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EBL BLITZBALL MECHANICS

EBL BLITZBALL MECHANICS

EBL BLITZBALL MECHANICS

Quickstart Guide: Forwards

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ON FIELD MARKERS

  • BALL CARRIER IS OPEN
  • BALL CARRIER SINGLE BLOCK
  • BALL CARRIER DOUBLE BLOCK
  • BALL CARRIER TRIPLE BLOCK (MAX)
  • Blocked Indicator (Pair 1 & 2)
  • Blocked Indicator (Pair 4 & 5)
  • Blocked Indicator (Pair 7 & 8)
  • Dazed Indicators ( LF | RF | GK)
  • Dive Indicators ( LD | RD)

3

  • Goalkeeper Rush indicator (GK)
  • Blocked Indicator (Pair 3 & 4)

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CLASS: FORWARDS (LF | RF)

ROLE: Offense

UNIVERSAL ACTIONS

  • MOVE - Move to any adjacent Waymark .
  • BLOCK - Cancel an enemy action and intercepts balls to or from them.
  • SURVEY - Intercept movement in down lanes or in your Waymark.
  • PASS - Toss the ball to an ally.
  • SHOOT - Go for the goal!

SPECIALTY ACTIONS

  • TACKLE - Crash into an enemy, moving next to them and causing them to become Dazed, which causes them to drop the ball if they catch it

BALL CARRIER BONUS

  • IMPROVED SHOOT- As the Ball Carrier, Forwards get a +10 to the SHOOT Action.
    • This bonus applies to any roll contesting the shot, including BLOCKs, DIVEs and any roll made by the Goalkeeper.

STARTING POSITION

  • Forward’s will always start in their opponent’s strike zone.
  • If your team is playing on the Red Side of the field, Forwards start in Waymark B (Left) and Waymark 2 (Right)
  • If your team is playing on the Yellow Side of the field, Forwards start in Waymark 1 (Left) and Waymark A (Right)

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ACTION: MOVEMENT

  • You can MOVE to one adjacent Waymark
  • Declare the waymark you want to move into.

  • When you post your intent to move, do NOT move right away. Wait for the Referee to call out that your current phase has ended. The Referee will then call out the REPOSITION PHASE. THAT is when you physically move.
  • This is done because of how all actions occur simultaneously. If you want to block an enemy in Waymark and they just move and swim away from you, you might not realize they are still a valid target because of all of the text scroll.

  • Class Movement:
    • Forwards CANNOT enter friendly goal.

Vertical

Diagonal

Horizontal

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ACTION: SHOOT

  • If you have the ball, you can SHOOT. Roll a /random 100 which is opposed by the Goalie.
  • If you roll higher than the Goalie, you score! If the Goalie rolls higher than you, they catch the ball (we’ll cover what that means on the goalie slide)

  • The Goalkeeper gets a bonus to their roll based on how far away you shoot the ball from. The further it is -- the bigger the bonus.
  • A shot while in the enemy net gives the Goalie +0.
  • A shot while 1 Waymark away gives the Goalie +10.
  • A shot while 2 Waymarks away gives the Goalie +20, or +30 if it occurs during the Blitz Phase.
  • A shot while 3 Waymarks away gives the Goalie +30.
  • A shot while 4 Waymarks away can only be attempted during the Final Round of the game in a special game state that is described in a later slide. The Goalie gets a +50 bonus.
  • The Goalkeeper bonus is shown before the start of every Ball Carrier turn by a Referee, but must be mentally applied after the Goalkeeper rolls.

Goalie Bonus: ±0

Goalie Bonus: +10

Goalie Bonus: +20 (+30 on Blitzoff/Blitzon)

Goalie Bonus: +30

Goal to Goal shots are only normally not allowed! They can only occur on the Final Round if no other option is viable!

Goalie Bonus: +50

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ACTION: PASS

  • If you have the ball, you can PASS it to an allied player.
  • If the allied player is 1-3 ZONES ahead of you, no rolls are required. The PASS succeeds automatically.
  • If the allied player is 4 ZONES ahead of you (Goal-to-Goal), you must make an Opposed Roll against the Goalkeeper. If the Goalkeeper wins, they get the ball even though they were not your intended target.

  • This slide explains the ideal PASS, but MANY actions on upcoming slides will add complications.

Shown here: The Ball Carrier is passing up to the Forward Teammate in Waymark 1.

