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 Post subject: star wars mini football game
PostPosted: Fri Sep 04, 2009 2:00 am 
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I have been sounding out an idea on how to use star wars minis in a football game aspect. I hope to have a complete list of rules and finished ideas by next week end.

After all this is football season and what better way to have both of my favorite games in one setting.

well here are some rules I have come up with

Thanks to chab and jeff for allowing me to sound off on
Thanks to fool, boris, mapmaker, and anyone else I missed in spouting some good ideas

Part 1: What you need to play and some basic football rules

Section A:
Basic Map- gray one from rebel storm or the tan one from clone strike.
You could also use a created one inch gridded football field map where 4 squares equal 10 yards.

If using the basic maps only count the last row of squares on each side as end zones. When doing field goals or extra points count 3 extra squares past the end zones

If using a created football filed make sure it is 120 yards long or 48 squares. Goal posts are at the back of the end zone.

Section B:
American football rules for formations.

Section C:
Canadian football rules for downs. Means 2 plays then decide if you go for it punt, or field goal depending on situation.

Section D:
Here is what you do to start the game. Both players roll a d20 and the highest roll is home. The away player then calls heads or tails and rolls a d20. Odd is tails and even is heads. The winner of the coin toss then chooses to take the ball or kick and receive the second half. The loser determines which goal to defend.

Section E:
One thing you will see quite often is decimal numbers from division.
Always round up no matter the decimal.
(example you did division and ended with 4.2 round up to 5)

Part 2: The Team Making

Section A:
Your team will consist of

1 kicker a unique

his hit points /10 equal how far he can kick a field goal
his hit points/10 x 2 is his kickoff potential

1 quarterback a unique

his hit points/10 is how far he can throw

All other players must be non-uniques
11 total all must be a different piece
of course only 10 will be on offense or kicking team/field goals

Section B:
Never allowed are huge
Large characters 2 max and they must play tackles or center and tackles or nose guard

Section C:
There are no faction rules but your opponent can't have the same pieces on his team as you do. You cannot use any of the other abilities on the stat cards. (However in the optional rules or format this is allowed)

Optional Section on Team making

Part A:
You can use any number of unique characters but remember there is only allowed one of each type of piece anyway so any non-unique is unique for football purposes because you can only have one.


Part B:
You still do 13 players but there attack value cannot exceed 75 points added up.
Part C:
You cannot have more than 2 of the same exact attack value. Example two characters have attack value +10 you cannot have a third one with this value on this team. This is for diversification and hopefully to make you think.

Part D:
Abilities are allowed to be used once a half including force abilities.
Force renewable is allowed but you only gain a force point at end of each quarter.

Part E:
Coaches are an option
one they must have a commander effect to be a coach.
In game mode you compare the attack values of the coaches versus the defense value/2. If the attack value is higher than the final defense value then the team gains +1 on all offense rolls. If the reverse is true then the defense will get +1 to all defense rolls.
If there is a tie in either case no bonus.

Part F:
If you decide you want a league you can do a draft.
Still using the above option of 75 attack value points for 13 players
you would have a list of each star wars mini to choose from and as each person doing the draft as that mini is picked it is taken off the list and obviously no one else can have that mini.

You can choose how you want to do the draft but I suggest snake form. At the end of draft everyone can then draft a coach



Part 3: Movement, Turns and play calling


Section A: Movement
Just like swm one any direction and 2 at diagonal(the diagonal stays that way to show the slow down for changing direction)

If you stop and change direction that equal one for the stop and two to turn around then you count normal spaces from there.

When counting distance between the players diagonals count as one and so does any other direction.

Movement will work like this:
All line men have movement of 2.

Except the uncovered center, guards or tackles.
They get a first move pull or linebacker chase move of 3.


All backs linebackers and def backs have movement of 3.
They get a onetime burst of 4 each play.

Defense may do a blitz once a play.

One defensive back of the player’s choice gains double speed or movement of 6 after snap and initiative is checked the defensive player decides to move that a piece.




