brownrob
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FootBrawl anyone?I dont really have time as Im at work now, but last night I dreamt I was playing Subbuteo with my ElfBall minis
So this morning Ive been thinking about the possibility of playing a variation of ElfBall, but using Football (Soccer) 5-a-side rules, loosely anyway!
In my minds eye it would play a lot like Mario Strikers on the Wii
You would have a designated keeper for each team who may not leave the goal area, they may attempt to, but they may be banished by the ref
Wizards would have a healthy array of weaponry to add a more chaotic element to the game
Somehow the game would try to be pretty high scoring, long range shots etc (Imagine an Imp goalkeeper! )
Incorporate skill into being able to attempt a trick to make it easier to go past an opponent, not sure how much Dirty Tackles should be encouraged
Allow passes to be more on target but more easily intercepted, allowing a player to slide to intercept, but they would be placed down
Not sure how Free Kicks etc would work with resetting up of players....
Also the StreetBrawl board would be the best medium for this I think!
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GrumpyGrizzly
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Off the top of my head. We start by removing the bouncing qualities of the white lines. We want lots of ball control and deep shots.
Basic Pass: A player can pass the ball a number of hexes equal to their might, but curve it (back and forth) equal to their skill. On a kick that does not curve, they can add 1/2 skill rounded up extra distance. No SiM for ball on the ground from a basic pass. Player's choice of if it is a skill or a might challenge. 1 success needed.
Accurate pass: Like a basic pass, but ends up on a team mate. A skill test. 1 success needed.
Catch pass : Skill based: 2 successes.
Head pass: rather than catch it, the player elects to head the ball onward. 1/2 skill or 1/2 might hexes (straight, no curving).
50/50: This is when two players both try to head the ball at the same time. The ball is passed to a player who has someone next to him. Treated like a face off, winner gets to head the ball.
Flops: SiM. If next to an opponent then it is a free kick.
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Free Kick: All desired players can be set anywhere on their side of the ball. Then the one taking the free kick, starts off the action in the normal way.
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Big difference between football (soccer to some) is that people aren't supposed to tackle a non ball carrier. But the abilty for the ref to notice seems to depend on where they are with respect to the ball.
1) Roll a regular tackle challenge. What happens during this challenge determine the number of successes needed for the "Ref Challenge"
Flop, or nothing happens: 0
Both are down: 1
Opponent down: 1
Injury (either special or regular): 2 (see mods below for the injury roll)
Player goes to the infirmiary: +3
Player goes to recovery: +2
Player goes to the bench: +1
Player is dazed/down/etc: 0
Tackling player is within 4 hexes of the ball: +1
2) once the number of successes are needed then it is time for the Ref challenge. Player chooses either their skill or their might to roll.
Flop: Red Card + loss of one sideline support piece for the game
Getting less than the number of successes: Red Card
Getting the number of successes: Yellow Card
Getting one or more than needed: Nothing happens
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Scoring shots:
If the person is on the run, than this is just a regular pass action as discussed before.
Power Shot: If the player has not moved, then the ball can really be pounded. Distance is might+skill+3. 1 success needed.
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Maybe more later when I think about goals a bit.
Some modifiers if the shot is a powershot or not, some for distance, and the travel line of the ball to the goal. Got something that might work, but need to think about it a bit more.
Question is if you want offsides or not
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brownrob
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free kicks, indirect or direct ;) or whatever you like? ;)
We could also have a roll about the ground like didier drogba trying to get everyone sent off action
I do like your suggestions!
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GrumpyGrizzly
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Power shot would use up all of their action. Forgot to mention that.
Was looking at the pitch and thought that this might make a good goal area.
The white lines at the back are the goal. Hit those and you got yourself a point.
Keeper:
Once the ball has traveled half it's distance the keeper can move 1 square
Reaction Challenge: Ball enters the keeper's area.
Dodge based challenge:
Successes needed: 1
Flop: Keeper falls down
Getting less than the number of successes needed: +1 successes needed for Save challenge
Getting number of successes needed: can make a save challenge (if gets into position)
Getting 1 more than needed: can move 2 hexes immediately
Getting 2 or more: can move 2 hexes immediately and -1 successes needed for the Save challenge.
Modifiers: from a power shot: +1
Ball travelled more than half it's max distance: -1
Save Challenge: When the keeper ends up in a hex either in or adjacent to the ball at any time during the shot. The player may make a Save challenge.
Skill based save. 2 Successes needed
Flop: Keeper went down. Make a 6 grit injury challenge
Getting less than needed: Ball scatters 1 hex in any direction (including back into the net)
Getting number of successes needed: ball scatters 1D6 in random direction, but not back into the net.
Getting 1 more than needed: Keeper catches the ball.
