Pocket Tennis - 2/4 players
I'd love some playtesters to give this a roll through. Play a set or more. It's light, fun and fast and hopefully captures the theme for casual gamers and fans of tennis
The final game will have engraved custom dice, but for now, you can use a D6 and follow the action on the tables. Pen & paper for scoring.
*Note - it is a light dice rolling mini simulation of Tennis. You can choose how to serve and when to use 'challenge' points*
Serving
There are two SERVE dice - one is more aggressive and may result in an ACE, but also has more chances to FAULT.
ACE = immediate winning point
KICK / GOOD / SLICE = all in the service area and need to be played at by the receiver with the BASELINE die
LET / FAULT = only 1 LET is allowed, should you roll this a second time during one SERVE attempt, it is then counted as a FAULT
FAULT = the ball has not made it in the serving area. 2 x FAULT is the loss of a point
FLAT = is a safer serve, however, it allows the receiver to use the ATTACK dice for a powerful return
Returning serve
Returning a KICK /GOOD / SLICE will use the BASELINE die.
During rallies, any 'DEEP' shot will use the BASELINE die to return. Any 'SHORT' or DROP SHOT' will use the 'AT THE NET' die.
A 'FLAT' serve or return allows the ATTACK die to be used
WINNER = results in the point being won by the person who rolled this
At the Net
VOLLEY DEEP = pushes the ball back and your opponent will use the BASELINE die
DROP SHOT / VOLLEY SHORT = allows your opponent to use the 'AT THE NET' die
LOB = attempts to hit the ball over your opponent's head - he may then use the ATTACK die
INTO THE NET = results in the point being lost
WINNER = results in the point being won by the person who rolled this
Attack
Miss Hit Out = results in the point being lost
FOREHAND / BACKHAND DEEP = keeps the ball in play to your opponent's baseline
WINNER = results in the point being won by the person who rolled this
Bird's Eye challenge
On any losing point, including an ACE, players may choose to challenge and have the point turned over.
To over turn an ACE - you must roll a 5/6
To over turn an OUT- you must roll a 4/5/6
Each player has 3 challenges per set. If the challenge is successful, they maintain all 3. If unsuccessful, it will reduce by 1 on each unsuccessful challenges until none remain for the set.
That's it so far...
Thanks for those suggestions! I appreciate any feedback people may offer!
As our games don't have a board, tracking the ball and player position takes place in one's head, after they've made the shot.
To have a mechanic that indicates how far a player is from the 'drop shot' may over complicate what the game is trying to do......in saying that, I'll definitely have a look and see what could be done.
Never say never! Different dice for different positioning might be interesting....they'd have to be locked in though....