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Blitzball

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Anonymous

If any of you have ever played the game Final Fantasy X, then you should be familiar with Blitzball.

If you don't know, Blitzball is an underwater game where players tried to score goals and get more points then their opponents.

So, I am taking that idea and making it a board game!

The game will be played on a 2 feet by 2 feet board. For the prototype I will use chess pieces, but for the real game I am hoping to use figures that look like people. I am also hoping to get unpainted figures available, for players to paint and create their own teams.

Well, back to the game.

To play you will need two teams of Blitzers (comes with game), the board (comes with game), 300 counters(comes with game)(50 for each player) six-sided dice(comes with game) and Action Cards (comes with game). This game is meant for 2-6 players. (A team of two to a team of three).

To start, you randomly draw four cards from the deck. Keep this hand hidden from your opponents, but if you have a team mate(s) show them your cards. If you are not satisfied you may put your cards back in the deck and shuffle the deck and draw a new hand. You may only do this once. Then distribute 50 counters to each player. If you have extras, you can either give them out separately or not use them.

To decide who goes first, randomly decide in any way you want. The first player's team will be from now on referred to as Team A. The other team from now on be referred to as Team B. The player goes, then a player from Team B, then a player from Team A, ect. until it goes back to the first player, where it starts all over again.

Action Cards are used to do actions, such as shoot, pass, block, and steal. Each action costs stamina points(counters).

Ex.

Shoot
Shoot from up to 5 spaces away.
5 Stamina

There are also combo actions.

Ex.

Pass-And-Shoot Combo
Pass from up to 3 spaces away.
Shoot from up to 5 spaces away.
9 Stamina

There will also be Counter-Action Cards.

Ex.

Block
Play this card when your opponent shoots. Roll the dice. On a 5 or 6 you block the shot.
If successful, pass from up to 5 spaces away.
7 Stamina

If you use up all of your Stamina Counters, you may take back all 50, but you must take out one player for 2 turns. This is to show that your player is tired.

Note: A movement action is so simple that it neither requires a card nor any Stamina Counters to do. You may move every player up to 5 spaces every turn. (They do not have to be at the same time. You may move a player 2 spaces, move another 3 spaces, and then move the first one another 3 spaces).

The player with the ball is shown by changing it with the normal figure with the figure of a player with the all. (For the prototype from a pawn to a king.)

Goals
Goals count as two points each. A foul shot counts as one point(see below).

Fouls
When attempting to steal a ball, the card states that you must roll a 6-sided die. On the roll of a 1, you foul the player you are stealing the ball from. You lose one extra Stamina Counter and the player gets a free shot. (Meaning he gets to shoot without having to pay a Stamina Cost). You do get a chance to block, but you only get it on a 6.

Winning
The winner(s) of the game is the team who gets the first the 20 points. You may play any amount of points you wish however.
--------------------------------End of Game Description-------------------------

Okay. I will later post up how many points a short game is and how many points a longer game would be, once I test it out.

Please give feedback.

Flames are very much welcome.

Anonymous
Blitzball

Hmm, I wonder about the 'dimensional' aspects of the game. Blitzball takes place in a giant sphere of water, making the 3D aspect very important in the game. Do you plan to try and duplicate this later, or redefine it to a flat surface for the obvious ease of play?

Anonymous
Blitzball

Zanian wrote:
Hmm, I wonder about the 'dimensional' aspects of the game. Blitzball takes place in a giant sphere of water, making the 3D aspect very important in the game. Do you plan to try and duplicate this later, or redefine it to a flat surface for the obvious ease of play?

I'll be keeping it as a flat surface.

Anonymous
Blitzball

I came up with some, probably all, of the cards in the game.

Shoot
4 Stamina
Shoot from up to 5 spaces away.

Pass
2 Stamina
Pass from up to 3 spaces away.

Block
4 Stamina
Block a player from up to 2 spaces away that is being passed the ball. Roll a die. On a 1, you foul the player.

Steal
5 Stamina
Steal from the player with the ball from up to 1 space away. Roll a die. On a 1, you foul the player.

Kick Ball
6 Stamina
Pass from up to 6 spaces away.

Kick-Shoot
6 Stamina
Shoot from up to 7 spaces away.

Kick Player
5 Stamina
Attack a player from up to 1 space away. Roll a die. On a 1, the referee sees and it counts as a foul. If successful take away 3 Stamina Counters from their Stamina Pool.

Punch Player
3 Stamina
Attack a player from up to 1 space away. Roll a die. On a 1, the referee sees and it counts as a foul. If successful take away 1 Stamina Counter from their Stamina Pool.

Tackle Player
8 Stamina
Attack a player from up 3 spaces away. Roll a die. On a 1, the referee sees and it counts as a foul. If successful take away 2 Stamina Counters from their Stamina Pool.