Section B: The Turns

I: Well to start the game you have to kick off so here is how it goes

1.The kicking team moves kicker first then the whole kickoff team normal
2.Then receiving team receives then move whole team normal
(the above 2 happen only on 1st round of play)
3.Roll initiative for each round after first
winner moves a piece then the opponent one at a time until all pieces moves
4.Until the ball carrier is tackled you keep rolling initiative and moving one at time

II: Punting
1.Roll for snap first center goes first only on 1st round of a play and defense moves one piece.
Snap roll is d20 + centers attack value-2 penalty for long snap. If it is above 10 it is a successful snap. If Bad snap see normal play below.
2. After the above roll for initiative winner then moves one his remaining 10 players then the loser alternating until all move.
3. Roll initiative each round after that and do like normal for all players.



III: Field goals/extra points
Use the same rules as punting,
except the center is -1 penalty instead of 2

IV: Normal plays

1. Calling plays
Offense will have a list of cards to use

pass
run
punt
field goal/extra point
and trick play

The offense must choose one and put down in front of them and must do the type of play.
Defense won't get to see the card until after the play to make sure the offense did not cheat lol


2. Seven players must be on line just like real football they don't all have to be lineman
3.Qb behind center
4.The rest can set up however you like but football rules apply
5.Only on first round of play center must go first roll a d20 add to att value if above 10 and qb is adjacent then a good snap
6.Same applies for shotgun snap but there is -1 penalty and the quarter back can only have one space between him and the center.
7. The defense moves a piece.
8. After the center moves and a defense piece moves then both players roll initiative winner will move first one piece then loser until the remaining 10 pieces on each side moves.
9. After the first round both player roll initiative and winner moves one piece then loser until all 11 pieces on each side is move. You will repeat until a tackle is successful.

10.The defense may set up however they want as long as they are following normal football set up rules





V: Trick play works like this
A:If you’re in field goal or punt formation you can choose to pass or run if on offense
and go from there using normal play rules.

B:If you have normal formation
you must either do
1. double hand off (example reverse)
2:Two passes where one goes behind line of scrimmage use passing rules below for this
3: Hand off and pass or pass and then hand off
4:Any combination and number of passes and hand offs that you can get away with without breaking football rules.


Part 4: Player interactions

Section A: Snapping the ball and fumbles
Noted in play section for successful snaps
1. If snap is unsuccessful or a fumble occurs in normal or shotgun play here is what you do.
A: roll d10 /2 to see how many spaces it goes.
If a 9 or 10 it stays in same space, otherwise /2 round up and see how far it goes up to 4 spaces max
B: Then roll d10 again
9-10 balls falls right in same square
1 ball falls to the north2 is to the NE 3 is to E 4 is SE 5 is S 6 is SW 7 is W 8 is NW
C: If a player is within 2 spaces of the final ball destination roll d20 and add to their attack value. If above 15 they catch it and can either still run the play or just run with it. If no player is around or it is failed to be caught then it lands in that space until someone gets adjacent to it.
D: If you’re adjacent to loose ball you may declare pick up or fall on

i: Roll a d20 and add to def value for fall on
if above 12 you fall on it
if a 1 is rolled the fumble chart is used again for ball movement

ii: If you declare a pick up
roll a d20 and add attack value if above 15 you pick it up
if a 1 you kicked it and use the fumble chart to see where it went

iii: If more than one character is adjacent they all get to do a roll the one who is successful gets the ball.
If there is a tie on value use the fumble chart and see where the ball goes nobody gets ball back keep moving and repeat fumble procedure

2: Unsuccessful long snap and batted balls
A: Roll a d10 for the distance it flies 0-9 where 10 is equal to the 0 or meaning it stays in same space.
B: Then roll another d10 for which direction
1 is north of player 2 is NE 3 is E 4 is SE 5 is S 6 is SW 7 is W 8 is NW 9 is straight up and 10 is right into the ground
C: If a distance of 5 or higher one round of movement can be made before ball hits ground with various rolls available for catching it based on receiving in a lower section below.
D: If the ball falls to the ground it is incomplete unless it was originally thrown behind the line of scrimmage or a failed long snap.

Section B: Blocking and avoiding blocks
1.Offensive lineman use their def value/2 added to d20 roll.
Other offensive players; backs and receivers are def value/4 added to d20 roll

2. Defensive players use their attack value added to d20 to see if they get off block and are able to move.
3. When determining if block is successful or def gets off block compare the 2 rolls highest wins.





