The makers of Pocket Cricket are looking for playtesters / feedback on the beta version of Pocket AFL. The final version will have coloured custom dice with words on each face, so the charts below are only required for beta testing. FEEDBACK AND COMMENTS APPRECIATED!
Note - IT IS A DICE GAME - THERE IS A PUSH YOUR LUCK MECHANIC - YOU CAN USE A D6 & COIN TO MOVE ON CHARTS (TURN COIN OVER WHEN POSSESSION CHANGE S TO KEEP TRACK OF WHICH SIDE HAS THE BALL)
Pocket AFL - Note* You need to know the basic rules of AFL to understand this game. The game uses a POOL of dice that both players use when in possession.
Defensive (D)
1) Tackled (C)
2) Run&Bounce / Skillz
3) Handball (D)
4) Shortpass%(M)
5) Kick %(W)
6) Long Handball (M)
Midfield (M)
1)Torpedo %(F)
2)Run&Bounce/ Skillz
3)Kick %(F)
4)Kick %(W)
5)Handball (M)
6)WHISTLE! (W)
Wing (W)
1)Kick %(M)
2)Run & Bounce/Skillz
3)Kick %(F)
4)Long Range Goal(F)
5)Fumble! (T)
6)WHISTLE! (W)
Forward (F)
1) GOAL
2) Behind!
3)GOAL
4)Smothered (C)
5)Hit the post - Behind
6)Out on the full (T)
Pass success (%)
1)Good mark
2)Spoil(T)
3)Nice grab!
4)Punched away (C)
5)Screamer!
6)Def Mark! (T)
WHISTLE (W)
1)Push in the back
2)Tackled & Injured!
3)Dropping the ball (T)
4)Throwing the ball (T)
5)Holding the ball (T)
6)Coat Hanger! 50M
Contest (C)
1) Barges thru pack (T)
2) Hip & Shoulder (T)
3) Steps & Spins
4) Picked up (T)
5) Off the toes
6) Quick Hands
LENGTH OF GAME – 4 QUARTERS
Before starting, agree on a time for each quarter - for example - 5 mins. Keep playing until time is up. Winner is the player with the highest score (goals + points). Use a pen & paper to mark scoring.
All dice are different colours. The game uses the traffic light principal.
Red for the Defensive (D)
Yellow for Midfield (M) & Blue for Wing(W)
Green for Forward (F)
The four key positions - DEFENSE / MIDFIELD / WING / FORWARD
The aim is to roll through the positions until getting the ball successfully to the FORWARD position. The FORWARD (or possession gained by a FORWARD) will then kick towards the goals
Field position is quite easy if you think about it logically. If your DEFENSE losses the ball, it is picked up by the other team's FORWARD - then they are kicking on goal.
If the ball/possession is lost in the MIDFIELD or on the WING - possession changes hands, but the field position remains the same.
Ie. MIDFIELD player loses the ball = opponent's MIDFIELD player takes possession.
HANDBALL / KICK to team mates
Any HANDBALL to a team mate is automatically successful. If DEF handballs to MIDFIELD - you then roll the MIDFIELD die.
KICK to another team mate requires the PASS SUCCESS(%) die to be rolled - to determine if the mark has been taken, OR, ball is CONTESTED (C) or TURNED OVER (T)
If the Mark is taken, the receiver player then continues rolling.
CONTESTING THE BALL (C)
Centre ruck - at the beginning of the game, and after each GOAL is scored, play starts by rolling the CONTEST (C) dice. Either player can choose to start, or the player that scored the last goal can start.
Some rolls require a contest for the ball. Simply roll the CONTEST die to determine who gains possession.
WHISTLE
The Umpire blows his whistle for any infringements –
The player currently in possession when WHISTLE is rolled - will roll this die. The result shown will either remain with the player OR, TURNED OVER (T) to the other player.
If the Coat Hanger! 50M is rolled. Play will automatically move to the FORWARD (F) die.
RUN&BOUNCE / SKILLZ
For simple play, when RUN & BOUNCE is rolled, your player is simply gaining ground and you can roll again. See Advanced Rules for re-roll options
Advanced rules
The SKILLZ die is used to gain Skillz points (DURING ONE PASSAGE OF PLAY ONLY), which can be written down. These can then be used in two different ways;
A player in possession can choose to use 1 Skillz point to RE-ROLL once. They must clearly state they wish to do this and cross out the written down point.
If a player has a rolled the CONTEST (C) die and lost possession, he may elect to RE-ROLL by using 1 Skillz point, and hope for a better result. The RE-ROLL cannot be used to change a result from a BEHIND and try for a GOAL!
OR A player can choose to use 3 Skillz (IF COLLECTED WITHOUT LOSING POSSESSION IN ONE PASSAGE OF PLAY) to CHANGE ONE FACE OF THE FOWARD DIE, to give an extra chance of scoring a goal.
Example – I have 3 Skillz points – I have shot on goal – I nominate that “OUT ON THE FULL” becomes “GOAL” for this shot only. If I roll “OUT ON THE FULL” it is counted as a GOAL
It is only good for one time use only – if a GOAL is scored or any other result, the 3 Skillz points have been used.
Injuries – If the result roll on a WHISTLE is Tackled & Injured – the player in that field position can no longer gain SKILLZ points as they are injured.
Hope some fellow Aussie Rules fans will have a game. Up there Cazaly!
No probs.
www.pocketcricket.com.au - On the About Us page at the bottom is a PDF of the rules. Again, you can use a D6 and play.
Hope you like it.