Dodge
3 Stamina
Roll a die. On a 3, 4, or 5 an attacking player misses. Take away 2 Stamina Counters from their Stamina Pool.

Shoot Combo
7 Stamina
Pass from up to 3 spaces away.
Pass from up to 3 spaces away. (Optional)
Shoot from up to 5 spaces away.
Pass Combo
5 Stamina
Pass from up to 3 spaces away.
Pass from up to 3 spaces away.
Pass from up to 3 spaces away.

Attack Combo
10 Stamina
Tackle player from up to 3 spaces away.
Attack player from up to 1 space away.
Attack player from up to 1 space away.
Roll a die. On a 1, the referee sees and it counts as a foul. If successful take away 7 Stamina Counters from their Stamina Pool.

Shoot Combo 2
15 Stamina
Kick the ball from up to 6 spaces away.
Move player with the ball up to 4 spaces.
Pass the ball from up to 3 spaces away.
Kick-Shot from up to 7 spaces away.
The shot counts on everything but a 6.

Flip-Shot
12 Stamina
This shot may be countered by Block or Steal.
Shoot from up to 5 spaces away. It instantly counts as a goal, unless countered by Block or Steal.

Double Team
9 Stamina
If two players are next to a passing player or a player receiving a pass, you may roll a die. On a roll of 2, 3, 4, 5, or 6 you get the ball.

Double Goalie
9 Stamina
If an extra player is by the goal, you block the goal on a 3, 4, 5, or 6.

Dive Deep
10 Stamina
If a player uses Block, Steal, or Double Team, play this card to stop the effects.

Spectator Stimulation
0 Stamina
The spectators are cheering so loud that you gain 4 Stamina Counters to your Stamina Pool from the adrenaline rush.

It is a lot of cards and I may not use all of them. I will use less of the better cards (combos) and more of the normal cartds (pass, shoot, etc., etc.) Please give feedback.

Note: Attacking is doing damage to your opponent to get rid of some of his Stamina Counters. As you can see, it is a risk move, though, as the ref may see you and it will count as a foul.

hpox
Offline
Joined: 12/31/1969
Re: Blitzball

DragonKid wrote:
Flames are very much welcome.

I have never played FFX, stopped at FF3/6, but this Blitzball thing got me interested because from the description of your game it seemed to be very similar to the game I posted in the GDW last week.

After some investigation, I found a site describing the blitzball game in FFX. The underwater concept is pretty interesting and I'm confused as to why you deciced not to use it.

Since it says there are 6 blitzers per team in the game is that the same in your game or you decided to go with less? Does each player control one or more characters?

Quote:
Action Cards are used to do actions, such as shoot, pass, block, and steal. Each action costs stamina points(counters).

If I understood well, in the game you use HP to do actions, it seems like a nice way to reproduce that effect. Here's the list of actions:

• Moving
• Passing
• Shooting
• Breakthrough
• Cutting
• Attacking
• Capturing (This is related to how the goalie can protect his goal?)

Apparently the capturing action can also enable you to learn "special actions" from others. This is a great concept! Each blitzer could be unique and have his own special abilities represented by unique one shot cards.

As a last note : OH MY! Is that how the new final fantasy heros look like? Hahaha, his name is Tidus.

phpbbadmin
Offline
Joined: 04/23/2013
My thoughts

Quote:

Kick Player
5 Stamina
Attack a player from up to 1 space away. Roll a die. On a 1, the referee sees and it counts as a foul. If successful take away 3 Stamina Counters from their Stamina Pool.

Punch Player
3 Stamina
Attack a player from up to 1 space away. Roll a die. On a 1, the referee sees and it counts as a foul. If successful take away 1 Stamina Counter from their Stamina Pool.

Tackle Player
8 Stamina
Attack a player from up 3 spaces away. Roll a die. On a 1, the referee sees and it counts as a foul. If successful take away 2 Stamina Counters from their Stamina Pool.

One thing to consider is the weight of the 'attacks' on opposing players. As it is, it is more detrimental to the attacker to attack. For instance, If I want to kick a player, it costs me 5 stamina. If I am successful, it only takes away 3 stamina. So it does more damage to me as the attacker than it does the defender. A successful attack should always cost the defender more stamina than it does the attacker, otherwise what's the point?

-Darke

Anonymous
Re: Blitzball

First of all, thanks for everyone for posting feedback.

hpox wrote:

Since it says there are 6 blitzers per team in the game is that the same in your game or you decided to go with less? Does each player control one or more characters?

Quote:
Action Cards are used to do actions, such as shoot, pass, block, and steal. Each action costs stamina points(counters).

If I understood well, in the game you use HP to do actions, it seems like a nice way to reproduce that effect. Here's the list of actions:

• Moving
• Passing
• Shooting
• Breakthrough
• Cutting
• Attacking
• Capturing (This is related to how the goalie can protect his goal?)

