Scalable mobility + action compression
- 3 PE: 1 extra movement of 1 square. For every +2 PE: another +1.
- 5 PE: add 1 square to an action and jump over up to 2 players; enables block/dodge combos in a single action.
#(+1) = 1 + floor((E-3)/2)index.html, /assets/css/ball-core.css, /assets/css/ball-marketing.css and /assets/js/ball-simulator.js are published, then reload with Ctrl+F5.
BALL is not “chess with a skin”. It is a contemporary system: sequence-based turns (PA), optional conversion of unused PA into PE y one-use abilities (cards), designed so the more skilful player wins - with more ways to prove it.
The simulator covers the deterministic core: playable squares, PA, PE, conversion of unused PA, possession, movement, blocking/protection, dodges, passes and unlocking. The complete game adds cards that let you spend PE on special effects.
BALL is for you if you want a game where the best player always wins, but with mechanics deeper than “move one piece and stop”. Gain Energy Points, build spectacular combos and manage resources strategically.
In the complete game, energy (PE) turns your actions into planned spectacular combos. It is not luck; it is an economy. Gain PE through technical plays, weaken your opponent and spend it on one-shot cards at your best opportunity - or your most desperate moment.
#(+1) = 1 + floor((E-3)/2)#(+2) = 1 + floor((E-4)/2)This card does not improve one play. It improves your entire turn. It creates a burst of actions for a critical moment.
PA_total = 2 + (2 + 2k) = 4 + 2kBALL’s strengths do not rely on impossible numbers. They are demonstrated through design: sequences per turn, additional states, PE economy y one-shot cards.
| Metric | Chess | BALL | Player consequence |
|---|---|---|---|
| Decision unit | 1 move | Sequence: PA + 0-PA + PE/cards | More control, more combos, more reading. |
| States per piece | position | position + special rules + interactions + potential states | More balanced depth without adding luck. |
| Interaction | discrete captures | blocking/protection, fumbles, pushes, chains, passes, etc. | Real action generated by geometry. |
| Modern economy | no internal currency | PE, conversion and one-shot cards (planning) | Saving and spending resources is part of mastery. |
| Multi-agent play | piece-by-piece optimisation | coordination of up to 7 players per turn | Closer to a real sport: a team. |
| Balance | material imbalance can persist until the position becomes oppressive for the player with few responses | imbalances appear in brief windows before the opponent regains room to play | Persistent advantage versus temporary advantage |
| Luck | 0 | 0 | The more skilful player wins. Full stop. |
It does not simulate every real rule such as downs or the clock. It abstracts what matters: drive, protection, routes, turnovers y tempo spikes.
| In BALL | In American football | What is abstracted | What it creates |
|---|---|---|---|
| End zones + touchdown | territorial scoring | spatial objective | planning routes and coverage |
| Block / protection (stacking) | lines / pocket | screens and lanes | geometric reading: close, pin, release |
| Dodges + fumbles | tackle + turnover | change of possession | active defence without removing pieces |
| PE + PA | drive / no-huddle / momentum | tempo spike | decisive turns and a genuine sports feel |
Images of the board, cards, pieces and print-and-play material. The home page shows a lightweight selection; the complete gallery uses optimised thumbnails to keep loading fast.
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This is a simulator interface guide. The physical game includes the complete rulebook with PE, conversion, cards and special cases.