Section C: Handoffs

1. Running back needs to move near quarterback and a d20 roll is made
2. If a 1 auto fumble. Follow fumble procedures above.
3. If a 2-3 is rolled a bad handoff and d20 is rolled. Even numbers the QB still has it but can only move half speed and Odd number means the running back has it with the same penalty of moving half speed.
4. If 4 or higher is rolled add to attack value if it is 8 or higher successful handoff. If it is lower than see part 3 of this section.
5. If hand off is successful than normal movement rates begin
Keep in mind the RB may continue his movement if he didn't finish it at time of hand off.
6. If a defensive player is able to get in before handoff and is adjacent to QB or RB roll a d20 and add to defense value/2.
If the value is
A natural 1 caused a fumble, go to fumble section.
2-10 caused a bad handoff, go to part 3 of this section.
11-15 sacked the QB
16-20 tackled the RB for a loss
21+ caused fumble go to fumble section

Section D: Passes and pass defense

1. The QB may pass to anyone who is and eligible receiver and within his hp/10 range. Pick the receiver when your ready to throw.
Follow this chart
Short range is 1-4 squares no penalty on throw
medium range is 5-8 squares minus 1 penalty to throw
long range is 9+ squares minus 2 penalty to the throw

2. To throw the ball roll d20 and add to the QB attack value
10+ is successful throw
A natural 1 the defender closest to the receiver gets a pick
Value of 2-9 is incomplete.

3. If pass is successful then roll a d20 and add to the attack value of the receiver
if a defender is within 2 spaces he may roll a d20 and add it to his def/2 value

Who ever is higher value is winner.
If the receiver is higher a catch if defender is higher a knockdown.

4. If the receiver rolls a 20 auto catch.
If defender rolls a 20 auto pick.

If both happen treat as tie and reroll.
If both end values tie reroll.

If receiver or defender rolls a 1 then a pop up happens go to pop and long snaps above.

5: If receiver is running up side line and a defender is within 2
roll a d20 added to def value/4
defender then rolls a d20 added to his attack value/2
if receiver is higher stays in bounds
if lowers goes out of bonds and become ineligible



Section E: Tackling
1.All players are capable of tackling
2.If tackler is adjacent to ball carrier
roll a d20 and add to your attack value
the ball carrier rolls a d20 and adds to his def/4
Higher value wins
If the tackler higher he tackles the ball carrier.
If ball carrier wins he breaks the tackle and rolls a d20.
1-10 he falls down within one space of direction he was heading.
11-20 he continues to run but looses one movement space on his current round, if it is after his round is done he loses the space of movement on next round.

3. In the event of a tackle ball carrier rolls a d20 on a 1 there is a fumble
follow the running back formula above on a d20 roll to see where the ball goes if there is a fumble

4. If a tackler is within 2 squares of ball carrier you may elect to dive tackle
i: If you do you roll a d20 added to attack value with minus 2 penalty
ball carrier still rolls his def value/4 and add to his d20 roll
ii: In the event of a tackle ball carrier rolls a d20 on a 1 there is a fumble
Use the fumble bad snap above to see what happens.
Iii: If tackle fails defender has to take the rest of the round just to get up, or if final movement in round gets to move only 1 on next round.

Section F: kickoffs/punts/field goals

Successful kick equals full distance

1. Kickoff and onsides
roll a d20 add to attack value and if above 10 a successful full kick
Distance equals the kickers hit points/10 x2.

If the value was below 10 use this chart
Natural 1 equals out of bounds and penalty
2-9 roll a d20
Subtract 1 square for each number up to 20 from the total distance.
Roll a d20 odd is right and even is left.
Roll a d10 for the number of squares to the right or left it goes counted over at the end of distance.
If you roll a 1 or 2 on this roll the ball didn’t make it 10 yards. There is a penalty and a re-kick.

2. Punts and field goals or extra points
A: Use the kickers hp/ 10 for distance
B: roll the center snap as above
C: Kicker has to wait after snap round two movements for punts and one for field goals. (this gives the def a chance to get a block)
and then rolls a d20 added to his attack value if its above 10 it’s a successful kick

Use the chart below for making an attempt for field goals

if you’re kicking at
Short range 1-4 no penalty.
At medium range 5-8 penalty of minus 2.
At long range 9+ penalty of minus 4.


