BALL · no luck

قواعد BALL: أدوار واضحة وحركات محسوبة ومن دون حظ.

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.

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.

2. Turn and Action Points

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.

3. Energy and cards

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.

4. Movement and blocking

Pieces create zones, routes and constraints. Blocking is not merely occupying a square: it is building favourable geometry.

5. Passing and unlocking

Passing opens alternatives when direct advance is not enough. Unlocking prevents dead positions and forces you to calculate continuity.

6. Victory

The player who best converts sequences into real progress wins. Luck neither rescues mistakes nor punishes good decisions.

PA conversion: a PA generates 1 PE only if you choose to convert it during your action phase. PA left at the end of the turn are lost.

Recommended reading: use this page as a summary, then open the interactive rulebook to see the actions on the board.

What to learn first before playing

1. Read the board

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.

2. Manage PA

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.

3. Save and spend PE

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.

4. Use cards deliberately

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.

Next step: read the complete interactive rulebook, practise actions in the BALL simulator or enter BALL Online to play against another person.