What you get
A print-and-play experience built around a tactical duel for two players, with seven-piece teams, Action Points, energy and one-shot cards.
BALL is designed for players who want deep decisions, deterministic rules and matches where victory does not depend on dice or randomly drawn cards.
A print-and-play experience built around a tactical duel for two players, with seven-piece teams, Action Points, energy and one-shot cards.
For players who enjoy chess, Go, abstract wargames, tactical puzzles, mental programming, strategic American football or no-luck games.
Sport is the narrative layer. The underlying structure is mathematical: position, sequence, cost, blocking, passing, protection and reading your opponent.
No. BALL uses the language of territorial advance and offense-versus-defense, but it is learned as an abstract strategy game.
No. Outcomes depend on rules, position and decisions. No dice determine whether a play succeeds.
Yes. The home page includes a simulator of the deterministic core, and the interactive rulebook explains every action.