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● RuckBowl is a boardgame which simulates a Rugby game.
Each team is lead by a coach (you and your opponent !).
● The winner is the first to reach a certain number of points,
or the one who scored the highest number of points in a
given period.
/ There are different ways to score : Try (5 or 7 points), Drop
Goal (3 points), and Penalty Kick (3 points).
● The attacking coach (or attacker) is the one who has the
ball. The other coach is the defending coach (or defender).
D10 (ten-sided die)
● They are used in some situations (tackle, kick, mêlée,...).
The side "0" counts as "10".
/ Except in some cases, each test follows the same process :
a D10 is rolled, and modifiers are added or substracted. Thetest is successful if the total is equal or higher than a certain
difficulty. Whatever the total, a natural "1" on the D10 is
always a failure. Similarly, a natural "10" is always OK.
INTRODUCTION
THE PLAYERS
PROFILES OF THE PLAYERS
// The forwards (n°2, n°4, n°6, and n°8 ) ● Move 5 / 7
● Power 3 ● Impact 2 ● Pass 2
● Kick 4 ● Recovery 0
// The fly-half A (n°10) ● Move 6 / 9
● Power 1 ● Impact 0 ● Pass 4
● Kick 11 ● Recovery 1
// The centers (n°12 and n°13 ) ● Move 6 / 8
● Power 2 ● Impact 3 ● Pass 3
● Kick 6 ● Recovery 0
// The wingers A (n°11 and n°14) ● Move 6 / 12
● Power 1 ● Impact 0 ● Pass 2
● Kick 7 ● Recovery 2
// The fullback A (n°15) ● Move 6 / 10
● Power 1 ● Impact 1 ● Pass 3
● Kick 9 ● Recovery 3
NUMBER OF PAWNS PER TEAM
● For each team : the 15 players are symbolized by 10 pawns.
There are 4 forward pawns (n°2 to n°8) and 6 back pawns .
Each forward pawn symbolizes 2 real forward players. The real
n°9 is symbolized by both n°8 pawn and n°10 pawn.
TYPES OF FLY-HALF AND TYPES OF FULLBACK
● There are 3 types of fly-half, and 3 types of fullback, with 3
different profiles (A, B or C). At the beginning of the game, eachcoach must choose one type of fly-half, and one type of fullback.
// The Fly-Half B (n°10) ● Move 6 / 8
● Power 1 ● Impact 1 ● Pass 3
● Kick 9 ● Recovery 3
// The Fly-Half C (n°10) ● Move 5 / 8
● Power 2 ● Impact 2 ● Pass 4
● Kick 7 ● Recovery 0
// The fullback B (n°15)●
Move 6 / 11● Power 0 ● Impact 2 ● Pass 2
● Kick 6 ● Recovery 4
// The fullback C (n°15) ● Move 6 / 8
● Power 0 ● Impact 0 ● Pass 4
● Kick 11 ● Recovery 4
1
TYPE OF WINGER
● There are 2 types of winger, with 2 different profiles (A or B). At
the beginning of the game, each coach must choose one type of
winger. It is possible to have one "winger A" and one "winger B".
// The wingers B (n°11 and n°14) ● Move 6 / 9
● Power 1 ● Impact 2 ● Pass 3
● Kick 6 ● Recovery 3
July 30, 2012
VERSION 5RUCKBOWL
GAME PHASES
● A Ruckbowl game is a succession of Game Phases.
/ The first Game Phase of the match (also, of the 2nd half-
time, if there is a 2nd half-time) begins with the Kick Off.
/ Other Game Phases begin by :
a Re-start Kick.
OR a 22 m Drop-Out.
OR a Scrum.
OR a Lineout.
OR a Penalty Kick.
OR a player's individual action (movement, pass, etc...),
if the previous Game Phase was voluntarily stopped,
or stopped because tactical cards miss.
/ A Game Phase ends if :
A. A team scores (Try, Drop Goal, Penalty Kick).
B. A team fails a Drop Goal or a Penalty Kick.
C. A penalty or a Scrum is awarded.
D. The ball goes outside the field, or bounces into specific
zones.
E. A coach declares a Mark.
F. The attacking coach ends the Game Phase, voluntarily,
instead of maneuvering.
G. While the attacking coach has no tactical cards remaining,the defending coach ends the Game Phase, voluntarily,
instead of maneuvering.
H. Each coach has no tactical cards remaining.
As you can see, each player has 7 skills (Move, Power, etc…)
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TACTICAL CARDS
● Each coach has a deck of 10 tactical cards, face up.
/ A coach can only play tactical cards which are in his deck.
The cards are freely chosen in the deck. After a card is
played : either this card comes back to its deck, or this card
is discarded.
/ At the beginning of each Game Phase, discarded cards
come back to their deck.
● Each tactical card shows the note "discard", "ILL", or "5+",
or "6+", etc....
/ After a card, with the note "discard", is played : it is
automatically discarded.
/ After a card, with the note "ILL", is played : it automatically
comes back to its deck. "ILL" = "illimited".
/ For the other cards : the coach must carry out a Keepingtest . For example, a card is played and has the note "4+" :
its coach rolls one D10. This test is successful if the D10 is
equal or higher than 4 : in this case, the card comes back to
the deck. Otherwise, it is discarded.
● During the game, it is possible that a coach gains or loses
tactical cards.
/ If a coach gains tactical cards, he chooses discarded
cards (if any), and puts them in his deck. If there is no
discarded card, nothing happens.
/ If a coach loses tactical cards, he chooses cards in hisdeck, and discards them. If there are not enough cards in
the deck, a penalty is awarded against this coach.
2
For each activated player, the movementgrid indicates the constraints limiting the
player's move.
The dark square is always the player's initial
position.
The green squares show the positions which are
allowed during the player's trajectory.
Moving is not mandatory (the player can stay in
his initial position).
After his possible move, a player can make : either a pass, or a tackle, or
a recovery, or a kick, or an interception, or …nothing.
SUPPORT (1) ILL
OR
Card of
the blue
team
Some tactical cards have special
rules, which have priority on the
basic rules.
Toward the player's rear
CHARGE (1) 6+
Condition : the 2 players are adjacents
2 / 4 / 6 / 82 / 4 / 6 / 8
OR
This card activates 2 players at most :
EITHER the ball carrier plus 1 team
mate from the blue team,
OR 2 players, without the ball, from the
blue team.
These players are the forwards of the
team (numbers 2, 4, 6 or 8).
