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Game #22 Flatball (The Ultimate Frisbee Board Game)

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sedjtroll
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Sorry this is late, I was ready to put it up on Sunday, but didn't want to usurp Scurra's time. Then I was busy yesterday until late and I fell asleep!

In contrast to Scurra's epic game, I thought I'd take the other extreme and put up a game that is still in it's very early stages.

I have posted Flatball in my Game Journal, and commented on it with updates, and all I've really done now is compile that information (and add a little) into a rules set and posted it online:

http://www.dakotacom.net/~sej/flatball.htm
[EDIT: These have been updated as of late Tuesday night]

Some things aren't described too well in there, for example I just relized the board isn't described at all. I imagine a Hex board which is relatively rectangular in shape with delineated End Zone at each end. The player pawns would be anything that is identifiable, from just cylindars with a number painted on, to models of people running or jumping- with bases that can have numbers on them. Rosters could have more than 5 players on them, and you could tailor your team differently each game- OR, the teams could simply have 5 generic people on them and skills could largely be defined by card play.

What I'm trying to do is capture the feel of playing frisbee without bogging down in the simulation of the sport. See my Game Journal for more information if you like:

http://www.bgdf.com/modules.php?name=Journal&file=display&jid=55

- Seth

Anonymous
Game #22 Flatball (The Ultimate Frisbee Board Game)

It might be worth noting that the subtitle does not suggest that this is the subsequent game after the penultimate board game of frisbee, but rather a board game based on Ultimate Frisbee.

sedjtroll
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Game #22 Flatball (The Ultimate Frisbee Board Game)

I think the subtitle could go either way... either it's a board game about Ultimate frisbee, or it's the ULTIMATE board game about frisbee. That was not intentional by the way.

Anonymous
Game #22 Flatball (The Ultimate Frisbee Board Game)

But it works! Never mind, I failed to see the genius of it! :wink:

Anonymous
Game #22 Flatball (The Ultimate Frisbee Board Game)

Got a question: does the frisbee actually move on the board (as another pawn), or is it assumed to be everywhere simultaneously on a line between the thrower and the target? I ask, because it seems that catching the frisbee is a separate action from throwing it, perhaps one that could be taken by more than one offensive player if they are on the same flight path as the frisbee.

Another question: what does the defending player do during a count?

Also, I didn't see any rules regarding hucks on the link you included (I haven't followed up with your Journal yet, so it might be explained there), but I'm guessing it's simply a long, cross-field toss as opposed to the standard short passes typical of Ultimate ("clearing the ice", in hockey terms, I believe).

sedjtroll
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Game #22 Flatball (The Ultimate Frisbee Board Game)

MikeDew wrote:
does the frisbee actually move on the board (as another pawn), or is it assumed to be everywhere simultaneously on a line between the thrower and the target?

Crap, I knew I forgot something. When the disc is thrown, a disc pawn is actually moved on the board (there should be a pre-set pattern that it moves in- basically 1 hex closer to the target each time it moves). Then depending on the throw, the disc moves 1, 2, or 3 hexes toward the target hex. Each time the disc moves, then each player gets to move (offense moves 1 guy then defense moves one guy. Or maybe this should be all guys instead of 1). Then the disc moves again. Etc. This is a little different then when the disc is being held (during a Stall Count) where Offense moves all their guys then Defense moves all their guys. In any case, the Defense always gets a free movement if someone leaves a hex next to them.

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Another question: what does the defending player do during a count?

After the Offense assigns an action to each player, then the defense assigns an action to each player. The Defense can take Move actions or Card actions. Catch actions never really happen during a count I guess, only when the disc is in the air (for both offense and defense).

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Also, I didn't see any rules regarding hucks on the link you included.

A Huck is just a longer, less accurate throw. I think what I need to do is put range limits on Quick Passes and Normal Throws. Otherwise there's not much difference.

The idea is that a quick pass moves faster than a normal pass, but can't go as far. A Normal Pass is more accurate than a huck, but can't go as far. A Huck is less accurate, but goes a long way (there should be a minimum range on those- you don't huck to the guy next to you) and is high in the air and so can't really be intercepted.

Cathcing a Normal Pass should be pretty easy. Catching a Quick Pass maybe a little harder. Catching a huck should be harder. And there should be negative modifiers for each PLAYER (or just opponent) in a space adjacent to you or the disc while you try and catch.

Anonymous
Game #22 Flatball (The Ultimate Frisbee Board Game)

Okay, just read the Journal, and it's MUCH clearer now. Of course, it helps to read all the rules on the initial link (as in, what the defense does!)