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ACTION: PASS

  • Goalkeepers cannot receive PASSES.
  • Goalkeepers can pass to allies within 0, 1, or 2 zones of them.
  • If there are no allies (even blocked ones) within 2 zones or closer, the Goalkeeper can pass 3 zones.
  • A goalkeeper passing more than 2 zones causes a Fumble, which lets all players in that ZONE make a contest roll to catch the ball.
  • A Goalkeeper’s pass never counts as a Back Pass, even if it is passed to an ally in net.

Shown here: The Ball Carrier is passing up to his Forward Teammate in Waymark 1.

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ACTION: PASS

  • BACK PASS is a special variation of the PASS that is only available if there are no unblocked allies within 1-3 ZONES ahead of you.
  • A BACK PASS can target any ally in your zone, or up to 1 zone behind you.
  • If you perform a BACK PASS, your team cannot do so again next round.
  • You cannot perform a BACK PASS while in the enemy goal.

Shown here: The Forwards and the Ball Carrier are blocked by the enemy team. With no other open players ahead of the Ball Carrier, they are allowed to pass the ball backwards to the Defender.

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ACTION: BLOCK

  • You can BLOCK an enemy in your Waymark by making an opposed roll.
  • A successful Block -completely negates- the action of the other player and puts both players in the BLOCKED state.
  • The BLOCKED state lasts until the start of the initiating player’s next turn.
  • If a BLOCKED player receives the ball, BOTH players must make an opposed Roll. The winner catches the ball, even if was not intended for them.
  • Because it negates a player’s action, you can use BLOCK to negate an enemy’s BLOCK, potentially saving a BLOCKED teammate.

Goalkeepers are completely immune to BLOCK.

  • The player who lost to a Block roll will have a “Target to Attack” sign placed on their head.

Shown here: A Forward successfully blocks a Defender in Waymark B. The Defender is then marked with a “Target to Attack” Sign, to indicate to their team that they are blocked!

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ACTION: BLOCK

  • A BLOCKED Ball Carrier can ONLY Shoot or Pass. They cannot Move.
  • A BLOCKED Ball Carrier must make an opposed roll in order to Pass or Shoot. If they fail, the BLOCKING player gets the ball. (this is a separate roll from the one that caused them to be blocked in the first place, as the Ball Carrier acts in a different Phase)
  • If a Ball Carrier is blocked by multiple enemies, their opposed roll must beat ALL enemy rolls, losing to the highest that beats them.
  • The Blocked Ball Carrier will have the Shape Symbol above their head changed depending on how many blocks are placed on them.

A Midfielder has successfully blocked a Ball Carrier in Waymark 1. The Ball Carrier now goes from a “Circle” Sign to a “Square” Sign to indicate there is 1 chance to intercept the ball!

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ACTION: BLOCK

  • Multiple people are allowed to Block the same target. (But remember: you only roll once per phase! One high roll can defend against infinite Blocks)
  • A player can only be BLOCKED by 3 enemies at one time.
  • If a player ever becomes BLOCKED by 4+ opponents, only the three (3) highest rolls count. All other blocks will convert to a SURVEY Action.
  • A Referee will indicate the blocks successful at the end of the respective phase.

  • You CAN be dazed and blocked. The Block Icon will be over your head, it will be up to you to remind your team that you are also dazed.

Shown here: A Midfielder and two Forwards successfully blocks a Ball Carrier in Waymark C. The Ball Carrier is given a “Triangle” Symbol to indicate that there are 3 chances of intercepting the ball!

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ACTION: SURVEY

  • When you SURVEY, you enter a special SURVEY STATE.
  • During the Reposition Phase, enter one LANE that is adjacent OR perpendicular to your current waymark. You will only be able to SURVEY your chosen Lane until the start of your next turn.
  • All enemies that MOVE down the Lane you are Surveying must make an Opposed Roll.
  • When all rolls are resolved, depending on what lane you are surveying will determine where your opponent will be relocated to:
    • If you are surveying a perpendicular lane, you may PUSH your target into a waymark ahead of you.
    • If you are surveying an adjacent lane, you may PULL your target into your waymark.

Shown here: A Midfielder is surveying the Letter Lane from Waymark B. When an opponent is surveyed, they are PUSHED to Waymark C.

Shown here: A Midfielder is surveying the Center Lane from Waymark B. When an opponent is surveyed, they are PULLED to Waymark B.

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ACTION: SURVEY

  • Because SURVEYING always puts you in a LANE, it is impossible to SURVEY against diagonal and Horizontal movements UNLESS a player is attempting to RUSH from a Gate in your current waymark.
  • You may Survey a Tackle if the Forward is moving down your surveyed LANE.
  • You can also Survey from Waymark D or Waymark 4

Shown here: A Defender is surveying the Center Lane from Waymark 4. When an opponent is surveyed, they can be pushed to Waymark B or Waymark 2.

