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Buckshot's Battle Ball Compendium

Started by Gnash, June 19, 2010, 11:18:40 PM

Previous topic - Next topic

Gnash

Summary
1. Introduction
2. Teams
3. The Pitch
4. Match Length
5. Tackling
6. Passing
7. Scoring
8. Fouls


1. Introduction
If you are reading this, that must mean you have bought your own copy of Buckshot’s Battle Ball Compendiumâ,,¢. If you haven’t bought it â€" meaning you have acquired it illegitimately â€" shame on you! I, Rembus Buckshot, chairman of the BBA (Battle Ball Association), welcome you to the noble sport of Battle Ball! This sport, though modernized in the present, has been played for ages and ages and ages.

During the days of the Gurubashi empire, in example, a similar sport used to be played in which the atheletes used their upper thigh to shoot a ball through a hoop. A major difference, however, is that the losing team was violently decapitated after the match was over. This sport used to be played by the Darkspear Trolls in an advance of the game that was slightly milder.

Battle Ball is also heavily influenced by a game the taurahe of Kalimdor play. This game could be best described as a wrestling match between entire tribes. The goal of this game was to carry a totem across a line drawn in the sand, by all means necessary. The current chieftain of the tauren, Cairne Bloodhoof, has banned this tradition however. Too many tauren died during such matches â€" and, having to deal with the encroaching centaur threat, he deemed it was best to outlaw the game fully.

When these two sports came into contact with each other under Thrall’s reign as warchief, and the forming of the New Horde, Battle Ball was born! Come with me, as I explain to you the basics of this great sport. An exciting journey, indeed!

2. Teams
Teams consist of a maximum of four players. Three field players and one goal keeper. The use of substitutes is allowed â€" and a maximum of three players may be benched at any given time. Any team is expected to wear an identical kit during matches. The goalkeeper should stand out from the field players by wearing a different attire (or differently coloured).

3. The Pitch
The pitch to be played on is decided on by the home team. Generally, a pitch is agreed to be roughly the size of four full-grown kodo’s in length. On both ends of the pitch, a banner is placed. This banner serves as the goal for the opposing team to shoot.  Each team is required to bring their own banner to matches.

4. Match Length
A match’s general length is roughly twelve minutes of playing time. Half-time breaks are announced after six minutes of playing time. This break lasts for roughly three minutes . However! The referee decides when the break is and when the match is over. If his sense of time does not correspond with your team’s, you are not allowed to assault the referee. This will result in a loss!

5. Tackling
To gain possession of the ball, a team must tackle the opposition player carrying it. Please note that weapons are banned from the field of play! Tackling the goalkeeper will result in a foul. Killing a player of the opposing team will result in a foul.

Quote
Tackling macro:
/e attempts to tackle %t!
/roll 1-10
/ra Tackling!

The player carrying the ball should immediately press this macro --
Dodging macro:
/e attempts to dodge!
/roll 1-10
/ra Dodging!

If the dodge is the same number or higher than the tackle, the player with the ball dodges and may continue running, may pass the ball, or may shoot. If the roll is lower, then the player is tackled, and the ball should be given to the player who tackled them. The player being tackled only needs to roll higher than the first tackle made on him in the case of simultaneous tackles. When tackling keep your range in mind; try to tackle in a 2 yard radius of the player with the ball.

6. Passing
Teams may pass the ball between themselves as many times as they wish while on the attack. Players must also declare who they are throwing the ball too, before they throw it. Failure to declare this will result in a foul. Whenever the goalkeeper saves a ball from hitting the banner, he must announce ((in /yell)) that the ball is being brought back into play. Failure to do this will result in losing the ball to the goalkeeper of the opposing team.

Quote
Passing macro:
/s Catch, %t!
/e throws the ball to %t.
/use Heavy Leather Ball

This is simply to make clear who has the ball â€" otherwise it could get VERY confusing.

7. Scoring
To score a goal, a field player must shoot the ball on the opposing teams banner. Meanwhile, a goalkeeper of the opposing team will attempt to save the ball by catching it before it hits the banner. The team that scores the most goals during the match is declared the winner.

Quote
Shooting macro:
/e shoots!
/roll 1-10
/raid Shooting!

Meanwhile, the keeper should use the following macro:
/e attempts to save the ball!
/roll 1-10
/raid Saving!

If the goalkeeper rolls the same or higher than the attacker, the ball is saved. If the goakeeper rolls less, it’s a goal. The balls must ALWAYS be passed on to the goalkeeper after a succesful shot, regardless if it's a goal or a save!

8. Fouls
Any foul that happens will result in the ball being passed to the opposition. Play restarts wherever the foul took place. Fouls are currently awarded for:

    Failing to announce who the ball is being passed to,
    Tackling the goalkeeper,
    Assaulting/killing/tackling the referee,
    Killing an opposition player,
    Taking the ball out of play.


Gnash

Based on the game Stormball -- created by Stormina (Argent Dawn). Text is an adaptation and alteration of an article by Duckular (Argent Dawn).

[http://www.argentarchives.org/node/673]

Garrp

So actually we're allowed to kill the opposite players and the referee, it just restarts the ball to other team? Sounds very interesting  ;D

Gnash

The rules are a bit crooked, but it's not really the intention that you kill anyone. DUH!

Groshnakk

As i said, a i've given it some thoughts. The fastest rolls are /roll 1-2
Example: Grosh tackles %t rolls 1 (1 for succes 2 for fail)
%t dogdes Grosh' tackle, rolls 2 (which is a fail) '
Thats just to speed up the rolls :D

Gnash

What if you both succeed then?

And let's be serious here, two digits rolls were bad. But one digit rolls are VERY doable!

Groshnakk

As said. If the tackler does not succeed the dogder wont have to roll. If both succeed that means the tackle hits and the dogde dogdes.

Lars

One could always just remove the dodge from the equation for simplicity.
Atleast the roll for it.
The tackler does a roll, if it's a 1 you do a Dodge macro, if it's a 2 you do a "is hit" macro.
So it's not just "/e attempts to dodge" but more "/e dodges <no target>" "/e is tackled by <no target>".
Will look smoother for onlockers not in a raid for number watching aswell.
Muzjhath got Iced by Sadok, after Marogg got Stabbed.

-The orc formerly known as Muzjhath formerly known as Marogg

Gnash