Apparently the capturing action can also enable you to learn "special actions" from others. This is a great concept! Each blitzer could be unique and have his own special abilities represented by unique one shot cards.

Quote:

First, yes, if you are playing with more then two players, each player would control a certain amount of players. 4 players- 3 each. 6 players- 2 each.

Breathrough. Now, I will be using breakthrough, but I'm not calling it breakthrough. Breakthrough is just a fancy way of saying block.

Now, I am coming to a problem. I was thinking the same thing with the Blitzers. I was thinking about making the ones in the game, but then you would have to have charts and stuff like that, and this game is supposed to be easy. That's why I put the actions on cards. Cards isn't my favorite mechanic, but it was an easy way of making actions.

Darkehorse wrote:
Quote:

Kick Player
5 Stamina
Attack a player from up to 1 space away. Roll a die. On a 1, the referee sees and it counts as a foul. If successful take away 3 Stamina Counters from their Stamina Pool.

Punch Player
3 Stamina
Attack a player from up to 1 space away. Roll a die. On a 1, the referee sees and it counts as a foul. If successful take away 1 Stamina Counter from their Stamina Pool.

Tackle Player
8 Stamina
Attack a player from up 3 spaces away. Roll a die. On a 1, the referee sees and it counts as a foul. If successful take away 2 Stamina Counters from their Stamina Pool.

One thing to consider is the weight of the 'attacks' on opposing players. As it is, it is more detrimental to the attacker to attack. For instance, If I want to kick a player, it costs me 5 stamina. If I am successful, it only takes away 3 stamina. So it does more damage to me as the attacker than it does the defender. A successful attack should always cost the defender more stamina than it does the attacker, otherwise what's the point?

-Darke

The attacks cost more stamina because they are underwater. (Have you ever tried to tackle someone underwater? It's hard!) And then it does less damage for the same reason. They're underwater. The point is that you get to get rid of some of your enemy's Stamina. Stamina is how you do stuff.

Okay, say you have 37 Stamina Counters and I have 32. If you attack me with Kick Player, I would have 29 Stamina Counters and you would still have 32. You still have more then me, allowing you to do more actions, and getting me closer to losing a player.

phpbbadmin
Offline
Joined: 04/23/2013
Re: Blitzball

DragonKid wrote:

The attacks cost more stamina because they are underwater. (Have you ever tried to tackle someone underwater? It's hard!) And then it does less damage for the same reason. They're underwater. The point is that you get to get rid of some of your enemy's Stamina. Stamina is how you do stuff.

Okay, say you have 37 Stamina Counters and I have 32. If you attack me with Kick Player, I would have 29 Stamina Counters and you would still have 32. You still have more then me, allowing you to do more actions, and getting me closer to losing a player.

Well irregardless of whether it takes place underwater or not, when creating games realism has to suffer at some point in order for the game to be fun. If I were to play you in the game of blitzball I would NEVER attack because it's not in my best interest to do so. As a matter of fact, I would want you to attack me because I would ALWAYS come out better than you in the end (I.E. you would always lose more than stamina than I would). You really should rethink this mechanic. If you don't do it now, I can almost guarantee you will do it after playtesting.

-Darke

Anonymous
Blitzball

Good point, Darke. Actually, I have play tested it. Protype is done! (I just taped a whole bunch of contrustion paper together and drew lines on it.) And the Tackle Player card is WAY off balance. It costs 8 Stamina points and it does two, so, unless the player using it has over 8 Stamina Counters more then the other player, they will be even in Stamina Points. As for the others, they aren't quiet as off balanced, but I am changing them.
The New Attack Cards:

Kick Player
5 Stamina
Attack a player from up to 1 space away. Roll a die. On a 1, the referee sees and it counts as a foul. If successful take away 7 Stamina Counters from their Stamina Pool.

Punch Player
3 Stamina
Attack a player from up to 1 space away. Roll a die. On a 1, the referee sees and it counts as a foul. If successful take away 5 Stamina Counter from their Stamina Pool.

Tackle Player
8 Stamina
Attack a player from up 2 spaces away. Roll a die. On a 1, the referee sees and it counts as a foul. If successful take away 10 Stamina Counters from their Stamina Pool.

I changed Tackle Player to 2 spaces away and 8 more Stamina Counters done to the other player.

Attack Combo
10 Stamina
Tackle player from up to 3 spaces away.
Attack player from up to 1 space away.
Attack player from up to 1 space away.
Roll a die. On a 1 or 2, the referee sees and it counts as a foul. If successful take away 15 Stamina Counters from their Stamina Pool.

I changed Attack Combo to 15 Stamina Counters to the other player and 1 or 2 for it to be a foul.

phpbbadmin
Offline
Joined: 04/23/2013
Yes!

Much better... I think you have it ol' boy!

-Darke

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