Before buying
The central question is simple: do you want a game where losing means a better decision was available? If so, BALL fits.
These answers cover the essentials for deciding whether BALL fits how you play: tactics, merit, zero luck and a printable format.
The central question is simple: do you want a game where losing means a better decision was available? If so, BALL fits.
Start with the interactive rulebook and simulator. Then add PE and cards to experience the full depth.
Check size, contrast and legibility. Clear physical components substantially improve the tactical experience.
No. BALL is deterministic: actions are resolved by rules, position and cost, not rolls.
It is a tactical game inspired by territorial advance, offence and defence in American football. No previous knowledge of the sport’s rules is required.
BALL is designed for two players. Each coach controls a team of seven pieces.
As a practical reference, BALL is recommended from age 10. The ability to plan and understand rules matters more than an exact age.
The basic rules can be understood with one reading and a guided first match. Strategic depth appears when coordinating pieces, PA, PE and cards.
There is no fixed duration. A very unbalanced match may finish in a few turns; two strong defenders may extend it much longer because pieces are not removed permanently.
Yes. During the action phase you may convert some or all unused PA: 1 PA generates 1 PE. PA that you neither spend nor convert are lost at the end of the turn.
The simulator lets you try BALL’s core, including PA-to-PE conversion. The full game adds the 14 one-use cards and their special effects.
Yes. The 50 × 70 cm boards are recommended for copy-shop printing, but they can also be tiled. The A4 sheet provides a functional version with scaled or substitute pieces.