BALL · interactive rulebook

افهم اللعبة بوضوح على لوحة تفاعلية.

This version brings the rules and examples into one path: board, playable squares, initial setup and animated scenes for movement, dodge, block, protect, hand-off, pass and unlocking. Select a scene, observe what changes and read the complete rule below.

7 + 7
numbered players per team
2 PA
per turn
1 PA = 1 PE
optional conversion
A–M · 1–17
board coordinates
ATK5
starts with the ball

What you will see

Purpose
Explain BALL through concise rules, examples and visual sequences on the same board.
Basis
Complete rules, initial setup and examples consistent with the home-page simulator.
Visual system
The same striped field, player pieces and visual states as the simulator.
How to use it
Select a scene and watch the animation. You can pause, restart or move forward step by step.

Game core

Core ideas
Movement, possession, knockdown, stacking and unlocking.
Objective
Touchdown: end an action in the opponent’s end zone while possessing the ball.
Restriction
Taking possession is not an action; it is a consequence. A player who has just taken the ball cannot continue acting that turn, except through card-mode exceptions.
board · visual examples

Board, initial setup and animated actions

active scene: Initial setup
Board visualisation

On mobile, swipe horizontally across the board to view it at the correct piece size.

The board shows the simulator’s standard formation: ATK occupies E8, G8, I8, D7, F7, H7 and J7; DEF occupies I10, G10, E10, J11, H11, F11 and D11; the ball starts with ATK#5.
ATK
DEF
Ball
Legal options
Selected destination
Knocked down / stacked
complete rulebook

Rules of play

1. Overview · objective · setup

BALL is a tactical, deterministic game with no luck. Victory comes from spatial reading, action sequences and state management, not dice rolls or random draws.

  • Each coach controls a team of 7 players.
  • The board uses columns A–M and rows 1–17.
  • Only striped/diagonal squares are playable.
  • A touchdown occurs when a player ends an action in the opponent’s end zone while possessing the ball.
  • In the standard setup, the ATK team starts with the ball on ATK#5.
  • The starting coach plays as DEF and takes the first turn.

2. Turn structure · states and restrictions

A turn has an action phase and an unlocking phase.

  • During the action phase, you have 2 PA. You may spend 0, 1 or 2 across one or more actions.
  • PE mode: before moving to unlocking, you may convert all or part of your unused PA. Each converted PA generates 1 PE.
  • Before passing the turn, you must attempt to resolve knockdowns and stacks whenever a legal resolution exists.
  • A knocked-down, blocked, protected, blocking or protecting player cannot act.
  • A stacked square is closed: it cannot be crossed or used as a final destination.
  • An action cannot be performed unless it can be completed legally.
  • Only the ball carrier may perform a hand-off, short pass or long pass.

3. Action table

ActionPA costPEPurpose
Move 1 square1 PA+0 PEShows every legal square for the piece type and orientation.
Move 2 squares2 PA+0 PEOne 2-square action; X, O and # have different possibilities.
Dodge1 PA+1 PEA legal 2-square move onto an opponent, knockdown and mandatory diagonal exit.
Tactical Dodge0 PA+2 PEPass over an opponent, finish on an empty square, push them 1 square diagonally and knock them down.
Block1 PA+1 PEStack on an opponent.
Protect1 PA+0 PEStack on a teammate.
Short Pass1 PA+1 PEReceiver within distance 4 and ball placed on an adjacent empty square.
Long Pass2 PA+2 PEThe ball remains on a playable empty square at least 2 squares from every teammate.
Hand-off0 PA+0 PEConsecutive direct transfers from the current carrier to adjacent teammates during the same turn.
Take possessionNot an action+0 PEA consequence of the final state.

PA → PE. Turn management, not a piece action: during the action phase, each unused PA may be converted into 1 PE, partially or completely. This decision is not shown as a move on the board.

4. Movement by player type

  • X: moves 1 or 2 squares diagonally in any direction.
  • O: moves 2 squares horizontally or vertically, or 1 square diagonally in any direction.
  • # (square): moves 1 or 2 squares diagonally in any direction, or 2 squares horizontally or vertically.
  • Two separate 1-square moves are not equivalent to one 2-square action.

5. Dodge and Forced Fumble

A dodge requires one 2-square movement action ending on a square occupied by one opponent only.

