ruckbowl eng

20
8/14/2019 Ruckbowl Eng http://slidepdf.com/reader/full/ruckbowl-eng 1/20  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. The test 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, each coach 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 5 RUCKBOWL 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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Page 1: Ruckbowl Eng

8/14/2019 Ruckbowl Eng

http://slidepdf.com/reader/full/ruckbowl-eng 1/20

● 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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3

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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7

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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13

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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15

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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