.

Next the coach must measure the range using the range ruler. It is perfectly acceptable to measure the range to several players before you declare whom you will throw the ball to.

Look up the players Agility on the Agility Table and find the score required to successfully pass the ball. Roll a D6, and add or subtract any modifiers that apply to the die roll. A roll of one before modification always fails, and a roll of 6 before modification always succeeds.

If the final modified score equals or beats the required roll, the pass is accurate and lands in the target square. If the die roll is less than the required total, then the pass is not accurate and the ball will scatter. Roll for scatter three times, one after the other, to see where the ball ends up. Note that each of the scatter rolls is made separately, so it is possible for the ball to end up back in the target square (though it will be harder to catch). The ball can only be caught in the final square where it ends up - if it scatters through a player’s square, then the player is not allowed to try and catch the ball.

Agility Table

Players AG

1

2

3

4

5

6

D6 Roll Required

6+

5+

4+

3+

2+

1+

Passing Modifiers

Throwing a Quick Pass +1

Throwing a Short Pass +0

Throwing a Long Pass -1

Throwing a Long Bomb -2

Per opposing tackle zone on the player -1

 

Interceptions and Fumbles

When a player throws the football various things can go wrong. Usually the ball will be slightly off target, or will be dropped by the intended receiver, and these events are handled by the normal throwing rules. Sometimes, however, the thrower may completely fumble the throw, dropping the ball in their own square, or the ball may be intercepted by an opposing player before it reaches the target square. Both of these events are handled by the rules below.

 

Interceptions

One player on the opposing team may attempt to intercept a thrown ball. To be able to make an interception, the player must be between the player who threw the ball and the player who is meant to receive it, and the plastic ruler must pass over at least part of the intercepting player’s base. Note that only one player can attempt an interception, no matter how many are eligible

The coach must declare that one of his players will try to intercept before the thrower rolls to see if he is on target. Look up the players Agility on the Agility Table to find the score required to successfully intercept the ball. Roll a D6, and add or subtract any modifiers that apply to the die roll. A roll of 1 before modification always fails, and a roll of 6 before modification always succeeds.

If the final modified score is less than the required total, then the player fails to intercept the ball and the pass can carry on as normal. If the die roll equals or beats the required roll, then the player succeeds in intercepting and catching the ball. Place the ball on the players base to show that they have caught it up. A successful interception counts as a turnover, and the moving teams turn ends immediately.

Agility Table

Players AG

1

2

3

4

5

6

D6 Roll Required

6+

5+

4+

3+

2+

1+

Intercepting Modifiers

Attempting an interception -2

Per opposing tackle zone on the player -1

 

Fumbles

Sometimes a player attempting to throw the ball will drop it in their own square. This is more likely if the player has any opposing players breathing down his neck! To represent this, if the die roll for a pass is a natural 1, then the thrower has fumbled and dropped the ball. The ball will bounce once from the throwers square, and the moving team will suffer a turnover and their team turn ends immediately.

 

Catching the Football

If the football lands in a square occupied by a standing player, then the player must attempt to catch the football. Prone players may never attempt to catch the ball. Either teams players may attempt to catch the ball (if a player from the other team manages to catch the ball he can yell "interception", and jump around a lot).

Look up the players Agility on the Agility Table to find the score required to successfully catch the ball. Roll a D6, and add or subtract any modifiers that apply to the die roll. A roll of 1 before modification always fails, and a roll of 6 before modification always succeeds.

If the final modified score equals or beats the required roll, then the player succeeds in catching the ball. Place the ball on the players base to show that they have caught it up and carry on with the team turn. If the player who caught it has not taken an action yet, he may do so as normal. If the die roll is less than the required total, then the player drops the ball, which will bounce.

 

Agility Table

Players AG

1

2

3

4

5

6

D6 Roll Required

6+

5+

4+

3+

2+

1+

Catching Modifiers

Catching an accurate pass +1

Catching a missed pass, bouncing ball, or throw-in +0

Per opposing tackle zone on the player -1

 

Bouncing Balls

Scatter Diagram

1

2

3

4

(ball)

5

6

7

8

If the football is not caught, or the square where it lands is unoccupied, (or is occupied by a prone player) then it will bounce. This is a technical term for the thing jumping about all over the place while the players stumble about trying to grab it! To find out where the ball bounces to, roll for scatter one more time. If the ball bounces into an occupied square, then the player in the square must attempt to catch it, as described above. If the player fails to catch the ball, then it will bounce again until it is either caught, or bounces into an empty square or off the field.

Gaining control of a bouncing or scattering ball is a CATCH roll. The Catch skill will allow a re-roll, Sure Hands will not. [JJ]

The moving team attempting and failing to Catch a bouncing ball will end the turn if, after all the bouncing is done, the moving team is not in possession of the ball. [JJ]

A player is not obligated to try to catch a bouncing ball. If the player chooses not to catch the ball, it will scatter. [JJ]

 

Throw Ins

Throw-In Template

 

(sideline where ball exited field)

 

5-6

3-4

1-2

When a ball scatters off the field it is immediately thrown back in by the eager spectators! Use the throw-in template to work out where the ball goes, using the last square the ball crossed before going off as a starting point. Roll 1 D6 for direction, and 2D6 for distance. If the ball is thrown into a square occupied by a standing player, the player may attempt to catch the ball as described above. If the ball lands in an empty square, or a square occupied by a prone player, then it will bounce. If a throw-in results in the ball going off the field again, it will be thrown-in again, centred on the last square it was in before it left the field.

You may intentionally throw or hand off the ball into the crowd. [JJ]

Players may intercept throw ins if the ball crosses the player's square. [GWUK] Pass Block may be used for this. Only one player per team may attempt an interception. If successful, this does not count as an Interception for Star Player Points.

Turnovers

If the ball isn’t caught by a player from the moving team, a turnover takes place and the moving teams turn ends. The turnover does not take place until the ball finally comes to rest. This means that if the ball misses its target but is still caught by a player from the moving team, then a turnover does not take place. The ball could even scatter out of bounds, be thrown back in to an empty square and as long as it was caught by a player from the moving team then the turnover would be avoided!

 

 


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