  • The opponent is knocked down.
  • The acting player must immediately take an additional 1-square diagonal step to an empty square.
  • The dodge is not legal if no such empty diagonal square exists.
  • If the opponent had the ball, the acting player takes possession immediately.

6. Tactical Dodge and Fumble

A tactical dodge also requires a single 2-square action, but the acting player passes over an opponent and finishes on an empty square.

  • The movement passes over a square occupied by one opponent only.
  • The coach moves that opponent 1 square diagonally to an empty square of their choice.
  • Then, unless already knocked down, the opponent is rotated 90°.
  • If the opponent had the ball, move the ball 1 diagonal square opposite to the push, when possible.

7. Block / Protect

This occurs when a player ends a movement of no more than 1 square on a square occupied by another player.

  • If the lower player is an opponent, the upper player is blocking.
  • If the lower player is a teammate, the upper player is protecting.
  • The lower player cannot act until released or unprotected.
  • The upper player is engaged and cannot act either.
  • The stacked square becomes closed.
  • Blocking does not cause a knockdown by itself.
  • If the upper player ends on the ball carrier, that player takes possession immediately.

8. Hand-off · Short pass · Long pass

  • Hand-off: 0 PA. Each transfer is made directly between the ball carrier and a teammate on an adjacent square, including diagonals. Pieces do not move. More than one Hand-off may be performed during the turn when every transfer is legal.
  • Short Pass: 1 PA. Choose a valid receiver no more than 4 squares from the passer and place the ball on a playable empty square adjacent to that receiver. The ball remains on that square to represent the effort of receiving it; possession belongs to the receiver.
  • Long Pass: 2 PA. Choose a playable empty square at least 2 squares from every teammate. The ball remains on the selected square.

9. Taking possession

  • Taking possession costs no PA.
  • Whenever a player ends an action on a square occupied wholly or partly by the ball, that player takes possession.
  • A 2-square movement that only jumps over the ball’s intermediate square does not take possession.
  • After acquiring possession through an action, a player may not perform further actions until the next turn, except through a card-mode exception.

10. Unlocking phase

  • Stand up a knocked-down player: move that player 1 square diagonally to an empty square. If none exists, the player cannot stand up that turn.
  • Release / unprotect: the coach controlling the upper player moves both involved players 1 square diagonally to empty squares.
  • If either movement cannot be completed, there is no legal release.
  • The lower player retains the state/orientation held before the stack.
  • If either player had the ball, the releasing coach chooses who keeps possession.
  • You cannot release a stack in the turn in which it was created; it must happen during the next turn of the coach whose player is on top.

11. Card mode

Card mode does not replace normal actions; it expands them.

  • Each coach starts with 0 PE.
  • PE is earned according to the action performed, following the official game table.
  • You may also convert unused PA: each converted PA generates 1 PE.
  • Conversion is optional and may be total or partial. It must be declared during the action phase.
  • PA that you neither spend nor convert are lost when the turn ends.
  • You may earn and spend PE during the same turn.
  • The restriction after taking possession remains, unless a card permits the player to act through a special action.
  • Special actions may only be performed during your own turn and within the action phase.

12. Simulator conventions

  • Usual flow: select player, then action, then destination.
  • A rotated piece indicates a knockdown.
  • Stacked pieces represent blocking or protection.
  • Ball on a piece: possession. Ball on a square: loose ball.
  • ESC cancels an action in progress without changing the game state.
  • The turn indicator distinguishes DEF and ATK.
quick clarifications

Essential FAQ

Can the ball be passed without possession?

No. Every form of pass requires the acting player to be the ball carrier.

Can a knocked-down or stacked piece act?

No. Knocked-down, blocked, protected, blocking and protecting states make the player inactive.

Does blocking knock a player down?

No. Blocking immobilises and closes the square, but does not rotate the lower player by itself.

Can a stack be released in the turn in which it is created?

No. Resolution is deferred to the next turn of the coach whose player is on top.

Can I save PA for another turn?

No. In PE mode, you may convert each unused PA into 1 PE during your action phase. If you neither spend nor convert it, it is lost when the turn ends.

Does taking the ball cost PA?

No. Never. Taking possession is a consequence, not an action.

Are two 1-square movements equivalent to one 2-square action?

No. They are separate actions and do not trigger rules requiring one 2-square action.