Continuity principle : if the zone of green squares reaches the edge of
the movement grid , this means that this zone goes beyond the
movement grid , following the direction indicated by this grid.
Players activated by a tactical card must
be designated (in totality) before the
first action is carried out.
Players activated by a tactical card mustcarry out their actions one after each
other.
The strength of the card is the number in parentheses, next to the
card's name. The strength is used for mêlées and Lineouts. In these
cases, all the remainder of the card is ignored.
A card used in mêlée or Lineout is automatically discarded (no
Keeping test).
Toward the player's front
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RESTORATION OF TACTICAL CARDS
● "Restoring a tactical card" means : choosing 2 discarded
tactical cards, and making a Keeping test for each chosen
card. If its Keeping test is successful, a card comes back
to the deck.
● The Keeping test is automatically successful for the card
with the note "ILL". This test fails automatically for the cardwith the note "discard"
● If the ball carrier is isolated, the defending coach can
restore cards, just before his maneuver.
/ "Isolated ball carrier" means : "within 2 squares, the ball
carrier has no onside team mates".
● If the defending coach decides to not resist, during a
mêlée or a Lineout : he gains the right to restore cards,
just before his next maneuver.
● The attacking coach can restore cards, just before his
maneuver. He has the right to do that only if the ball carrier
is in the 22 m zone of the opposing team.
RUSH (2) ILL
OR
Same movement grid for all.
GAME PLAN (1)
Acceleration
5+
Forbidden : ending his move into a
mêlée zone, or adjacent to the ballcarrier.
Condition to be played by the attacking
coach : the ball carrier is not threatened, or isthreatened by only one player.
In some cases, a tactical card has a green rhombus,
with a "5+", or a "6+", etc...
When he finished playing such a card, and before a
possible Keeping test, the attacking coach can carryout a Sequence test. He must have the ball
when he carries out this test.He rolls a D10. The Sequence test is successful if the
D10 is equal or higher than the number written in the
rhombus.
If the Sequence test is successful, the next maneuver
will be made by the attacking coach.
If the Sequence test fails, the ball bounces.
Forbidden : recovery.
This card activates 5 players at most.
These players doesn't have the ball.This card has the note "Acceleration".
● Each coach has 23 tactical cards (except the "Interception"
card). In order to build a deck of 10 cards, each coach
follows these steps :
A. At the beginning of the game, the coach takes these 4
cards (these cards are always in the deck) :
1. Lateral play. 2. Support. 3. Rush. 4. Breakthrough.
B. The coach chooses freely 6 other cards (for a total of 10
cards). The 13 other cards are not used in the game.
C. The coach takes his own "Interception" card, placed next
to his deck.
VARIABLE TACTICAL DECK
COUNTER-ATTACK (1) 3+
Condition : the ball is free and is
located in the 22 m zone of the coach
who is playing this card.
Players activated by this card must be
in their own 22 m zone.
4+
11 / 14 / 15
11 / 14 / 15
In some cases, a card can be played only if specific conditions
are fulfilled. If they are not fulfilled, the card can be played
nevertheless, WITHOUT activating players. Moreover, a card
played, without fulfilling its conditions, is automatically
discarded (no Keeping test).
With this movement grid , there is
absolutely NO constraints on the player's
movement.
This card activates 4 players at most.
It has 3 movement grids . Before any
action, the coach must choose only
one grid , because the 4 players must
use the same grid.
A player activated by this card cannot end his
move into a mêlée zone, or into a square
adjacent to the ball carrier.
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SEGMENT I. Freshening up the deck
● All the discarded tactical cards come back to their deck.
"Interception" cards are available again.
SEGMENT II. Placing players and launching the play
● If needed, each coach places his players on the field, in
order to carry out 1 of these specific actions : Kick Off, Re-start
Kick, 22 m Drop-Out, Scrum, Lineout, Penalty Kick.
Then this specific action is resolved.
SEGMENT III. Current play
● Each coach carries out 1 maneuver, alternately, starting
with the attacking coach. If the ball is free, the coach who
didn't lose the ball starts first.
/ Exception, after a Lineout with the "long throw" option : if the
ball doesn't pass through the line of touch (after its bounce),
the coach who threw the ball starts first. Otherwise, the other
coach starts first.
/ Exception, after a Kick Off, a Re-start Kick, or a 22 m drop-
out : the coach who kicked starts first, if his Following Kicktest is successful.
/ It is possible that a coach makes several maneuvers in a
row.
/ In order to make a maneuver in the SEGMENT III, a
coach, EITHER plays 1 tactical card, OR declares a Ruck
or a Maul, OR attempts a Drop Goal, OR declares a mark.
SEGMENT IV. Ending the Game Phase
● The Game Phase comes to an end if specific events occurs
(Try, ball outside of the field, etc...).
/ If the end of the Game Phase is caused by certain conditions
(voluntary stop, or no remaining tactical cards) :
a possible Pressure test is made.
USING TACTICAL CARDS
● Playing 1 tactical card = 1 or several activated players,
chosen by their coach.
● 1 activated player = 1 movement.
OR 1 movement THEN 1 pass.
OR 1 movement THEN 1 tackle.
OR 1 movement THEN 1 recovery.
OR 1 movement THEN 1 interception.OR 1 movement THEN 1 kick.
MAKING A MANEUVER IS MANDATORY
● When it is his turn to make a maneuver, a coach MUST :
Use 1 tactical card (even to do nothing),
OR Declare a Ruck or a Maul,
OR Attempt a Drop Goal,
OR Declare a Mark,
OR Pass his turn, if he doesn't have the ball, and if he has
no tactical card remaining,
OR Voluntarily stop the Game Phase, if the conditions are
fulfilled.
SEQUENCE OF A GAME PHASE
● If a penalty / Scrum is awarded in favor of a coach, the Game
Phase ends, except if this coach uses the advantage rule .
/ Some situations lead to a penalty / Scrum, and, at the same
time, to the end of the Game Phase. In this case, the
advantage rule cannot be used.
/ If a coach uses the advantage rule : this coach ignores
temporarily this penalty / Scrum, and the current Game Phase
continues, or possibly comes to an end with another cause. By
doing this, this coach has also the right to stop, at any time, the
current Game Phase (just before he or the opposing coach
makes a maneuver). This stop is not a voluntary stop, because
this stop is caused by a penalty or a Scrum.
At the beginning of the next Game Phase, this coach must make
a choice :
A. Beginning normally this Game Phase.
The suspended penalty / Scrum is permanently lost.
B. Beginning this Game Phase by the
suspended penalty / Scrum.