A roll of a natural one is a shank
And use the bad long snap pass

D: Field goal special rules
on a kick of less than 10 value it is a miss
And follow the bad kickoff rules above for punts and field goals.
If a natural 1 is rolled and the def has a guy in the area of 3 spaces from the distance it flies he gets a chance to intercept and return. For every 10 spaces you do a round for movement until ball hits. So you can move to where it may land.
Def player in area rolls a d20 and add his attack value if above 15 he catches and then follows normal movement rules.

Section G: Blocking punts and field goals or extra points

1. Def player must be within 2 to get a shot at blocking
If within 2 use def value/4 added to d20 roll minus 2 penalty for being 2 away
if above 16 blocked for extra points it has to be above 18

If adjacent same without the penalty

Natural 20 is auto block.

If a block happens roll a d20 and use the fumble chart above to see where ball goes if it doesn't go backwards it is considered down if it goes back it is considered a fumble.

Section H: Time
There are 4 quarters.
Each quarter will consist of 15 plays.
Each normal play counts as one.
Extra points don’t count as a play
Kickoffs punts and field goals are ½ a play.

Section I: Fatigue
running backs and receivers
each round of movement with ball after the second round
roll d20 add to attack value if above 11 they can keep moving normal
below they lose a movement space
always will be able to move one

Section J: Hot pursuit
line man gain hot pursuit when chasing a ball carrier
they roll a d20 and add to attack value if 15+ they can get an extra space on movement
they then roll fatigue roll and if successful they can continue next turn at normal speed if fails they are at movement one the rest of the play

Section K: Penalties
if when a roll off occurs to see who is higher and the difference is by one
both players finish the play
but at end of play both players roll a d20
if either player rolls less than 6 then there is a penalty on his team

if you receive a penalty roll d10
offense
1-3 is off sides/false start
4-5 is holding on offensive line
6 is personal foul
7 is illegal formation
8 is face mask
9 is interference
10 is illegal block

defense
1-3 is off sides
4-5 is face mask
6-7 interference
8 is holding
9-0 is personal foul




Other Optional rules

A: Home field vs away
home field has a +1 on all def rolls bonus until the opponent scores and then there is a d20 roll
if 1-6 home filed advantage is lost until home team scores then another roll if above 10 it is regained if below stays gone.

B: To make game a little shorter

Use 7 man game. Team of 7 with a kicker and a QB total 9
So 2 unique pieces,
But if you want more unique pieces attack value total of 45

All the same rules except only have to have 3 down lineman on Offense and one of the receivers has to be on line somewhere.

Defense would again be anyway you can set def up legally.

C:Another thing that can be done is you can change amount of plays per quarter

longer game add increments of 5
shorter game subtract increments of 5

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Last edited by Gurneywars on Mon Sep 07, 2009 2:40 am, edited 12 times in total.

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 Post subject: Re: star wars mini football game
PostPosted: Fri Sep 04, 2009 5:41 am 
Droid Army Commander
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Actually I like this.

I think it's a good format to start.

JC will make us a map for Vassal uses.

I think for movement you could roll and work it in somehow


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 Post subject: Re: star wars mini football game
PostPosted: Fri Sep 04, 2009 8:31 am 
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If you want to simulate a pseudo-realistic football game, wouldn't everyone need to have a speed of 1 and you just keep moving every unit one space at a time, making tackle rolls whenever one unit enters another's space? Maybe running backs get speed 2, so they can move ahead of the pack after they break through the line?

Intriguing.

If special abilities are included, it reminds me of the old computer game, "Pigskin", but with Star Wars flavor.

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 Post subject: Re: star wars mini football game
PostPosted: Fri Sep 04, 2009 9:04 am 
Droid Army Commander
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Mapmaker wrote:
If you want to simulate a pseudo-realistic football game, wouldn't everyone need to have a speed of 1 and you just keep moving every unit one space at a time, making tackle rolls whenever one unit enters another's space? Maybe running backs get speed 2, so they can move ahead of the pack after they break through the line?

Intriguing.

