BALL · interactive rulebook

Complete interactive BALL rulebook.

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 pieces per team
2 PA
per turn
1 PA = 1 PE
optional conversion
A–M · 1–17
board coordinates
ATK X5
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, the same pieces and the same visual states as in 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 8E, 8G, 8I, 7D, 7F, 7H and 7J; DEF occupies 10I, 10G, 10E, 11J, 11H, 11F and 11D; the ball starts with ATK X5.
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 pieces.
  • The board uses columns A–M and rows 1–17.
  • Only striped/diagonal squares are playable.
  • A touchdown occurs when a piece ends an action in the opposing end zone while possessing the ball.
  • In the standard setup, the ATK team starts with the ball on ATK X5.
  • 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.
  • Resolve, in any order you choose, every mandatory task in this recovery phase that has a legal solution.
  • An inactive piece cannot act, take part in a Hand-off, receive a pass or be crossed by an ordinary move.
  • A stacked cell is closed: it cannot be crossed and cannot receive another piece.
  • An action cannot be performed unless it can be completed legally.
  • Only the carrier may initiate 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 PEThe piece follows a legal 2-cell movement route and finishes in the cell occupied by one active opposing piece. The opposing piece is knocked down in its cell. The active piece must immediately move one diagonal step to an empty striped cell.
Tactical Dodge0 PA+2 PEThe piece follows a two-step diagonal route and passes over one active opposing piece in the intermediate cell. It finishes on an empty striped cell. The coach controlling the active piece moves the opposing piece one diagonal step to a legal cell other than the landing cell. The opposing piece is knocked down in the new cell.
Block1 PA+1 PEStacking onto an opposing piece.
Protect1 PA+0 PEStacking onto an allied piece.
Short Pass1 PA+1 PEShort pass: an active allied piece as the receiver, no more than 4 cells from the carrier; the ball becomes free in an empty striped cell adjacent to that piece.
Long Pass2 PA+2 PELong pass: empty striped cell at least 2 cells from every allied piece.
Hand-off0 PA+0 PEHand-off: the new carrier may be any active allied piece in the contiguous network and may continue acting.
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 piece 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

The piece follows a legal 2-cell movement route and finishes in the cell occupied by one active opposing piece.

  • The opposing piece is knocked down in its cell.
  • The active piece must immediately move one diagonal step to an empty striped cell.
  • Without a legal exit, the Dodge cannot begin.
  • If the opposing piece had possession of the ball, the active piece gains possession of the ball: forced Fumble.

6. Tactical Dodge and Fumble

The piece follows a two-step diagonal route and passes over one active opposing piece in the intermediate cell. It finishes on an empty striped cell.

  • The piece follows a two-step diagonal route and passes over one active opposing piece in the intermediate cell.
  • The coach controlling the active piece moves the opposing piece one diagonal step to a legal cell other than the landing cell.
  • The opposing piece is knocked down in the new cell.
  • If the opposing piece had possession of the ball, the coach controlling the active piece moves the ball one diagonal step in the direction opposite the push; if the destination cell is not legal, the ball becomes free in the opposing piece’s original cell.

7. Block / Protect

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

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

8. Hand-off · Short pass · Long pass

  • Hand-off:Calculate the continuous network of active allied pieces connected to the carrier through adjacent cells. Choose any piece in that network as the new carrier. The pieces do not move. The new carrier may continue acting normally.
  • Short Pass:Choose an active allied piece no more than 4 cells from the carrier, measured along the shortest path between striped cells. Then place the free ball in an empty striped cell adjacent to that receiving piece. The receiving piece does not yet gain possession.
  • Long Pass:Place the free ball in any empty striped cell at least 2 cells from all your allied pieces, measured along the shortest path between striped cells.

9. Taking possession

  • Taking possession costs no PA.
  • A piece picks up a free ball when it ends an action on the cell occupied by the ball.
  • The free ball is passed over; it remains in its cell and does not grant possession.
  • After gaining possession by picking up a free ball or as the result of a Fumble, the piece cannot initiate another ordinary action that turn.

10. Recovery phase

  • Stand up a knocked-down piece:Choose an empty striped cell diagonally adjacent to the piece. Move the piece to that cell. Return it to active state. If no legal destination exists, it remains knocked down and is not a mandatory task that turn.
  • Release / unprotect:Stack: move the upper and lower pieces to two different empty striped cells diagonally adjacent to the stack.
  • If either movement cannot be completed, there is no legal release.
  • The lower piece returns to the state it had before the stack was formed.
  • If the upper piece in the stack has possession of the ball, the coach who releases the stack chooses which of the two pieces keeps possession.
  • A stack created during the current turn is never resolved during that same turn. Only the coach controlling the upper piece may release it during a later recovery phase.

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 piece 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 a piece, then an action, then a 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 piece initiating the action to be the ball carrier.

Can a knocked-down or stacked piece act?

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

Does blocking knock a piece down?

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

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

A stack created during the current turn is never resolved during that same turn. Only the coach controlling the upper piece may release it during a later recovery phase.

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.