/ Attention : if, before the next Game Phase, a coach scores a
Try, attempts a Drop Goal, or kicks the ball, the penalty / Scrum
is permanently lost.
/ Attention : if, before the next Game Phase, another
penalty / Scrum is awarded in favor of the same coach, the
advantage rule cannot be used any more, and the Game
Phase ends. In this case, this coach must choose : either he
carries out the suspended penalty / Scrum, or he carries out the
new penalty / Scrum
/ Attention : if, before the next Game Phase, a penalty / Scrum,
or a 22 m drop out, is awarded in favor of the opposing coach,
the advantage rule cannot be used any more, and the GamePhase ends. In this case, what was awarded to the opposing
coach is cancelled. Moreover, the suspended penalty / Scrum
must be carried out.
/ A marker must be used in order to remember the position of
the suspended penalty / Scrum.
THE ADVANTAGE RULE
● If a coach voluntarily stops the Game Phase, or if the GamePhase ends because there is no remaining tactical cards :
there is "pressure on the ball carrier", if this ball carrier is
threatened by several players.
In this case, the attacking coach rolls a D10, and reads the
table below :
PRESSURE ON THE BALL CARRIER
D10
1 or 2
3 or 4
5
6 or 7
Effects
Penalty against the attacking coach
Scrum against the attacking coach
Ball given to the nearest opposing player*
The ball bounces
8 to 10 No effect
4
* The opposing coach chooses the opposing player.
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ATTEMPTING A PENALTY KICK OR A DROP GOAL
A. The coach counts the distance between the middle of the
poles and the kicker. The coach adds to this distance the
lateral gap between the middle of the poles and the kicker
(see illustration). This sum is the difficulty of the kick.
B. A D10 is rolled, and added to the Kick Skill of the kicker.
5 is substracted in case of Drop Goal under pressure. The kick
is successful (3 points) if the total is equal or higher than the
previous difficulty.
● If a Penalty Kick or a Drop Goal is successful, the opponent
will make a Re-start Kick (SEGMENT II) in the next Game
Phase.
/ If a Penalty Kick or a Drop Goal fails, the opponent will make
a 22 m Drop-Out (SEGMENT II) in the next Game Phase.
TRY (5 points or 7 points)
● The attacking coach makes a Try if the ball carrier is into
the opponent's goal zone. The Try is worth 7 points if the
distance between the ball carrier and the poles is equal or
lower than 2 squares. Otherwise the Try is worth 5 points.
/ The ball carrier's movement ends as soon as he enters the
opponent's goal zone.
/ If an action leads to a Try, and ALSO to a penalty against
the attacking coach : the Try is cancelled and the Game
Phase ends. At the next Game Phase this penalty will be
carried out by the opponent.
PENALTY KICK (3 POINTS)
● Attempting a Penalty Kick means : kicking the ball between
the opponent's poles (for 3 points), after a foul made by the
opponent.
/ The position of the penalty is the last position of the ball.
The Penalty Kick is attempted from this position : the Kicker(generally the fly-half) is placed on this position.
/ If the penalty is due to a Lineout Test, its position is on the
same line as the Return Position of the lineout, on the 3rd
column from the lateral edge.
/ Exception : it is forbidden to attempt a Penalty Kick from the
first 3 rows, from an edge of the field. So, if the initial position
is on these rows, the Penalty Kick will be attempted, in fact,
from the 4th row (from the same edge of the field). The new
position and the initial position must be on the same column.
REPLACING A PENALTY KICK● If a penalty is awarded in favor of a coach, he has 3
possibilities (only 1 choice) :
A. Penalty Kick toward the opponent's poles (SEGMENT II,
for 3 points).
B. Lineout in his favor (SEGMENT II). From the row
containing the position of the penalty, the coach moves
forward of 6 rows : in this way he finds the Return Position
of the lineout. If, by this way, the Return Position is on the
first 3 rows (from the opponent's edge) : this Return
Position is moved on the 4th row.
C. Scrum in his favor (SEGMENT II). The position of the
Scrum is the position of the penalty. There is a particular
case, in case of offside during a kick : the position of the
Scrum is the position of the kicker.
DROP GOAL (3 POINTS)
● Attempting a Drop Goal means : kicking the ball between
the opponent's poles (for 3 points), during the current play
(SEGMENT III).
/ A Drop Goal is under pressure if the kicker is theatened by
several opposing players.
/ Attempting a Drop Goal is allowed only if the distance
between the kicker and the opponent's goal zone is equal or
less than 8.
SCORING POINTS 5
14 12 10 8 6 4 2 0
Lateral gap : 0 for the central
column. Then +2 per column.
Penalty kick
and Drop
Goal10
Distance between the kicker
and the middle of the poles
= 4.
Lateral gap = 6.
Difficulty of the kick
= 10 (4 + 6).
Penalty here
Lineout here
Penalty here
Lineout here
Field
Example : replacing a Penalty kick by
a lineout
Team which made the foulFirst 3
rows
First 3
rows
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● The ball begins the game in possession of one of the two
teams. Then the possession can change. Also the ball can
become "free", after a kick, a bounce, etc....
/ A ball placed in a square without any player is "free".
/ The ball carrier cannot move and leave free the ball.
● Taking possession of a free ball is called a "recovery". In
order to recover the ball, a player must be into the ball square.
/ Except in some cases, the recovery is automatic.
● If, in order to recover the ball, a player moved 3 squares or
more, or moved back : he must carry out a Recovery Test
once after he enters the ball square.
/ His coach rolls a D10 and adds his Recovery Skill. The test is
successful if the total is equal or higher than 6 (the difficulty is
6).
/ In case of failure, this coach must choose :
A. EITHER the ball bounces.
B. OR this coach loses 2 tactical cards. But he keeps the ball.
● In some circumstances, the ball carrier can lose the ball
randomly, by bounce.
/ Also, the ball can bounce during some lineouts, or during
kicks.
● If the ball bounces in front of the ball carrier, and into the
field, a Scrum is awarded in favor of the opponent.
/ If the ball bounces outside the field, while the ball carrier is
in the Dead Ball Zone (DBZ) of his own team, the Game
Phase ends. Also, a Scrum is awarded in favor of the
opponent.
/ If the ball bounces outside the field, while the ball carrier is
NOT in the DBZ of his own team, the Game Phase ends.
Also, a lineout is awarded in favor of the opponent.
/ If the ball bounces into the DBZ of the ball carrier's team,
the Game Phase ends. Also, a Scrum is awarded in favor of
the opponent.
