1. Objective
Advance with the ball, create positional superiority and reach the end zone while preventing the defence from closing routes or forcing loss of control.
BALL is resolved through position, cost and consequence. Each turn provides 2 PA. In energy mode, PA you choose not to use may be converted into PE at a rate of 1 PA for 1 PE.
Advance with the ball, create positional superiority and reach the end zone while preventing the defence from closing routes or forcing loss of control.
Each turn begins with 2 PA. You may spend 0, 1 or 2 PA. In PE mode, before unlocking, you may convert each remaining PA into 1 PE. Conversion may be partial or complete.
PE are gained through certain actions and by converting unused PA. You may gain and spend PE during the same turn. Each card states its cost and effect.
Pieces create zones, routes and constraints. Blocking is not merely occupying a square: it is building favourable geometry.
Passing opens alternatives when direct advance is not enough. Unlocking prevents dead positions and forces you to calculate continuity.
The player who best converts sequences into real progress wins. Luck neither rescues mistakes nor punishes good decisions.
Before moving, identify who controls the ball, which pieces are active and which routes remain open. BALL is a board game without dice: the starting position and the chosen sequence explain the result.
Each coach has 2 Action Points per turn. You may invest them in an immediate sequence or convert unused PA into PE before unlocking. There is no automatic move: every point has an opportunity cost.
Effort Points pay for actions and special effects. You may gain and spend PE during the same turn, so an efficient route can change the balance without depending on a roll.
Each coach knows all seven cards from the start. There is no random draw. A card may be used during the turn in which it is activated and is then discarded permanently.