If special abilities are included, it reminds me of the old computer game, "Pigskin", but with Star Wars flavor.


I was thinking something of the same ilk. You can use an FP to move an extra square and then activiate 1 piece per side.

Also, I think it should be the same amount of minis as in a football game (11).

I also think that you should pick a total point level for each side and build yoru team accordingly (so if you want to have all uniques, that's fine) and it should be faction restricted (obviously) using the fringe as a faction.

Force Powers can make you move further and each square is 1 yard. Kickers roll 3 d 20 for a kickoff and such and each team will be given a certain # of blitzes etc..

I would suggest a CFL format myself (3 downs to get 10 yards, 10 extra yards on the field and 12 guys on the field) as it would go quicker.

When init is rolled if the Defense wins, they go first activating 1 or deferring. at that point you can resolve the order:

- receivers / dbacks
- lines
- quarterback
- running backs / linebackers

If the offense wins init they obviously get hte advantage. For movement I'd go 6 for receivers and 3 for rbs (so receivers can get open). For passing the QB rolls, (adding cover if necessary) if the db is adjacent then add +8. Then the attack + the roll subtracing the defense of the db + cover for a completion. Thena tackle roll (offense of the db vs the defense of the receiver). Both players roll I would say as the WR gets a chance to make the catch.

On a roll of natural 20, the receiver can move up to 6 squares after hte catch (auto catch). on a roll of 1, an interception. The DB if it has an Fp can also make an interception roll if adjacent (save 11 for a knockdown, 16 for a pick).

We can definitely keep going on this!


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 Post subject: Re: star wars mini football game
PostPosted: Fri Sep 04, 2009 9:07 am 
Droid Army Commander
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heh

you can also add more special abilities to the factor:

Evade for breaking tackles (or parry too)
Cunning Attack for the +4 and +10. When a RB gets its HP reduced to 0 it is stopped (we should have a limit on how many HP an RB can have).

Force Powers (like push, lightning can also be used to bring down players and stop offensive lines).

Commander Effects can also play a role (somehow) but certainly, off the bat this seems like it would be fun!


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 Post subject: Re: star wars mini football game
PostPosted: Fri Sep 04, 2009 9:12 am 
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The good QB figs would have Accurate shot.
Characters with deflect could bat away passes.
Momentum could break tackles or penetrate the line.
Charging Assault = can rush the QB
Jedi Mind Trick = fake (hand off, pass, dodge a tackle)

:lol:


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 Post subject: Re: star wars mini football game
PostPosted: Fri Sep 04, 2009 9:33 am 
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I think we should put together a panel of people to keep working on this and start classing minis to positions.

Thoughts?


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 Post subject: Re: star wars mini football game
PostPosted: Fri Sep 04, 2009 11:04 am 
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This would be hilarious. Makes me want to go to my parents house and dig out my old football board game.

I think the main thing is to use SWM rules for movement and come up with some plays. Create a chart that determines the outcome (ie fumble, throw, kick, etc.)
Characters can use their normal attacks and abilities to affect the game.

I just had an evil thought of Luke HPU Force Pushing the quarterback off the field lmao.

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 Post subject: Re: star wars mini football game
PostPosted: Fri Sep 04, 2009 1:29 pm 
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Edit: moved the whole post to post one

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Last edited by Gurneywars on Sat Sep 05, 2009 2:31 am, edited 4 times in total.

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 Post subject: Re: star wars mini football game
PostPosted: Fri Sep 04, 2009 1:31 pm 
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as far as the field goes

I was thinking of the basic map but if mapmaker is up to make one awesome

I was thinking 4 spaces equal 10 yards
:D

Edit: I don't know how I mistaken fool saying JC for mapmaker :oops:

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Last edited by Gurneywars on Sat Sep 05, 2009 2:30 am, edited 1 time in total.

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 Post subject: Re: star wars mini football game
PostPosted: Fri Sep 04, 2009 1:36 pm 
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I think it might be somewhat interesting to use some abilities that may be on the cards but I think they should only be allowed one use per a game if used and should be optional rules


Edit: moved rules up to post one

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Last edited by Gurneywars on Sat Sep 05, 2009 2:29 am, edited 2 times in total.