● How the ball bounces ? A D10 is rolled and the Bounce
template is read. The center of the Bounce template
symbolizes the initial position of the ball. If the D10 gives 9 or
10, the ball stays in its initial position.
● If the ball bounces from the ball carrier, and if there is at
least 1 onside team mate of the ball carrier, located in an
adjacent square : the attacking coach can re-roll once the
D10 used for the bounce (the first result is cancelled).
● In some cases, the bounce is mandatory at the end of the
ball carrier's movement (or at the end of the new ball carrier's
movement if a player attempts to recover the ball).If the ball carrier is into the opponent's goal zone at the end of
his movement, the Try is available only if he keeps the ball
after the bounce.
If the ball bounces onto the opponent's goal zone or onto the
opponent's DBZ, the Game Phase ends. Also a Scrum or a
22 m Drop Out is awarded in favor of the opponent (the
opponent chooses).
RECOVERING THE BALL BOUNCE OF THE BALL
Bounce template.
9 or 10 : no bounce. The length of thebounce is always 1.
1 2
46
8
3
57
6
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Red team
The defending coach must
leave at least 2 empty
rows.
Kick Off or Re-start Kick.
The defending coach
places his players AFTER
the other coach.
Each coach places his
players in his own half of
field.
Blue team
KICK OFF OR RE-START KICK
● The first action of the game, or after a team scored, is
always a kick.
● For such a kick, the final position of the ball (after the
bounce) must be beyond the opponent's 10 m line.
Otherwise, a Scrum is awarded in favor of the opponent,
on the kicker's position.
/ If the ball goes outside the field : the Game Phase ends,
and a Scrum is awarded in favor of the opponent, on the
kicker's position. Instead of this Scrum, the opponent can
choose a lineout in his favor (the Return Position and
the kicker's position must be on the same row).
22 M DROP-OUT
● It is a kick, carried out after a failed Penalty kick, a
failed Drop Goal, or after a mark .
/ In this case, initial positions are (before the kick):
a) The attacking coach places his players in his own22 m zone.
b) The other coach places his players AFTER,
leaving at least 2 empty rows in front of the 22 m
zone of the attacking coach.
22 meters zone.
front
rear
leftright
left right
front
rear
Goal zone
The gameboard has 28 rows and 15 columns (420
squares).
Each square can include 1 player at most.
When the distance between 2 players is calculated, the
square of one of these 2 players is ignored. Same thing for
the distance between 2 columns (or 2 rows).
Initial positions at the beginning of the
game, or after a team scored
This row is called Dead Ball Zone (DBZ).
A player can never enter a square located in the
opponent's DBZ.
10 m line
5 m l i n
e
1 5 m l i n
e
14
42 10 131211
15
6 8
12
2
14 11
15
8
4
6 10
Bounce
13
A Try in this sector is worth 7points.
Otherwise it is worth 5 points.
Facing of
players.
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● If the ball belongs to a player, an offside line is defined,
in front of the ball carrier (see illustration).
/ A player is offside if the offside line is behind him.
Otherwise he is onside.
Offside
line
Red team
DEFENSIVE ZONE
● Each player has a defensive zone of 3 squares, in front of
him. If the ball carrier is in an opposing defensive zone : the
ball carrier is "threatened".
● The Reorganisation Move occurs in 2 circumstances :
1) During a mêlée. 2) In case of obstruction.
● The Reorganisation Move of a player is carried out by his
own coach. The length of the Reorganisation Move is
unlimited. There are some strong constraints :
A. The player must stay in his initial column, during all the
trajectory.
B. The player must end the move into an empty square, and
outside a mêlée zone .
C. The player must be onside at the end of his move.
D. If the previous constraints cannot be respected, the player
is placed into his team's goal zone, or into his team's DBZ,
on the empty square closest to his initial column.
MELEE AND REORGANISATION MOVEDuring the Mêlée sequence , Reorganisation Moves occurs
before and after the possible push generated during the
mêlée .
/ The Reorganisation Move is mandatory for offside players.
OBSTRUCTION (caused by an offside player)
● A player without the ball can end his move into a square
already occupied by an offside opposing player.
/ This offside opposing player MUST make a Reorganisation
Move.
/ The player who dislodges the offside player must end his
move into an onside position.
REORGANISATION
BEFORE AFTER
It is the turn of the Red coach. The Red player n°1 5 wants to
threaten the ball carrier.
An obstruction is made by the Blue player n°6.
The Blue player n°6 MUST make a Reorganisation Move.
THREATENING THE BALL CARRIER
OFFSIDE PLAYER
1
2
10
15
8
8
6
8
15
6
815
8
4
13
Offside line
Offside line
Offside line
Mêlée
zone8
6
MELEE ZONE
● If the ball carrier is threatened : a mêlée zone is created
around him. This zone has 12 squares, 6 for each team (the
mêlée zone is symmetric).
/ Each half of the mêlée zone is rectangular (depth = 2
squares, and width = 3 squares).
/ The mêlée zone generates 2 new offside lines, one for
each team. For each team, the new offside line is just
behind the mêlée zone (see illustration).
/ A player outside the mêlée zone must be located behind
the offside line of his team, or in the goal zone of his team,or in the DBZ of his team. Otherwise he is offside.
Blue team
Offsideplayers
Ball carrier
2
Defensive zone
Red team
Blue team
A
B
C
D
Position A and B are offside positions for all players.
Position C is an offside position for the ball carrier's team mates.
Position D is an offside position for the defensive players.
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● NUMBER AND LENGTH OF THE MOVEMENTS. A player
can move several times per Game Phase. The maximum
length of each move is the 1st or 2nd Move Skill of the player.
In some cases, this length is also the Power Skill of the player.
● ENDING A MOVE INTO AN EMPTY SQUARE. A player
cannot end his move into a square occupied by another
player, except in case of obstruction.
● MOVING A PLAYER WITHOUT THE BALL. He can pass
through any players (team mates or opposing players).
● MOVING THE BALL CARRIER. He can pass through any
team mates. He cannot pass through opposing players. He
cannot make a diagonal move between two adjacent opposing
players.
● BALL CARRIER THREATENED AT THE BEGINNING OF
THE MOVE. If the ball carrier begins a move, while he is
threatened by only one player : the maximum length of thismove is his Power Skill. Moreover, the attacking coach will lose
1 tactical card at the end of this move.
/ If the ball carrier wants to begin a move, while he is
threatened by several players : he cannot move !