Frisbee is an actual piece on the board, and moves based on the type of throw (I don't think that made it into your rules compilation). Defenders assign and conduct actions just like offenders.

I'm a little concerned that the game, while it sounds like a very good Ultimate simulation, might not capture the frenetic pace of the game (at least, it was pretty frenetic when I played it in college more years ago than I care to admit). Of course, I'm not sure I can offer a suggestion on how to increase the "pace" of the game, although forcing a throw after each player's piece takes an action might not be a bad way. Or, have you considered having the throws be "instantaneous"?

I guess having players move at a rate of approximately 1 hex per "turn" would make it seem like a game of Ultimate Slow Motion. What about having offensive players having the ability of moving faster (3/turn? 5?) and the defenders have a chance to stay with their man based on the number of hexes moved...but the faster the offensive player moves, the less likely he is to catch the frisbee. Hrm...thinking aloud...

I think on a general level you've done a good job capturing the mechanics of Ultimate, but I'm a little worried that you might not have gotten the "feel". Have you playtested it yet?

sedjtroll
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Game #22 Flatball (The Ultimate Frisbee Board Game)

MikeDew wrote:
I guess having players move at a rate of approximately 1 hex per "turn" would make it seem like a game of Ultimate Slow Motion. What about having offensive players having the ability of moving faster (3/turn? 5?)

Right now it's Offense moves 2 hexes per turn, Defense gets free moves as apply, then defense moves 1 hex per turn. Maybe this is scaled down too much, maybe the offense should get more movement. The only thing I'm sure I like is Defense getting the free move to stay with his man.

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but the faster the offensive player moves, the less likely he is to catch the frisbee.

This is an interesting idea, if the Offense moved (or moved more than X hexes) then they get a negative modifier on a catch.

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Have you playtested it yet?

No, I have not.

Thanks for the comments!
- Seth

Anonymous
Game #22 Flatball (The Ultimate Frisbee Board Game)

How does the Stall Count work. The way I read it in the rules, the stall begins when a player catches the frisbee. Each team then assigns actions, then the frisbee is throw after only one action by all players? If this is the case, then what's the point of a "count"? If each side can take more than one action, that should be made clear. Also, how is the stall count counted? Is there a pawn that moves on the board or something? How long of a count is there before a stall and a turnover results?

I think that by having the players move in only hexes the game might become slowed down. Have you though about just having different areas where players can move to. Say about 6-10 (or more) different areas on each half of the field, maybe a couple in the endzone. During the action step players could move to 1 area away from them, or play a card to move 2, or faster players could move 2. Then, throwing the frisbee becomes hitting a zone based on that zones distance from the thrower. You may have to up the number of dice to 2d6 or maybe choose a different die (I personally like d20 since it breaks down into percentages nicely). So, for example, my thrower is in a zone/area near midfield and I want to hit a player 2 areas away I might, say, need to roll a 4 or better to hit that area. Then any players in that area (offense and defense) could roll to try and catch. This would remove the scatter aspect of play, not sure if that's a good thing or a bad thing, but I see determining the scatter as slowing the game down. (Does it in your playtests?) Only 2 players could be in an area, so it could become a bit of strategy to see if you could 'stack the box' with 2 players to almost guarantee an catch. If you have each side move alternately during the action step (offense, defense, offense, etc.) that would add a different level of strategy to the game. The mechanics might need to be fleshed out with your system, but I think it would speed up play. Just an idea.

On a score, why do you set up from scratch again? Why not keep the dynamic flow of the game and just continue play from there? One member from the defense (non-scoring team) moves to the endzone and throws the frisbee. I've never played Ultimate Frisbee, so I might be totally hashing the rules. If I am, I apologize, and you can just ignore this comment. :D

I think you have an great game here, as long as it doesn't get bogged down in counting hexes for movement and throws. The speed of Ultimate Frisbee (from what I've seen) makes it interesting and that should be conveyed int eh game.

Just my two pence.
- Geoff

sedjtroll
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Game #22 Flatball (The Ultimate Frisbee Board Game)

paleogeoff wrote:
How does the Stall Count work. The way I read it in the rules, the stall begins when a player catches the frisbee. Each team then assigns actions, then the frisbee is throw after only one action by all players? If this is the case, then what's the point of a "count"? If each side can take more than one action, that should be made clear.

Each team gets 5 actions per count- 1 per player. One of the Offense's actions is a Throw. I agree that what I wrote doesn't sound all that good.

Another possibility is that the Offense and Defense takes turns assigning 1 action until the Offense assigns a Throw. I don't know if this means you could move the same guy 4 times then throw to him. That could be a problem if he ends up away from his guy (no chance to catch up). If that's the case then I'd have to have some way to keep track of the number of actions taken by the Offense (and thereby the defense as well). In real Ultimate the Stall Count is 10 seconds, but I have tried to simplify it to 1 action per player.