Getting 2 more than needed: keeper may IMMEDIATELY place the ball anyplace (including on a player) within 4 hexes. (the teams do not reset)
Modifiers: from a power shot: +1
Ball travelled more than half it's max distance: -1
Keeper ends up in the same hex as the ball: -1
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After keeper catches the ball, all players on the opposing team's half must move back so that they are not within 7 hexes of the goal line at the back of the net. At the start of his turn, the keeper can pass the ball out in the normal fashion. (yes, that means that the opposing player will be able to move one man in to pressure).
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Keeper trying to get out of his box would be close to the normal ref challenge. This would be checked at the beginning of any of his team's action with the keeper out of place:
This would be a skill or dodge check, keeper's choice.
Needed Successes: 2 (easy to see the keeper out of his area, that's why they were the silly jersey )
Keeper is within 4 hexes of the ball: +1
Flop: Red Card + loss of one sideline support piece for the game
Getting less than the number of successes: Red Card
Getting the number of successes: Yellow Card
Getting one or more than needed: Nothing happens
This is purely off the top of my head and I don't mind if it gets shot down entirely.
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GrumpyGrizzly
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| brownrob wrote: | free kicks, indirect or direct ;) or whatever you like? ;)
We could also have a roll about the ground like didier drogba trying to get everyone sent off action
I do like your suggestions! |
I like player's choice in this game. Let's get the ball in the net!
Also add to the ref check:
+1 for tackling the keeper
+1 for the keeper doing the tackling (ouch! that had to hurt!)
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GrumpyGrizzly
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I think that the scoring would be crazy on this with the ability to bend the ball and drill it from long ways out.
Maybe the deck of cards timed version with +1 card added back for every person sent off the pitch for injury time? Use 1/2 the deck in the first half and the other for the second?
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pat
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héhéhi like this idea... fantasy soccer great!!!
Pat
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mattwakeman
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Fantastic! Always remember reading the rules of BBowl which were converted into a proper footy game but there is something about the speed of Elfball that suits it even more. Keep the ideas coming boys.
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pat
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if you want icons...tell me lol
i think for soccer like game is possible to have customized jersey (based on real soccer teams) just change team name like Shellsea(aquatic races), Riverpool, Manhunter UTD, Sporting Lizboa (lizardmen)...it's just an idea!!!
Pat
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pat
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on speedball field (for the moment) an idea of deathtrap brawl...
idea: field with lot of traps & bonus
no substitution, ko & injury player on the field (other team can attack them during one half)
2 rosters team (1 for each half: composition of each can to be one of the tactic before the match 1st half roster more defensive, 2nd half roster attack based) 18 players (9 on each roster)
It's the base of the project:
the first preview (lol) version 0.0001
It's good idea???
Pat
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Igor Tahavanale
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It's remarkably close to something I started a while back (board version only)... and then left to die
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pat
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other thing:
the ball is spiked ball, the player can pass to other partners, Strike to the goal or....use the ball to fight with the "Kill'Strike", throw the ball on other player's team to injury...
the ball can gain powers with some bonus on the field Strike+1...flame Ball (bonus on injury table)...The player with the ball move on case bonus & the ball become powered...
Half's team roster: 9 players 3 defenders/3Midfielders/3Forwards
one defender can guard the goal & can intercept the ball when the other team strike on
Pat
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mattwakeman
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Does this mean that we are simultaneously developing rules for both football and speedball at the same time?!?!
I am intrigued at the thought process behind having different rosters for each half. It kind of reminds me of a thread for the other game in which there was a five drive idea (or something like that). This seems to be bringing together elements from both of the above games as well as that of Dungeonbowl as well but is there a risk of having wildly different rosters meaning that the game will only ever be played on Vassal? Or are you suggesting that 9 players a side will be blended from the usual 12 that already exist.
As ever though Pat, the pictures serve to wet our collective appetites!
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pat
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yes it's a mix rules with speedball and others games (no football but hand ball, dungeonball...), no goalkeeper but one of the players can be behind goal to guard...
perhaps zones for different positions: defenders can't move on adverse 'field, forwards can't defend their goal's zone, mid are able to do all things...differenciation with Color cicle around players (green def, yellow Mid, white Forward???)
for the 2 different rosters, the coach choose at the beginning roster A or B to play the first half & on the second half the other play...i think it's possible with vassal??? (like in hockey it's 2 different formations but in inter matchs the coach can change these formations)
it's just an idea to add some strategy...and yes the team is composed of 18 players (2 rosters of 9)
Pat
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pat
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perhaps the zones
i precise all players & races are able to be defender/Mid/forward it's just position on field ( ex: minotaur can be Forward & Goblin Defender!!!) but after the match all players gain XP in the position where he play & gain abilities of this position, it's possible to have a goblin playing 2 matchs like defender & the coach change to forward for the next match, the Goblin can have abilities of defender with abilities of Forward...I think it's good idea to have good players in all races...
Pat
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