● ACCELERATION. Some tactical cards have the note
"Acceleration". If a player is activated by such a card, he can
use his 2nd Move Skill for his move.
/ If the ball carrier is threatened at the beginning of his move :
he cannot use his 2nd Move Skill.
● SPECIAL ACCELERATION FOR THE BALL CARRIER.
If he is NOT threatened at the beginning of his move, the ball
carrier can use his 2nd Move Skill, even if he is not activated by
a card with the note "Acceleration". In this case, the ball
bounces at the end of this move.
● MOVING BACK. "Moving back" occurs when a player ends
his move into a row located behind his initial row.
● GOING OUTSIDE THE FIELD. A player without the ball
cannot go outside the field. The ball carrier can go outside the
field : in this case the Game Phase ends. In the next Game
Phase, there is a lineout in favor of the opponent. The ReturnPosition of the lineout, and the last position of the ball carrier,
must be on the same row.
Forbidden
move for theball carrier !
PASSRULES OF MOVEMENT
(except Reorganisation Move)
Example of pass under
pressure. In this
example, the attacking
coach loses 2 tactical
cards.11
11
8
4
10
11 8
6
9
● A player can pass the ball to a team mate. In this case, the
player who receives the ball (the receiver) must be behind
the player who sends the ball (the sender), or in the same
row.
LENTH OF THE PASS
● It is the distance between the sender and the receiver. This
distance cannot exceed the Pass Skill of the sender.
PASS OF THE SCRUM-HALF (or LONG PASS)
● If the coach who wins a mêlée is also the one who has the
ball, the "1st pass after the mêlée" has a maximum length of
5. In this special case, the length of the pass and the Pass
Skill are independent.
PASS UNDER PRESSURE
● A pass is under pressure if the sender is threatened by
several opposing players.
/ Exception : a pass is no longer under pressure if there is a
situation of cleaning out, after a mêlée won by the coachwho has the ball. The advantage given by the cleaning out
is available only for the "1st pass after the mêlée".
● When a coach makes a pass under pressure, he must
choose :
A. Either this coach loses 2 tactical cards.
B. Or the receiver is at least 3 rows behind the sender.
RISKY PASS AND SENDING TEST
● A pass is risky if :
A. The pass is strong. In other words, the distance between
the sender and the receiver is :
1 + sender's Pass Skill.
AND / OR
B. The pass is flat. In other words, the sender and the
receiver are in the same row.
/ If a pass is risky, the attacking coach must make a
Sending Test, once after the pass. He rolls a D10, and adds
the sender's Pass Skill. The test is successful if the total is
equal or higher than 6 (the difficulty is 6).
/ In case of success, nothing happens.
/ In case of failure, the ball bounces.
2 rows
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INTERCEPTION 10
With green background : valid
positions for interception
6
10
● Each coach has a special tactical card called "Interception".
This card doesn't belong to the tactical deck. At the beginning
of the game, this card is placed next to its coach, available for
him. Once this card is played, it is discarded. At the beginning
of each Game Phase, this card is available again for the new
game phase.
● If the attacking coach makes a pass, the defending coachcan immediately shout "Interception !", and play the
"Interception" card. This interrupts the maneuver of the
attacking coach. The ball is removed from the receiver, and is
given back to the sender.
/ Only some passes can be intercepted : the sender's row and
the receiver's row must be equal or adjacent. Moreover, the
receiver and the sender cannot be adjacent.
● Steps for interception :
Step 1. The defending coach designates 1 player as
"intercepting player". This player moves in order to be into avalid position. Of course, the movement grid must be
respected. Possibly, this player can stay in his initial position.
Step 2. If the intercepting player is in a valid position, the
defending coach makes an Interception Test. He rolls a D10.
/ If the pass is not under pressure, this test is successful if the
D10 is equal or higher than 8 (the difficulty is 8).
If the pass is under pressure, this test is successful if the D10
is equal or higher than 6 (the difficulty is 6).
/ If the intercepting player is not in a valid position, the
Interception Test fails automatically.
Step 3.
/ In case of success, the ball is given to the intercepting
player. Moreover, the current Game Phase resumes with the
new attacking coach (the 1st maneuver after the interception
is made by the new attacking coach).
/ In case of failure, the ball is given to the receiver, and the
current Game Phase goes on, as if there has been no
interception made by the opponent. Moreover : a Scrum is
awarded in favor of the attacking coach, and the defending
coach loses 2 tactical cards.
● Valid position for an interception :
A. Located on the receiver's row, or on the adjacent row in
front of the receiver's row,
AND
B. Located on the sender's column, on the receiver's column
or between these 2 columns.
Example of interception.
10
11
8
6
13
12
108
6
13
12
11
11
The Blue player n°11 is chosen, but the interception fails.
Ball is given to the initial receiver. The Blue coach loses 2
tactical cards. A Scrum is awarded in favor of the Red
coach. The position of this Scrum is the position of the
receiver (the last ball carrier).
The Red coach makes a pass (from n°10 to n°6), and the
Blue coach interrupts him, because he plays the"Interception" card. If the movement grid of this card is
taken into account, the Blue player n°12 cannot be c hosen
as intercepting player. The other Blue players in this
illustration can be chosen as intercepting player.
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MELEE AND PUSH
RUCK AND MAUL
● When ? : in the SEGMENT III. If it is his turn to make a
maneuver, the attacking coach can declare a Ruck or a Maul.
● Conditions ? : the ball carrier must be threatened by several
opposing players, and he must be adjacent to at least one
onside team mate.
Moreover, the attacking coach must have at least 1 tacticalcard in his deck (It doesn't matter if this card is used or not for
the mêlée).
● Who is involved ? : the ball carrier, plus all his team mates
located in the mêlée zone (his supports). The ball carrier and
his supports form the offensive pack.
/ The defensive pack is formed by all the opposing players
located in the mêlée zone .
● Total power of a pack : it is the sum of all the individual Power
Skill (from the players forming the pack).
/ Exception : if a player is offside, his Power Skill is ignored, as if
his Power Skill was equal to zero.
● Per Game Phase, each coach can declare 2 Mauls at most.
If a coach declares a mêlée (Ruck or Maul), he cannot declare
a mêlée (Ruck or Maul) for his next maneuver in the same
Game Phase.
Example of Ruck or Maul
Offside line
Offside line
Offside line
Toward the
Red team
/ The pack of the Blue team includes 5 players, and
its total power is 12 (= 3 x 3 + 1 x 1 + 1 x 2).
