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a rugby game

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wob
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Joined: 06/09/2017

here is my new rugby themed game. it is for 2 players and takes about 10-15 minutes to play. the idea of the game was to make a 2 player push-your-luck tug of war that could be played on a tray table.

components: 1 pitch (a line of 18 spaces, including 2 try lines)
1 ball token (to move up and down the pitch)
1 possession die (marked 0-5. it is passed/advanced when possession changes)
2 scoring tracks (1 per player with a marker)
2 dice pools (5 dice each, 2 colours)

aim: to be the first player to score 15 points (by scoring goals or trys) or the player with the most points once possession has changed 6 times.

Play: roll 1 die each to see who starts in possession (offence) and who kicks off (defence)
after kick off offence will call either "passing play" or "kick". this is repeated until offence scores or loses possession.
if possession changes all dice are returned to their dice pools.

KICK OFF: defence rolls 1 die and moves the ball the ball that many spaces toward the offensive try line.

PASSING PLAY: offence rolls all the dice left in their dice pool, defence rolls all 5 dice.
first look at the offensive dice: remove any 6s from the pool.
put any 1s aside, they are still in the pool but will not count this turn.
if offence rolls 4 of a kind they must give defence a free kick (see below).
once all offensive dice have been assigned [not sure how to phrase that] look at the defensive dice.
for each pair defence can turn an offensive die into a 1, and set it aside.
if the pair matches the offensive die turn it into a 6 and remove it. (6s and 1s can not remove offensive dice)
if defence rolls 4 of a kind, offence takes a free kick. the 4 of a kind is then treated as 2 pairs.
once all dice have been assigned offence may advance the ball 1 space for each 2-5 offensive dice left.
if offence cannot advance they must either remove a die from their pool or move the ball back 2 spaces.
if all offensive dice have been removed defence gains possession.

KICK: offence chooses any number of dice in their dice pool, defense selects the same amount of dice and both players roll.
if both rolls are the same move the ball toward the offensive try line by the amount of dice offence chose to roll.
if defence rolled the highest combined total they gain possession.
if offence rolled higher they may either advance the ball equal to the difference between the two totals
-or- add a die back into their dice pool.
FREE KICK: roll 1 die and advance the ball toward the opposition try line that amount.
SCORING: offence scores 3 points if they kick the ball over the try line (drop goal) and 5 if they run the ball over the try line (try)
both players then roll 1 die each. if offence rolls higher they score 2 extra points (a conversion)
when a player scores, advance and move the possession die then put the ball on the center line and kick off again.

wob
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Joined: 06/09/2017
hopefully that was clear

hopefully that was clear enough.
i wanted a light game with a small footprint and lots of exiting moments (ie lots of change of possession, missed kicks etc)
i tried to keep it as easy as possible (very few rules)
in the game players will have to constantly choose between 2 push your luck systems (pass or kick).
i have come up with some additional rules/variations to add things like scrums, line outs, rugby sevens, rugby league etc. but they add more complexity.
at the moment i am play testing with a piecepack (a very cool game system i would recommend to anyone) but if i did make it a "proper" game i would like to make it magnetic- to play on a coach.
any questions and feedback is welcome.

Jay103
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Joined: 01/23/2018
Dunno if it's fun or not,

Dunno if it's fun or not, but..

Quote:
KICK: offence chooses any number of dice in their dice pool, defense selects the same amount of dice and both players roll.
if defence rolled the highest combined total they gain possession.
if offence rolled higher they may either advance the ball equal to the difference between the two totals

There's no reason not to roll all your dice, since you advance by the difference between the totals if you win, and if you lose you just lose. You'd want the largest possible numbers in the outcome.

wob
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Joined: 06/09/2017
i thought about saying "roll

i thought about saying "roll all the dice in the pool" but i like the extra little decicion. for non-mathy people it would seem significant (it isnt that important eitherway)for mathy people, the more dice you roll the closer (on average) the totals will be.
but i see what you mean- the range of scores would be higher- but from play testing i very rarely kicked higher than 5 anyway.
at the moment you re roll kick draws but i could give the draw to defence, or add an extra "line out" step.

i think the "fun" really depends on you attitude to luck heavy games. i admit this has virtually no (real) strategy but it does draw you in, much like any push your luck.

Jay103
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Joined: 01/23/2018
wob wrote:but i see what you

wob wrote:
but i see what you mean- the range of scores would be higher- but from play testing i very rarely kicked higher than 5 anyway.

With one die, you have a 1/36 shot at kicking a 5, and can't possibly get higher. With five dice, you can technically kick a 25...

let-off studios
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Joined: 02/07/2011
Streamline the Kick

wob wrote:
i think the "fun" really depends on you attitude to luck heavy games. i admit this has virtually no (real) strategy but it does draw you in, much like any push your luck.
I suggest you streamline the game in this instance. Offense announces they're making a kick, throws their remaining dice pool, and Defense matches the number of dice with their own throw.

This removes the blind decision, keeps the gameplay quick and smooth, and players won't have to fiddle with dice that may or may not be in play.

let-off studios
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Joined: 02/07/2011
Another Rugby Dice Game

You may want to have a look at the Pocket Sports Rugby game that was produced and sold by a forum member here. This is a how-to-play video:

https://www.youtube.com/watch?v=MIlm56S0EPc

It may be worthwhile to see how another designer has approached the same activity, and with similar components (though strictly custom-made dice).

Though I don't have Rugby, I own a number of other games in this series. They play quick, focus on surprise and drama (AKA luck...), while also leaning more heavily towards the "simulation" side of things so as to appeal to a wider audience.

wob
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Joined: 06/09/2017
i don't know if the

i don't know if the possibility of moving a large amount is a good thing or a bad thing. it is possible to score a drop goal from anywhere on the pitch (in a real game) but it would need a hell of a kick from much past the center line.
i have to have a kick (and passing play) to give the drop goal and try.
maybe i could give a limit (10 spaces?) if you kick any further the ball is "out" and you lose possession.

i took a quick look at the pocket sports and they look good. the custom dice are cool but it looks heavier (more complex) than mine.

i have got some more depth that can be added. optional rules such as the lineout that add extra play but at the cost of simplicity.

wob
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Joined: 06/09/2017
i have now edited the

i have now edited the rules.
i added the kick rule "if you draw move the ball back toward the offensive try line by the amount of dice offence decided to roll" this will mean if a player attempts a big kick (more dice) they risk losing ground, and possibly conceding a goal.
i also added the clarification "when possession changes all dice are returned to their dice pools"

bottercot
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Joined: 02/06/2018
Battleball

Have you heard of the game Battleball? It's a futuristic American Football board game with all the mechanics of the real game. You might be able to draw mechanics or tips from that game.

wob
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Joined: 06/09/2017
i havnt heard of that one. i

i havnt heard of that one. i remember playing bloodbowl a couple of times, is it the same?

bottercot
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Joined: 02/06/2018
Sorry, I have not actually

Sorry, I have not actually played bloodbowl.

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