Sometimes you want people to sit tight and create space... in that case should you have to give up an action? Or should you be able to assign another player a second action?

Oh, Another card idea: Juke: Use when a defending player takes a free move action. Place the Offensive player back in the space he started from. (and move again?)

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Also, how is the stall count counted? Is there a pawn that moves on the board or something? How long of a count is there before a stall and a turnover results?

Again, the Stall Count is supposed to be 1 full turn in which you get to act with each of your guys once. So the first action would be at Count 1, the second at Count 2, etc. At count 5 you throw. This means you always get a throw off, which may be ok. If you don't then it would be a turnover, which doesn't happen all that much in real life. Maybe a card like
Hard Mark: Use with a Defensive player who is 'on the mark'. Increase the count by 1. If used on the 4th count this results in a turnover. [forces a turnover or takes away an action before they have to throw]
or
Fast Count: Reduce the count by 2. [effectively buying you an action or two before you have to throw]

It might be nice to incorporate a way to have a throw go off early- so you don't have to wait until the defense gets it's 5 actions. Maybe the offense takes as many actions as as they like (max 1 per player, or else just max X) with the last one being a throw, then defense gets THAT MANY actions?

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I think that by having the players move in only hexes the game might become slowed down.

I hadn't thought about that. Might be good. I kinda based this off of Blood Bowl, and the idea of literaly running around the field I thought was neat (Ultimate is a lot about field position). Also, I like the idea of running around while the disc is literally moving across the board too.

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On a score, why do you set up from scratch again? Why not keep the dynamic flow of the game and just continue play from there?

Well, in Ultimate once you score you kick off to the other team, so this sorta makes sense. I could break away from the rules a bit and have the game be 'make-it take-it' and have play continue after a score. There'as a sort of 1/2 court variant of Ultimate called Goaltimate where that's exactly how it works. Hmm... maybe a smaller, round, more confined play area is what this game needs- maybe it should be a Goaltimate game instead of Ultimate! :)

- Seth

sedjtroll
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I updated the rules

Now the rules on the link should be more complete, and I think I'm starting to formulate a decent Skill Check mechanism- at least for throws :)

http://www.dakotacom.net/~sej/flatball.htm

ensor
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Game #22 Flatball (The Ultimate Frisbee Board Game)

The Ultimate Board Game... nice. 8) I remember Ultimate from HS and College; this looks like a cool concept.

I see this as a game where simultaneous actions could be used (two players diving to catch the pass, offensive throw versus a block) to great effect; right now everything looks sequential, one action after the other, which definately gives the defense time to react. Depending on how big the board is, I agree with MikeDew that this could really slow down the game. What if the offense selected a player, and if defense has an adjacent player, they have to show their actions simultaneously? This might give the offense a possibility of faking out your defenseman and leave you more open to a catch. If there's no adjacent defensive player, they can move whomever they want.

I like the pressure of the stall count; i think it really will translate well from the field to the board game.

I'm a little confused about where players can and can't move... Can two or more players be in the same hex, or is it one player per hex? What is there to prevent me on offence from having two high-quality players just walk down the field passing as they each take one step?

What is the ordering on who can attempt catches; maybe defense gets first shot to block? It would be nice to see an example of a throw and a catch, say player 1 throws, modifiers equal 4, rolls a 3, so it's up in the air with no scatter, defense is in the path, they roll and miss, offense there too, roll and catch, etc.

I like the addition of the card modifications as another way to introduce some variability and suprize in the gameplay. Any ideas on the time-length or how many points the game should go to?

Good luck!

Mark

sedjtroll
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Game #22 Flatball (The Ultimate Frisbee Board Game)

ensor wrote:
I see this as a game where simultaneous actions could be used (two players diving to catch the pass, offensive throw versus a block) to great effect;

I think I agree, what are some good ways I could get that simultaneous action to show up?

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right now everything looks sequential, one action after the other, which definately gives the defense time to react.

More or less. I definitely like having the Defense get the free move when an Offensive player leaves their adjacent space. To me that's a good example of simultaneous movement. The defender could use that free movement to kep up with the offensive player, or to move into a better position.

I think the actions could be said to be simultaneous- either in the case of 'offense gets an action, then defense' where those 2 would be simulataneous, or in the case where Offense takes ALL their actions, then Defense- which gives the defens maybe a little advantage but the actions could all be said to happen simultaneously.