Shown here: A Defender is surveying the Center Lane from Waymark C. When an opponent is surveyed from a RUSH GATE, they are STOPPED before they can RUSH.

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SPECIALTY: TACKLE

  • Tackle is the Forward’s Specialty Action.
  • Target an enemy player in a Waymark that you would normally be able to Move towards.
  • When your active Phase begins, indicate the target that you wish to TACKLE. Then make an opposed roll against your target.
  • During the Reposition Phase, move to that Waymark.
  • On a successful roll, your target is DAZED until the end of the next Ball Carrier Phase.
  • If a DAZED Midfielder, Forward, or Defender catches the ball, a FUMBLE occurs.

  • Dazed targets will be marked with a “Target to Bind” icon above their head.

Shown here: A Forward at Waymark 1 is Tackling an Enemy Midfielder in Waymark C

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SPECIALTY: TACKLE

  • When a Ball Carrier is DAZED, their modifier is removed until the end of the Ball Carrier’s next turn.�
  • TACKLE may be used down LANES, but can be cancelled by a successful SURVEY during the Reposition Phase.�
  • When Goalkeepers are DAZED, their catch bonus is lowered by 10 until the end of the Ball Carrier’s next turn,.

  • If there are no legal targets for the TACKLE action after indicating a TACKLE, the Forward’s action will change to a MOVE action.

If you Tackle a target that is moving (or tackling), they still get to move. You both end in the Waymark that you declared in your Action.

Shown here: A Forward at Waymark C is Tackling an Enemy Goalkeeper in Waymark D. An Enemy Defender has a Survey prepared to try and intercede the tackle..

Shown here: A Forward at Waymark 1 is Tackling a Ball Carrier in Waymark A.

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EFFECT: STANDBY

  • STANDBY is a Status Effect where a player takes no action.
  • This effect is applied automatically if no action is declared by a player before the phase timer expires.
  • If, in the event, a referee calls a flag; a player may be put on Standby.

Shown here: An Enemy Forward (Transparent) did not post in time, in Waymark A therefore they are placed in Standby.

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EFFECT: DAZED

  • DAZED is a status effect applied by use Specialty Actions. The DAZED effect lasts until the end of the Ball Carrier’s next turn.
  • Successfully applying DAZED to a Midfield, Forward, or Defender will cause a player to FUMBLE the blitzball if they are targeted with a PASS.
    • A FUMBLE means that all players in the ZONE must make an opposed roll. The player with the highest roll gains possession of the ball.
    • Fumbles are flat /random 100 rolls and must be made even if the player already rolled earlier this phase.
    • A DAZED target that fumbled the ball can catch the ball normally through a Fumble. Doing so does not activate a second Fumble.
    • DAZED players only fumble the ball when they receive it.

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EFFECT: DAZED

  • Successfully applying DAZED to a Ball Carrier will remove their MODIFIERS until the end of the Ball Carrier’s next turn.
    • This means if you DAZE a Ball Carrier during OUTER Phase while the Ball Carrier is in D, C, or 4. The DAZE status will last until the end of the INNER Ball Carrier Turn.
    • If the Ball Carrier is DAZED in the INNER Phase while BC is in D, C, or 4, the DAZE status will still last until the end of the INNER Ball Carrier Turn.
  • Successfully DAZING a Goalkeeper will reduce their modifier by 10 until the end of the Ball Carrier’s next turn.

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QUICK ACCESS BLITZBALL MACROS

FORWARD

MOVEMENT

D : /y || <me> attempts to MOVE to [D]

A: /y || <me> attempts to MOVE to [A]

1: /y || <me> attempts to MOVE to [1]

C: /y || <me> attempts to MOVE to [C]

B: /y || <me> attempts to MOVE to [B]

2: /y || <me> attempts to MOVE to [2]

4: /y || <me> attempts to MOVE to [4]

ACTION

BLOCK: /y || <me> attempts to [BLOCK <t>]!

SURVEY: /y || <me> is using [SURVEY]!

TACKLE: /y || <me> attempts to [TACKLE <t>]!

ACTION (BC)

PASS: /y || <me> attempts to [PASS] the Ball to <t>!

SHOOT: /y || <me> attempts to [SHOOT] the Ball into the Goal! [FORWARD: +10 SHOOT]

OTHER

DICE: /random 100