/ The pack of the Red team includes 3 players, and
its total power is 6 (= 2 x 3 + 1 x 0).
/ The Power Skill of the Red player n°12 is ignored (he's offside).
SEQUENCE OF MELEE (Ruck, Maul, or Scrum)
1) Beginning : Determining of the winner of the mêlée
(Mêlée Test if there is resistance).
2) Possibly, the ball changes possession.
Possible penalty.
3) Determining of the push length.
Possible penalty.
4) Reorganisations of offside players
(first the defending coach, then the attacking coach).
5) Possible push.
6) Reorganisations (for the winner only).
7) End (gaining or losing tactical cards).
14
4
210
13
6
8
12
211
4
6
13
These players (with a circle) are offside, and will
make a mandatory Reorganisation Move, in order to
no longer be offside.
12
MELEE TEST (Ruck, Maul, Scrum)
● Once the mêlée is declared (always by the attacking
coach), the defending coach must choose :
Case 1. He doesn't resist. In this case, the attacking coach is
the winner of the mêlée.
Case 2. He resists. In this case, the attacking coach must
carry out a Mêlée Test.
● The Mêlée Test. The attacking coach rolls a D10, adds the
offensive total power, and substracts the defensive total
power.
Attention : the attacking coach can play a single tactical
card. The strength of this card is added to the total.
The defensive coach can also play a single tactical card. But
the defensive strength is substracted.
The tactical cards must be played before the die roll.
First, the attacking coach plays his card, then the defending
coach.
/ The Mêlée Test is successful if the final total is equal or
higher than the difficulty.
/ The difficulty is 7 in case of Maul.
The difficulty is 6 in case of Ruck.
The difficulty is 3 in case of Scrum.
● If the Mêlée Test is successful, the winner of the mêlée is
the attacking coach. Moreover, a penalty is awarded in favor
of the attacking coach.
● If the Mêlée Test fails, the winner of the mêlée is the
defending coach.
A. The Blue coach declares a Ruck. The defending coach
decides to resist. So there is a Mêlée test.
The attacking coach doesn't play any tactical card.
The defending coach plays one tactical card, with strength 3.
A D10 is rolled and gives a 4.
The offensive total power is added : 4 + 12 = 16.
The defensive total power is substracted : 16 - 6 = 10.
The strength of the defensive card is substracted : 10 - 3 = 7.
The Mêlée Test is successful because the difficulty
of the Ruck is 6. So the attacking coach is the winner.
Push length : the attacking coach rolls one D10, and obtains 8.
So the push length is 1 square.
A
There are 3 types of mêlée : Ruck, Maul, or Scrum.
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THE PUSH
● If the coach who declares the mêlée is also the winner of
this mêlée, his pack can move forward 1, 2, or 3 squares ;
this is called the "push".
/ In order to know the push length, the winner rolls a certain
number of D10. For each roll of 6 or more, the pack of the
winner will move forward 1 square, toward the opposing goal
zone.
/ Number of D10 rolled for the push length :
In case of Ruck, the winner rolls 1 D10 at most.
In case of Scrum, the winner rolls 2 D10 at most.
In case of Maul, the winner rolls 3 D10 at most.
● Carrying out the push. First, each player of the defeated
pack move back, staying in the same column.
All the moves are the same. Then, the winner's pack does
the same, except it moves forward. At the end of the push,
both packs must be in contact.
● Penalty and push. If at least one of the D10 rolled for the
push gives 1, the Game Phase ends. The push is cancelled,and a penalty is awarded in favor of the defending coach.
CLEANING OUT
● If the winner of the mêlée is the coach who has the ball at
the end of the mêlée, there is a "cleaning out" situation.
A marker "Cleaning out" is placed next to the ball carrier.
In other words, if the ball carrier makes a pass, he can
ignore all adjacent opposing players, as if these opposing
players were not in the field (the pass is not under
pressure).
/ The cleaning out situation benefits only to the "1st pass
after the mêlée".
/ "1st pass after the mêlée" means :
A. It is the first pass since the end of the mêlée.
B. This pass and the mêlée are carried out in the same
Game Phase.
C. The sender didn't move since the end of the mêlée
(except a possible push move).
/ The marker "Cleaning out" is removed after this pass.
GAINING OR LOSING TACTICAL CARDS
● The winner of the mêlée gains :
a) 2 tactical cards after a Ruck or a Maul.
b) 1 tactical card after a Scrum.
● The defeated coach loses :
a) 0 tactical card if there was NO resistance.
b) 2 tactical cards if there was resistance.
WHO MAKES THE FIRST MANEUVER AFTER THE
MELEE ?
● It is always the winner of the mêlée.
THE SCRUM
● If a penalty is awarded in favor of a coach, he can replace this
penalty by a Scrum in his favor. Also, a Scrum can be awarded
in other circumstances (when the ball bounces for example).
● When ? : a Scrum is always carried out in the SEGMENT II.
● Specificity : for each team, the pack includes the 4 forward
players. The player n°2 of the attacking coach is t he ball carrier.
The offensive players n°4 and n°6 are on the flanks of the ball
carrier (i.e. on the same line, and adjacent to the ball carrier).
The offensive player n°8 is just behind one of thes e three
players. The defensive forward players do the same, AFTER the
offensive forward players.
● Position of the Scrum : in case of penalty, it is the position of
the penalty. Otherwise, it is the position of the last ball carrier.
If several positions are available, the attacking coach chooses.
/ Particular case (offside during a kick) : if a Scrum replaces
the penalty, the position of the Scrum is the kicker's position.
Same thing if, during a Kick-Off or a Re-start Kick, the ball
doesn't go beyond the opponent's 10 m line. Same thing if theball is kicked into the opponent's DBZ.
/ The first 3 columns from a lateral edge are forbidden for the
position of the Scrum ; if needed this position is moved toward
the 4th column, on the same row.
/ The first 3 rows from an edge are forbidden for the position of
the Scrum ; if needed this position is moved toward the 4th row,
on the same column.
/ Once the final position of the Scrum is found, the offensive
player n°2 is placed on this position. Then the oth er forward
players are placed.
● The defending coach MUST place his backs (n°10 to n °15)
AFTER the attacking coach. The backs must be placed on
onside positions.
● Once all players are placed on the field, the sequence of
mêlée begins. MMMMPPPPFFFF..PUSH !
14
Final position of the ball
(after it bounces).
Scrum here
Kicker's position
Penalty here
Field
Example : offside during a kick.Replacing a Penalty Kick by a Scrum.