As far as catching a pass, if 2 players can attempt a cath/D at the same time, I would be tempted to say that they should happen simultaneously. Maybe whoever succeeds their skill check by a bugger margin is the one who wins out. Like if we both roll and catch the disc, but I narrowly squeaked by the roll and you easily passed it, then you should get to catch it. Another way to look at it is if 2 players simultaneously catch the disc, the tie goes to the offense (like in real life). Maybe that could be balanced out by allowing the Defense to win out if their roll is equal to the Skill (the 'knock it down' case).

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Depending on how big the board is, I agree with MikeDew that this could really slow down the game. What if the offense selected a player, and if defense has an adjacent player, they have to show their actions simultaneously?

It's an interesting idea to make the Defense move the player next to the offense that just moved (and if there isn't one then move anyone), and I'd thought of it before... but I think it's not really fair and//or it's too restrictive. Basically, if an offensive player is running down the field full tilt (2 hexes per turn), the defense would HAVE to take it's free movement as well as a move action in order to keep up. Offense moves 2, Defense moves 1.

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This might give the offense a possibility of faking out your defenseman and leave you more open to a catch.

I think if you're going to get 'more open' you need to either plan ahead, capitalize on an opponent's mistake, or use a card like Burst of Speed or Juke (see previous post in this thread). I like the idea of keeping all but the most basic actions on the cards, so you never know what your opponent might be capable of. I think that will keep the tension and feel of the game... "do I need to use my Layout Bid card to catch this disc? Or am I safe being 1 step ahead of my opponent?"

I think this means there needs to be more cards involved than the three per point. Maybe a hand of 5 or more would be better, and/or a way to Draw a card (maybe by giving up an action or something). heh, call it a "Dump Play", give up all your actions except the throw to draw a card (or 2). i don't know if that specific example will work, especially with the Defense getting a whole turn in there.

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Can two or more players be in the same hex, or is it one player per hex?

I didn't say, but I figured on 1 player per hex. You cannot move onto an occupied hex. However being adjacent to someone while they're catching or throwing causes them problems, even if you're not adjacent to the disc. Similarly, being adjacent to the disc causes problems with catching, even if you're not adjacet to the player.

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What is there to prevent me on offence from having two high-quality players just walk down the field passing as they each take one step?
Well, presumably there would be defenders in the way, or at least hindering the rolls.

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Any ideas on the time-length or how many points the game should go to?

I have no idea. I figure that a game to 15 would probably take way too long, so I was thinking normal games would be to 3 or 5. This is an easy thing to agree upon at the outset of a game- for a longer game play to more points.

I guess if it comes to that, playtesting will determine about how long it takes to get to 3 or 5 points. That information could be put on the box or in the final rules.

Thanks for the comments! Keep them coming...
- Seth

jwarrend
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Game #22 Flatball (The Ultimate Frisbee Board Game)

As usual, I haven't followed the discussion, so some of this may be redundant.

I think sports games present an interesting challenge; trying to design something that captures the "feel" of a fast-paced game in a playable, non-real-time game, is difficult. Some sports, like football or baseball, are easier in some sense because they have natural "freeze points" -- the pitch, or the down. Games like hockey, basketball, or ultimate are tougher because the action is more non-stop. But what I think you've hit on is two features that make ultimate amenable to modeling. One is that the player can't run with the frisbee, thus, there is a "freeze point" in some sense. And two, unlike hockey, the frisbee when thrown (at least over a long distance) moves slower than the players do, thus it can be "run down". ( I don't think your game has this slow-down effect as the frisbee reaches the end of its flight, but no matter).

I think you've done a nice job of balancing the fast-paced feel of the game with the allowance for "exciting" things to happen. I worry a bit that there will be a tit-for-tat effect; that if each player gets to move one guy, then the other moves a guy, and so on, that it might just be that every open "receiver" will just be marked perfectly no matter what move he makes; that the real-life effect of "breaking loose" from the defender will be tough to model (except maybe with cards). This of course assumes that the stall count starts with "perfect coverage" which presumably won't be the case all too often; when I've played, things change quickly enough that it's not at all uncommon to find the defense out of position.

I worry a little about the complexity associated with throwing, but it's probably necessary to prevent the game from being entirely positional. If there was some way to streamline the scatter effect, though, to get it down to one die roll, that might be good, but if it can be done quickly enough it should be ok as is. A "huck" is a "hail mary", right? * Maybe there should be some kind of "slow down" effect toward the end of its flight; maybe it's too complex, but it's kind of what makes that kind of a pass interesting; it can cover long distances, but it is very much "up for grabs" towards the end. But maybe just the scatter inherent to the throw adequately captures the difficulty of "hitting a specific target".

