Important: the simulator teaches the deterministic core. The physical game adds the layer that makes it contemporary: Energy Points (PE), PA conversion and one-use cards.
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BALL · no luck

BALL rules: clear turns, measurable actions and zero luck.

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.