Team which made the foul
Kick
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62
Toward the Red team
The defensive players are placed
AFTER the offensive players.
Toward the Blue team
Offside line
Offside line
SEGMENT II. The Scrum is carried out.
Let's suppose the attacking coach wins the mêlée,
and let's suppose the push length is 1.
SEGMENT III. The first maneuver is made by the attacking coach
(because he is the winner !).
With an appropriate tactical card, he begins by a pass toward the
player n°8 ( cleaning out situation).
Example of Scrum15
12
2
14 11
15
8
46
10
14
4 2
10
1312
11
15
6
8
12
2
14 11
15
8
46
10
14
4
10
13
1211
13
Offside line
8
AFTER the push : Reorganisation Moves can be
made by players who belong to the team which won
the mêlée.
Toward the Red team
Toward the Blue team
It is the beginning of the
Game Phase.
A Scrum must be carried out
on this position.
BEFORE the push : mandatory
Reorganisation Moves, in order to avoid
offside situation.
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KICKING THE BALL
● The ball carrier can send the ball forward (with the feet) :
this is called "kicking the ball". The kicker uses "kick points " in
order to carry out the kick. The number of "kick points " is the
kicker's Kick Skill.
/ The kicking coach must follow a precise sequence :
Step 1 : Length of the kick.
Step 2 : Bounce and final position.Step 3 : Following Kick Test.
● Step 1. Some kick points are spent by the coach who
carries out the kick. The length of the kick is equal to the
number of kick points which are spent in this step. The length
of the kick is the distance between the kicker and the
landing position of the ball. This landing position must be in
front of the kicker, and never on the opponent's DBZ.
/ A kicker who is threatened by several opponents loses D10
kick points , just before the step 1 of the kick. If, after this loss,
the kicker has no kick points remaining, this means the ball
goes outside the field. So the Game Phase ends, and alineout is awarded in favor of the opponent.
The Return Position of the lineout, and the kicker, are on the
same row.
/ A kicker who is threatened by a single opponent loses 2
kick points , just before the step 1 of the kick.
● Step 2. The ball bounces from the landing position. This
gives the final position of the ball. If he still has kick points ,
the coach can re-roll the D10. He must spend 1 kick point for
each re-roll.
Each re-roll cancels the previous result.
/ If the kicker is into the 22 m zone of his team, he gains 2 free
re-rolls, without spending any kick points . These special re-
rolls are used only for the bounce during a kick.
/ If the final position is outside the field : at the next Game
Phase, a lineout is awarded in favor of the opponent.
The Return Position of the lineout, and the landing position
of the ball, are on the same row.
/ If the final position is in the opponent's DBZ : the Game
Phase ends. At the next Game Phase, a Scrum is awarded in
favor of the opponent, on the kicker's position.
/ Offside during a kick. If the final position is occupied by a
kicker's team mate who is offside (i.e. offside when the ball is
still with the kicker), or is within 2 squares of a kicker's team
mate who is offside : a penalty is awarded in favor of the
opponent.
/ Particular case : Kick-Off and Re-start Kick.
If the final position is not beyond the opponent's 10 m line : a
Scrum is awarded in favor of the opponent, on the kicker's
position.
If the final position is outside the field : either a Scrum is
awarded in favor of the opponent, on the kicker's position, or a
lineout is awarded in favor of the opponent (The Return
Position of the lineout, and the kicker, are on the same row).
● If a coach kicks the ball, the opponent can make a Mark
(MAAAARK !!). This Mark is declared during the opponent's next
maneuver (i.e. the opponent's first maneuver after the kick).
/ To make a Mark, the opponent must choose one of its player.
Moreover, all these conditions are required :
A. The coach who kicked the ball doesn't have the ball ((i.e.
since the kick, no player of the kicking team has take
possession of the ball).
B. The final position of the ball is in the opponent's 22 m zone.
C. The final position of the ball is in the square of this player,
or in an adjacent space.
D. This player is in his own team's 22 m zone.
● Making a Mark ends the current Game Phase, automatically.
At the next Game Phase, the opponent will make a 22 m Drop-
Out (SEGMENT II).
● A Mark cannot be declared after a Kick-Off, or after a Re-start
Kick.
● Attention : "a coach who declares a Mark" is not considered as
"a coach who voluntarily stops the Game Phase".
MARK
● Step 3. A Following Kick Test can be carried out by the
coach who kicked the ball. If this test is successful, this coach
will make the next maneuver (making 2 maneuvers in a row).
/ A coach who has the ball cannot make a Following Kick
Test.
● The Following Kick Test. If he still has kick points , thecoach can roll a certain number of D10. He must spend 1 kick
point for each D10 rolled. If at least one D10 gives 7 or more,
and if no D10 gives 1, the Following Kick Test is successful.
/ If at least one D10 gives 1, a penalty is awarded in favor of
the opponent (this is also a case of offside during a kick).
● Suppose a kicker's team mate is offside (i.e. offside when the
ball is still with the kicker), and suppose he moves AFTER the
kick, and BEFORE the opponent's next maneuver : this team
mate MUST move backward.
/ If a kicker moves after the kick : this constraint is ignored by
all players overtaken by the kicker, or located on the kicker's
final row.
FOLLOWING KICK TEST 16
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17
Toward the Red team
14
4
2
10
13
12
11
15
6
8
12
2
14
11
15
8
4
6
10
13
The attacking coach won a Ruck. The next maneuver is for him. He plays the card "Support", and activates the ball carrier,
and also the player n°15.
A. The ball is sent to the player n°15 ( cleaning out situation for the 1st pass after the mêlée).
B. The player n°15 moves.
C. The player n°15 kicks the ball. The Kick Skill of the player n°15 is 9. So there are 9 kick points for this kick.
His coach spends 7 kick points for the length of the kick.
The D10 used for the bounce gives 3. The ball bounces toward the right and forward .
The D10 used for the bounce is not re-rolled because the coach chooses to not spend kick points for re-rolls.
D. Following Kick Test : the player n°15 has 2 last kick points . The coach spends these 2 kick points . So, he must roll 2
D10. These dice give 8 and 2. The Following Kick Test is successful.
E. The next maneuver is again for the coach who kicked the ball (because the Following Kick Test is successful).
1 2
4
6
8
3
57
These 2 players (n°8 and n°10) are
offside (i.e. offside when the ball is
still with the kicker).
Until the opponent's next maneuver,
they must move backward, or stay in
their initial positions.
If a kicker's team mate was in this
zone, a penalty would be awarded
against the kicking team (offside
during a kick).