I worry a little about player-specific modifiers, just because of the back-and-forth checking that it will require. Though it wouldn't be as "pretty" as plastic miniatures of ultimate players, maybe making this a "chit-based" game and having the players' stats printed right on the chit would simplify that process. I think the old Avalon Hill sports games worked this way.

I like the simple effect that defenders have on "catch" attempts-- they simply bias the die roll away from "success". I don't think it's good to have the "disc keeps going" as an option if the "catch" roll is too high. Picture this scenario -- 6 defenders are guarding your guy, who rolls a 4 -- the result is 10, way above his "catch" rating of 2. So, the disc keeps going? No way -- one of those defenders would have caught it, or at least knocked it down. I like the idea you're trying to get at, that a miss can result in the disc continuing on its way, but when defenders are involved, I don't think this will happen all that often; it will either be caught, or knocked down. And since separate rules for when you are/are not defended would be too fiddly, I'd just have it be either caught, or a turnover. Much simpler, I think.

All in all, I think this one sounds great. I haven't been following your journal, but suspected that any sports simulation would be a morass of complexity that would kill the feel of the sport. I am pleasantly surprised! I feel like this one strikes a nice balance between simulation and playability. I hope you get it playtested at some point and let us know what the "feel" of the game is like. I could make more suggestions about the rules, perhaps, but ultimately, this one has to make its mark with player experience. If it bogs down, the fairest, cleverest rules won't help it. On the other hand, if it plays quick and punchy, you'll have something that is worth tweaking.
Marketing a game about ultimate may be tough, but to simply make a game that is fun to play, I think you're very much on the right track!

Good show!

-J

* A glossary is probably a must for your rulebook.

sedjtroll
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Game #22 Flatball (The Ultimate Frisbee Board Game)

jwarrend wrote:
unlike hockey, the frisbee when thrown (at least over a long distance) moves slower than the players do, thus it can be "run down". ( I don't think your game has this slow-down effect as the frisbee reaches the end of its flight, but no matter).

My current rules do not model this effect, that the disc moves FASTER than players at first, but can (depending on how it's thrown) hang or float for a while before it lands. As far as my game is concerned, if that's to be modelled at all, it would come into play on a Huck. Since the rules start changing when the disc is within 2 hexes of the Target Hex maybe that's a good time to say the Huck moves 1hex/count instead of 3. Or, maybe the fact that you see where the disc will end up should be assumed to mean that the slowdown effect has been taken into account, and the 3hex rate of speed on the huck is an average (maybe it's really 3.5 hexes, with a slowdown to 1 hex at the end- average out to 3hex/count).

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... that the real-life effect of "breaking loose" from the defender will be tough to model (except maybe with cards).

Exactly- I want anything unusual to be from cards- otherwise yes, defenders should be able to stay with their man. Note that even if a defender is next to their man, it's only a -1 modifier to the catch, and if the disc is on the opposite side the defender doesn't even get a shot at it- so even without cards a completion should not be impossible.

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A "huck" is a "hail mary", right?

Well, it's a long, less accurate, harder to catch throw. Not necessarily a Hail Mary in my opinion, but I guess you could call it that. I happen to be pretty good at throwing long passes, so to me it doesn't have the 'hail mary' connotation ;)

As for a glossary, I agree. I have begun one, but it probably needs to be expanded. If there's a term used that you think should be in there, by all means say so! I'll add any term that anyone asks for.

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But maybe just the scatter inherent to the throw adequately captures the difficulty of "hitting a specific target".

In the latest update I added modifiers to the throw/catch based on the type opf throw, and a Huck is tougher to throw and to catch than other throws.

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I worry a little about player-specific modifiers, just because of the back-and-forth checking that it will require. Though it wouldn't be as "pretty" as plastic miniatures of ultimate players, maybe making this a "chit-based" game and having the players' stats printed right on the chit would simplify that process.

That's not a bad idea. There are only 2 stats, Catch/D and Throw. I was thinking there would be 3, but Catch and Defense could be combined. Perhaps all three could be combined into 1 "Skill" stat.

The looking up of stats is somewhat annoying I agree- but that is how a lot of games work, and it's a pretty organised way of keeping seperate players straight so that each player doesn't have to be the same as the next. Once you get to know your team, it's likely you remember the stats anyway (that's what happens in tabletop war games and Blood Bowl)

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I don't think it's good to have the "disc keeps going" as an option if the "catch" roll is too high. Picture this scenario -- 6 defenders are guarding your guy, who rolls a 4 -- the result is 10, way above his "catch" rating of 2. So, the disc keeps going? No way -- one of those defenders would have caught it, or at least knocked it down.