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 Post subject: Re: star wars mini football game
PostPosted: Fri Sep 04, 2009 2:16 pm 
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since the field is smaller I'm trying to keep the movement to scale so normal movement won't work so much.

again with special abilities I think should be optional and if used only can use that ability once per game to be a game breaker or so.

more rules

Edit: moved rules up to post 1

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Last edited by Gurneywars on Sat Sep 05, 2009 2:28 am, edited 1 time in total.

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 Post subject: Re: star wars mini football game
PostPosted: Fri Sep 04, 2009 2:37 pm 
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still working out injury ideas lol

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 Post subject: Re: star wars mini football game
PostPosted: Fri Sep 04, 2009 2:46 pm 
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Grand Moff Boris wrote:
This would be hilarious. Makes me want to go to my parents house and dig out my old football board game.

I think the main thing is to use SWM rules for movement and come up with some plays. Create a chart that determines the outcome (ie fumble, throw, kick, etc.)
Characters can use their normal attacks and abilities to affect the game.

I just had an evil thought of Luke HPU Force Pushing the quarterback off the field lmao.



I think I have worked most of it out

I would like to keep simple without charts which I believe is the case at this point
movement I have finally determined based on it being a football field miniature vs normal map

as far as the abilities i feel should be an optional rule if players want but each ability can only be use once a game
no force renewal at all

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 Post subject: Re: star wars mini football game
PostPosted: Fri Sep 04, 2009 2:48 pm 
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Fool wrote:
I think we should put together a panel of people to keep working on this and start classing minis to positions.

Thoughts?



with the above rules I have posted we don't need to class minis :D

simple game is better lol

although I am open to more ideas
:D

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 Post subject: Re: star wars mini football game
PostPosted: Fri Sep 04, 2009 3:05 pm 
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I'm thinking the exact middle for the 50 yard line could be the middle of the gambit area

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 Post subject: Re: star wars mini football game
PostPosted: Fri Sep 04, 2009 3:53 pm 
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There won't be gambit in this... :lol: :roll:

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 Post subject: Re: star wars mini football game
PostPosted: Fri Sep 04, 2009 4:14 pm 
Sith Apprentice
Sith Apprentice

Joined: Wed May 13, 2009 3:30 pm
Posts: 265
Grand Moff Boris wrote:
There won't be gambit in this... :lol: :roll:


I know that,but when i typed it it sounded better than the "exact middle of the map"

techinicly there would a gambit like area on both ends of the map in which you would score points :P

EDIT: the last sentence has given me a thought for a possible idea on how to speed up play.....

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STOP IT! STOP IT! CAN'T YOU SEE THIS CONSTANT FIGHTING IS TEARING US ALL APART?-Carl

Things i've said in the past that got dismissed and now are being talked about:
restricting formats by set
Some chosing not to play the game if and when another company picks it up without the current mechanics


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 Post subject: Re: star wars mini football game
PostPosted: Sat Sep 05, 2009 2:17 am 
General
General

Joined: Tue Nov 04, 2008 2:04 am
Posts: 400
ok I have been moving rules up to the first post :D So easier to find yay

I am working on a couple more things but have change fumble rules and time or play rules
added playbook type use for offense

added a batted pass system in passing area

I am still working on a injury system and a penalty system

Have an optional rules that can be added
but out of time to post them will have them uo hopefully by sunday

those interested should like them for I figured out a way to have force renewal and use of the abilities to be more in line with a football game. And a system for having more then two uniques in your team:D

Commander effects are never used ever.

And a league play possibility with a draft is almost finished

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 Post subject: Re: star wars mini football game
PostPosted: Sat Sep 05, 2009 10:54 am 
Droid Army Commander
Droid Army Commander

Joined: Fri Aug 31, 2007 1:37 pm
Posts: 1283
If you want to do your own thing that's cool Gurney but I still think we should put together a panel of people to come up with something.

I like CE's - Coaches. San means you activate one player per activation, Tarkin = 3.

Also it could bear relevance on the outcome of the game.

I'm thinking you start on Opp 35 and have to get a 1st Down or TD / FG.

Then you switch sides

You could also have a full blown game too but that would take a while

If you guys want to start a panel or are interested PM me I will start a new forum

Wheeeeeeeeeeeee


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