Toward the Blue team
Landing position. The ball is placed
within 7 squares of the kicker.
The landing position is chosen by the
coach who carries out the kick, as he
sees fit.
Final position
(after the bounce).
Bounce
template
A B
C
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15
10
2
LINEOUT 18
The player n°2 is outside the field, with the ball,and near the Return Position .
This player will enter the field during the step 1 of
the Lineout.
Line of Touch.
Square where the ball is placed if the
option "Long throw in" is chosen.
Lineout : example of initial positions
Return Position . Given by a penalty or un
kick. Otherwise it is the last position of the
opposing ball carrier.
Exception : if this position is initially found on
the first 3 rows from an edge of the field,
it is moved into the 4th row.
5 m
1 5 m
12 14
84 6
14
4
10
13
12
11
15
6 8
Offside line for players not involved in the lineout (players n°10 to n°15)
Offside line13
● The coach which makes the throw in must set its
players (except n°2) BEFORE the other coach.
● The coach which makes the throw in is considerd as
the attacking coach (the ball is NOT free).
● The ball is not considered as being outside the field,
because it is thrown TOWARD...the field.
● In RuckBowl, the throw in is not a pass.
● LONG THROW IN. The ball can be throwed "beyond
the 15 m line". This is called a "long throw in". In this case,
the aimed square is the 5th from the edge of the field.
2
Toward the Red team
Toward the Blue team
(team with the ball)
SET UP FOR A LINEOUT
● The teams are separated by the Line of Touch.
● Who is involved ? For each team : the player n°2, plus the
"alignment" composed by 3 forward players.
● For each team, players of the alignment are placed on 3
squares, on the same row, between the 5 m line and the 15
m line.
/ The alignment of the team with the ball and the Return
Position are on the same row.
/ The two alignments are on adjacent rows.
● For each team, the player n°2 is placed on the fir st 3
columns from the lateral edge (the lateral edge used for the
lineout). Possibly, he can be placed beyond the offside line,
with the back players of his own team.
● The back players (n°10 to n°15) are placed behind their
own offside line, or into their own goal zone.
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► Step 3. The defending coach must choose :
Case 1. The defending coach doesn't resist. In this case, the
attacking coach is the winner of the lineout. The ball is placed
in the field, according to the chosen option.
Case 2. The defending coach resist. In this case, the
attacking coach must carry out a Lineout Test. As for the
mêlée, each coach can play one tactical card. Then the
attacking coach rolls a D10. The Lineout Test is successful if
the final total is equal or higher than the difficulty.
/ If the test is successful, the ball is placed in the field,
according to the chosen option. Moreover a penalty is
awarded in favor of the coach.
/ If the test fails, the ball is given to one of the 3 players of the
opponent's alignment.
GAINING TACTICAL CARDS
● As for the mêlée.
15
10
2
19
12 14
84 6
14
4
10
13
12
11
15
6 8
13
2
2
Segment II of the Game Phase.
Beginning of the lineout.
In this example, let's suppose the attacking coach
chooses the option Deflection, and let's suppose
the other coach doesn't resist.
So the ball is given to the player n°10.
End of the lineout.
Segment III of the Game Phase.
The attacking coach plays the carte "Support" and
activates the players n°10 and n°12.
Toward the Red team
HOW THE LINEOUT IS RESOLVED (SEGMENT II)
► Step 1. The ball is TEMPORARILY given to the offensive
player n°6. Then the offensive player n°2 enters th e field.
► Step 2. The team which makes the throw in must declare 1
option. At this stage, the option is announced, but not carried
out.
> Option "Alignment", difficulty 4 : ball given to the player n°4,
n°6, or n°8 (the attacking coach chooses).
> Option "Deflection", difficulty 5 : ball given to the player n°10.
This option can be chosen only if the player n°10 i s located within2 squares of a player of the alignment.
> Option "Hooker", difficulty 6 : ball given to the player n°2.
This option can be chosen only if the player n°2 is located within
2 squares of a player of the alignment, AND is also in the edge of
the field.
> Option "Long throw in", difficulty 3 : ball placed in the empty
square planned for this option. Then the ball bounces.
Attention : if the ball doesn't pass through the line of touch
(after its bounce), the coach who threw the ball starts first
(i.e. he makes the first maneuver after the lineout).
Otherwise, the other coach starts first.
Toward the Blue team
(team with the ball)
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TURNOVERS AND RE-ROLLS (optional)
TURNOVERS
● There is situation of "turnover" if the attacking coach loses
the ball. In other words, the ball becomes free, goes outside
the field, or is taken by the defending coach.
/ If a penalty or a Scrum is awarded against the attacking
coach : if the defending coach stops the current Game
phase, without using the advantage rule , there is a situationof turnover because the defending coach takes possession of
the ball. If the defending coach uses the advantage rule ,
there is a situation of turnover only if the ball is free, goes
outside the field, or is taken by the defending coach.
/ Exception : a Kick-Off, a Re-start Kick, or a 22m Drop-Out,
never leads to a turnover.
/ Exception : a Penalty Kick (failed or successful) never leads
to a turnover.
/ Exception : attempting a Drop Goal (with success or not)
never leads to a turnover.
/ Exception : a Try never leads to a turnover.
RE-ROLLS
● Each coach has 8 re-roll markers.
/ At the beginning of the game, these markers are in the
initial pool.
/ A re-roll marker cannot be played if it is in the initial
pool.
/ A re-roll marker cannot be played by its coach, if thiscoach doesn't have the ball.
● Each time a turnover occurs : 1 re-roll marker, belonging to
the coach who just lost the ball, is removed from the initial
pool, and is given to this coach.
"You lose the ball => You gains 1 re-roll marker".
● Try and re-roll marker.
/ Each time a coach scores a Try : this coach loses all his re-
roll markers, which come back into the initial pool.
"You score a Try => You lose all re-roll markers".
/ For the other coach, there are 2 cases :
A. The other coach is in the lead : he loses all his re-roll
markers, which come back into the initial pool.
B. The other coach is not in the lead : he keeps all his re-roll
markers.
● Playing 1 re-roll marker allows to re-roll 1 D10, only 1 time,
in any situation, except Keeping Tests.
/ A coach can re-roll the same D10 several times, provided
he has enough re-roll markers available.
/ Only the dice rolled by the attacking coach can be re-
rolled, and only with the own re-roll markers of the
attacking coach.
/ Once a re-roll marker is played, it comes back into the initial
pool.
/ A re-roll cancels the previous result.
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