Well, in that situation the disc should keep going. If one (or more) of the 6 defenders what's to make an attempt to Catch the disc, then more power to them. If all 7 of those players miss the disc, then theoretically another player downfield could catch it.

Note also that on a Throw, a failure by more than 3 is a turnover... a similar rule could be applied to the catch- if you miss by more than 3 then you really just dropped it, or a defender got a piece of it, causing a turnover. In that case your example would cause a turnover.

Note also that in your example the defense must be cheating somehow, because each team should only have 5 players at a time. :P

I'd be happy to hear any other ideas you have about the rules, even before playtesting! Since it's usually the case that noone will want to play my game with me anyway. Therefore I don't like to 'wait until playtesting' to make any comments or suggestions.

- Seth

DarkDream
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Interesting . . .

Sedjtroll,

I don't want to turn you away from your game or anything, but I think possibly the sellability of an ultimate frisbee game could be quite low. Unfortunately, I think the American public likes more violent type games and ultimate frisbee doesn't fit the bill.

Plus to market such a sports game would be difficult with a big nemesis like BloodBowl and Hasbro's Battleball around.

Having said that, I do like the ideas presented for your game. At least the sports games I've played, one side moves first then the other side. With your game you have a form of simultaneous movement where one side gets one action then the other side another action and so on.

As pointed out, there could be problems with a defender always being covered and so on. However, with the usage of cards for extra abilities outside of the normal play (like moving an extra square to break from a defender), this will make your game workable. The usage of cards will also add a more strategic element to the game.

However, I would go ahead and try a different technique of gathering cards. My personal opinion is to have different players (represented by cards and correspnding counters) that get certain type of cards to begin with; a great thrower some cool throwing cards, a defender better defensive cards. The player would still have one hand of cards but would have cards contributed from different types of players. Now the players themselves on the pitch can only have certain cards played on them that is indicated on the card. For example, a great thrower gives a player a great thrower card which can only be played on him.

By this method you can have differing skills of players while at the same time having cards. Some teams can have different proportions of players (more defensive types) which can give different types of teams (more offensive opposed to defensive). This also helps eliminate players having to remember all of the different types of throws and so on. There would be no need for stats. The differing cards for the players would indicate differing abilities.

The second idea I like is the frisbee that floats across the pitch over several turns. This to me is kind of neat. I would maybe have on both sides of the frisbee counter a number on each side indicating how many hexes it moves for different throws.

When I played ultimate frisbee it was sometimes a good idea to toss the frisbee real close to a player directly behind you (about a couple of feet away) almost like a handoff. A really short throw like this should almost always be automatically successful.

Maybe another idea is also have foul cards or allow players to do fouls which will allow them to impede another player or something to the fouling player's advantage. However, a foul may be caught and a turn over resulting from it. To represent that you could role a die or something.

I think you have some interesting ideas there. I think with better card incorporation, losts of play testing and considering the possibility of different player abilities, this could become a rather fun little game.

Keep working on it.

--DarkDream

sedjtroll
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Re: Interesting . . .

DarkDream wrote:
I think possibly the sellability of an ultimate frisbee game could be quite low.

That's ok. If I'm going to sell a game, it'll probably be 8/7 Central.
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With your game you have a form of simultaneous movement where one side gets one action then the other side another action and so on.
That was one of the initial design intentions. I dislike the lopsided 'offense moves, then defense' in most games of this type. I am not sure I've got a really good way to represent a more simultaneous movement though. Any thoughts on how to make the actions/movement more closely resemble simultaneity (or make them simpler- either one)?
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As pointed out, there could be problems with a defender always being covered and so on. However, usage of cards for extra abilities outside of the normal play will make your game workable. The usage of cards will also add a more strategic element to the game.

Yes, indeed his was the idea. I think the players should be basically the same (or maybe there could be 'throwers', 'recievers' and 'defenders' who are a little better at throwing, catching, and defense, respectively) and the card play would be a large portion of the game. In the rules I said you get three cards- I don't think that's enough. It should probably be AT LEAST 1 per player. Is there a good in-game method of earning new cards to play? Completing a pass/Successfully D'ing a pass?
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However, I would go ahead and try a different technique of gathering cards.

That is a really interesting idea- each player has (maybe instead of a stat) a set card contribution (a number of offensive cards and a number of defensive cards maybe? Or as you said, a number of 'throw' cards or 'catch' cards, or 'D' cards) which is how you get your cards at the beginning. If you score a point, you might sub out a thrower and sub in a better defender, so that point you start with more Defensive cards. This is interesting, and I will certainly thina bout it. I don't know if it would replace the stats and skill checks, but it has merit even if it doesn't.
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The second idea I like is the frisbee that floats across the pitch over several turns. I would maybe have on both sides of the frisbee counter a number on each side indicating how many hexes it moves for different throws.

I like it too :)
I like your idea of the disc noting the appropriate speed, so you don't forget mid-throw how fast the throw should move, or weather it's within reach. Maybe just 3 disc tokens, 1 fo a Normal thro, 1 for a Quick Pass, and 1 for a Huck? I like the 2 sided idea, except that there are three different throws. It could be two 2-sided discs, Normal/Quick, and Huck/Hammer (a hammer is a special throw that would come from a card- it counts as a huck (out of reach and hard to catch) but moves slower and stays out of reach until it is within 1 Hex of the target. See card list.)

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When I played ultimate frisbee it was sometimes a good idea to toss the frisbee real close to a player directly behind you (about a couple of feet away) almost like a handoff. A really short throw like this should almost always be automatically successful.

Yes, this is called a Dump. It is used to reset the stall count if you can't find someone to throw to. It's a way of maintaining control of the frisbee, and is an important part of the game. I don't think I have to do anything special in this game to model a Dump pass, I think people can use the strategy with what's there. If anything, there could be a -1 modifier (a bonus) on a dump throw, which would have to be defined somehow- maybe if the target is farther from the Endzone than the thrower, or if the target is within 3 hexes or something. Maybe it could be a 'special' throw where you target a player instead of a space and the disc moves toward that player each turn... I don't think I like that.
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Maybe another idea is also have foul cards or allow players to do fouls which will allow them to impede another player or something to the fouling player's advantage.

In my journal I mentioned a Blatent Foul card to stop a completion, a general use Foul card that could be either offense or defense, and a Contest card which cancels any foul. I think certain cards might have the keyword Violation, and the Contest card could cancel any Violation.

I forgot to list those cards among the cards listed at the bottom of the page (I just found out).

Thanks for the comment and idea about getting initial cards!

- Seth

Anonymous
Game #22 Flatball (The Ultimate Frisbee Board Game)

jwarrend wrote:
I worry a little about player-specific modifiers, just because of the back-and-forth checking that it will require. Though it wouldn't be as "pretty" as plastic miniatures of ultimate players, maybe making this a "chit-based" game and having the players' stats printed right on the chit would simplify that process. I think the old Avalon Hill sports games worked this way.

I think Seth can accomplish this by using Hero-clix-style figures that would have the stat located on the base of the figure. As long as there are only a few stats (i.e. 1 or maybe 2 at most), this should be doable.

And I don't know if you need special rules for dump passes. It was my (limited) experience that this was pretty much the way to advance the disc in Ultimate...short, quick passes that leap-frogged down the field. Essentially, you "dump forward". So, maybe a range-based modifier so that short passes are generally easier to complete than longer ones (although, that might have more to do with accuracy, so maybe short passes simply don't scatter?).

As for the lack of violence...how about an optional rule where both players can secretly write down hexes where their team has planted landmines, and any opposing player who steps on that hex is blown into millions of tiny little pieces? :twisted:

No? A card that lets you swap the frisbee with a hand grenade? 8O (now dat's a spicy meatball!)

sedjtroll
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Game #22 Flatball (The Ultimate Frisbee Board Game)

MikeDew wrote:

As for the lack of violence...how about an optional rule where both players can secretly write down hexes where their team has planted landmines, and any opposing player who steps on that hex is blown into millions of tiny little pieces?

I think the 'violence' will have to come from the cards- just fouling and diving and stuff. It's not really combat-style violence, but it's not supposed to be a combat-style game.

- Seth

Anonymous
Game #22 Flatball (The Ultimate Frisbee Board Game)

Seth,

I played Ultimate for about 7 years during my college and grad school days. In fact, my nickname here comes from a fellow on our team. He was 6 feet tall but couldn't jump, so we called him "Captain 6-inch Sky." For the record, I could jump (or "sky") in my day, but I always liked the way his name sounded.

I'm glad I finally got to read your game, as I've been thinking about writing a similar game. You've got a nice start. I like the idea of the disc moving down the field as an independent piece. It seems to me that a good way to run the turn would be: (1) offense has 2 players take actions, (2) defense has 2 players take actions, (3) handle special movement/card/catch actions (e.g. both offense and defense attempt catches together), (4) finally move the disc again if necessary. This would correspond to one unit of time, equivalent I suppose to one count in a stall count. For the next time, both offense and defense are required to utilize players who did not act in the previous time. This prevents 1-2 pieces from being the only ones that move. Also with 5 players on each team, you will always have 3 players to choose from on your turn, and if you put some effort into moving all 5 players roughly an equal number of times, it will ensure that you don't always move the same two players together.

I would love to see the throw action happen whenever the offensive player is ready rather than forcing a 5 Count's worth of actions (I hope I didn't misread this). This would reward the offense for properly positioning its players in advance. Also, the defense would have to chase the disc after it was thrown (I guess I'm imagining a Zone defense here), and the count would not begin until a defender arrived to start the mark. In fact, it could be quite hard for the defense to catch up on a fast break (as in real life).

I think you'll want more than 3 cards (as I think someone up above may have already suggested). I don't see any mechanism for drawing additional cards. Does that mean you only get 3 for the whole game? If so, the cards should be really spectacular. On the other hand, I think a better way might be to draw a replacement after playing a card, or perhaps giving up 1 player's action to draw 1-2 cards (with no hand limit). Shuffle all cards back in after a point is scored and deal out new hands to start the next point.

By the way, have you looked at the recent "Battle Ball Game" by Milton Bradley? It turns out to be absolutely excellent! The rules are simple but allow quite a range of possibilities, and the pieces are quite naturally balanced against each other. (The faster guys are great catchers, but will almost always be successfully tackled by the slower players.) I was really surprised by the quality of the game (and its pieces). Also, the game is played just to two touchdowns (so best 2 of 3). This sounds like a good length for your game, too.

Another game to look at (in the spirit of the friend above who suggested breaking the playing field into larger zones) is "Tennis: The Smashing Card Game" by Parker Brothers (c. 1975). In this game, the tennis court is broken into 6 regions (3 on each side, per the normal court markings), and the "play" cards tell you where you can hit the ball from and where it will go when you do. So, your opponent hits into your court and you have to find in your hand a card that allows you to return the ball from that part of your court. If you can, the point continues; if you can't, someone will have to serve. A similar thing could be done with your game, though I very clearly recognize that such a broad stroke goes against the detail of what you were trying to accomplish. Perhaps there is some middle ground you could find ... I'm just tossing out ideas.

I'm looking forward to a subsequent edition that will allow me to run reasonable versions of the Stack offense, Man-to-Man and Zone defenses!

And as they used to do at the end of a game, here's a cheer:
Seth is your name.
Gaming is your game.
Here's hoping that your Ultimate
Posting is not penultimate
And that my next rhyme won't be quite so lame.
Good luck with Flatball!

Captain Sky

sedjtroll
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Game #22 Flatball (The Ultimate Frisbee Board Game)

For anyone interested in what Ultimate frisbee looks like, Collegesports.com is posting streaming video of college championships (Semis and finals) from earlier this year. Here's a url if you want to check it out (links are on the right side of the page).

- Seth

Anonymous
Game #22 Flatball (The Ultimate Frisbee Board Game)

Seth,

Sorry for the delay in commenting on your game; I am only just getting back to commitments such as BGDF after a traumatic period without proper internet access.

Firstly, sports games are an interesting niche. A lot of the games we play have light themes or transferable ones, even if certain themes fit the mechanics better than others. I suspect sports simulations are one of the few types where it is very much geared to its origianlly designed theme and would be bizarre as anything else.

Comments on the lack of the theme's appeal are probably reasonable to some extent: I get the impression sport is a divisive theme for a board game, as some will eitehr love that particular sport or others will write it off if they are not, in a way that they wouldn't with a game set in 17thC Spain on the basis they had never stuidied 17thC Spain. Having said that, I don't think that should effect you as coinosseurs of fine games will always find their way to gems. But it is interesting to note how Uberplay's suggestion that they would re-theme Ra as an American Football game was greeted with mediocre warmth, at best, by Spielfrieks.

Onto the mechanics-- looks like some nice ideas whilst still retaining a strong element of the flavour.

My immersion in German-style games left me a little wary of dice checks and consulting a table of modifiers. While your list is small, make sure it is printed everywhere for the benefit of the memory-less such as myself.

Regarding the introduction of simulatenous actions--- rather than having Offense and Defense choosing actions after each other, they could select the action (with action cards for each type of throw) at the same time. Offense would the reveal theirs and execute it, and Defense would then do the same, with the caveat they could perhaps pay (in some way-- perhaps "reaction points" or "initiative points") to change their action in response to the Offense player.

Will try to come back to continue later.

Thanks again for showing us the game, interesting in its own right and all the more so for being so different to the usual fare.

Richard.

Anonymous
Game #22 Flatball (The Ultimate Frisbee Board Game)

Ah- I have just realised this isn't this week's game, as I assumed, but I suppose I am better late than never...

I was feeling guilty I'd been mising BGDFs, but it seems there weren't any since the Blue Abstract.

Richard.

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