ElfBall
ElfBall Rulebook
Table of Contents
Table of Contents
- Game Components
- Objective of the Game
- Team & Player Descriptions
- Player Attributes
- Challenges
- Beginning a Test
- The Face-Off
- Turn Sequence
- Actions
- Get Up Action
- Movement
- Run Action
- Handling the Ball
- Run & Pitch and Throw Actions
- Tackle Actions
- Charge Actions
- Injuries
- Conceding
- Advanced Rules
- Building/Growing Your Team
- Team Support
- Gaining Goal Points and Abilities
- Team Lists
Game Components
Every game of Elfball needs some very basic components to play the game quickly and easily.
Playing Field: A standard ElfBall field is a circle 23 paces in diameter (a pace normally being about one game inch). Within this circle are seven smaller circles. The centre circle is drawn around the exact centre of the field. In addition, there are two small goal circles in white at the edge of each side of the field. In front of each of the goal circles is a small yellow circle which is the starting area for the Guardian who protects the goal for your team. Finally there are four large yellow circles (two on each side of the field) which are used as the starting location of the majority of your team.
Dice: Elfball is normally played with six 6-sided dice. You can use Elfball dice or normal dice for this component (the only difference between the two is that Elfball dice have the word FLOP on the side that would normally roll a 1).
Rulers: The game uses 2 rulers each 1 pace wide. One is 6 paces long, made from cloth, and used for moving your players. The second is 18 paces long and is used for pitching and throwing the ball.
Scrum Templates: Scrum templates are used to figure out which players from your team or your opponent's are close enough to affect your player that is performing an action. A player that uses a 25mm base always uses the 3 inch scrum template and a player with a 40mm base always uses the 4 inch scrum template. To use a scrum template the crosshairs in the centre of the scrum template are centred over the player's base. A player is under the scrum template if any part of his base is under the template.
Ball: The Elfball itself is designed to test the skill and in some part the luck of the game's players. It is constructed of a slightly oblong wooden sphere inside of a larger inflated round leather bladder which is greased before play. The internal sphere's irregular bouncing and spinning within the slippery cover make the overall ball quite difficult to throw, catch, and handle. While this can be frustrating for the players, it is quite exciting for the spectators. Still, veteran players learn to master the unusual properties of the ball to impressive effect. For purposes of marking the location of the ball on the field, any suitably shaped small object or counter may be used.
Team Manager: You as the player of your team take on the roll of Team Manager. Any reference to the Team Manager in the rules is referring to you.
Players: Impact! Miniatures sell a number of white metal miniatures to help you represent your players. However, any miniatures that you can put on a 25mm or 40mm base to be properly representative of the players from your team are fine.
Objective of the Game
A match is made up of a series of Tests. The winner of each Test is the first team to score a goal which ends the Test. A match continues until one team has won a pre-determined number of Tests (usually two or three, make sure you and your opponent agree on this before starting the game). To score a goal, a player holding the ball must end his Action with any part of his base within the opponent's white goal circle.
Team & Player Descriptions
Most Elfball teams are composed of some standard type of specialist players. Different races use more of some types of specialists than others and some use none at all, but most teams use a core list of specialists. All Elfball teams for playing the Basic Rules are composed of 10 players picked from a single team list in Appendix A on page 12. You may not mix players from more than one team list to create your Elfball team. The Advanced Rules give you more options for creating your starting team (see page 9).
Midfielders: Midfielders are the stock players of an Elfball team. The true jack-of-all-trades of Elfball they excel at nothing in specific but also have no true weaknesses.
Safeties: The job of the Safety is to quickly get to the opponent with the ball and try to tie him up or take him out. While not skilled ball handlers they are normally the fastest players in Elfball.
Hunters: Hunters are skilled tacklers of average strength. Not very agile but handy to free up the ball.
Strikers: Dodging through the opposition and catching/retrieving the ball is the primary function of Strikers. However they have trouble dealing with objects larger than the ball as they are not normally sturdy players or talented at bringing down opponents.
Throwers: Need a better tackler than a Striker to stay in the back field and sending the ball flying across the field? The Thrower is the go to player for this job.
Defenders: Defenders are the muscle of the team. Exceptionally strong - a successful hit by one of these players is almost sure to knock a player senseless.
Other Players: Many other creatures both living and undead play the game of Elfball. Their unusual mix of size (both huge and tiny) and endurance mean it is difficult to class them as any of the standard players that grace an Elfball pitch normally.
Player Attributes
Every player of Elfball has seven attributes which define his performance on the field. These are:
Jog: This is the maximum number of paces which a player is able to move during one turn.
Tackle: This represents the player's ability to attempt to bring down (i.e. tackle) opponents and prevent opponents from getting away from him.
Might: This attribute is a player's brute force and his likelihood of injuring an opponent when he successfully tackles him.
Dodge: This controls how well a player can disengage from an opponent and defend against tackles.
Skill: This attribute represents a player's ability to throw, catch, and pick up the ball.
Grit: This is the player's toughness and ability to withstand punishment.
Base: The size of the base in millimetres (mm) the player should be placed on is represented by this attribute. This attribute also affects the size of scrum template the player will use.
Note: The attributes of all players can be found in Appendix A on page 12.
Challenges
When a player attempts to perform an action which requires a dice roll to determine whether the action is a success or failure, it is referred to as a Challenge.
In order to attempt a Challenge, you roll a number of dice equal to the attribute for that Challenge with a given Threshold number for that Challenge. Every die which comes up equal to or greater than the threshold is a success. Each Challenge will specify how many successes are needed for a complete success (or in some cases a partial success). Every die for which a 6 is rolled again with the new result adding to list of rolls. Any dice which roll 6 on the second roll continue being rolled and added to the list of rolls until you roll a result other than a 6.
Example: You attempt to pick up the ball from the playing field with a player with a Skill attribute of 4. The Threshold for picking up the ball is 3. You roll 4 dice due to your Skill attribute and roll 1, 2, 6, and 6. You roll the two dice with 6s again and roll 3 and 6 on them. One final roll of the die that was a 6 results in a 5. This means for this Challenge you rolled 1, 2, 6, 6, 3, 6 and 5 for a total of 5 successes which enables the player to successfully pick up the ball.
You must also keep track of the number of dice which roll a 1 (or a Flop result if you have Elfball dice). If a Challenge results in more 1s than successes, the player has "flopped" the Challenge, usually with disastrous results.
Example: You attempt to pick up the ball from the playing field with a player with a Skill attribute of 3 against its Challenge Threshold of 3. You roll 1, 2 and 6. You roll the 6 again and roll a 1. For this Challenge you have rolled 1, 1, 2 and 6 and so you have Flopped the challenges as you have 2 flops and only one success.
If the Threshold for a Challenge is impossible (i.e. 7 or more), then the number of successes for the Challenge will be the number of 6s rolled less the number of Flops rolled.
Example: You attempt to pick up the ball from the playing field with a player with a Skill attribute of 3 against its Challenge Threshold of 7 as 3 opponents are under his Scrum template. You roll 1, 6 and 6. You roll the 6s again and roll 3 and 4. For this Challenge you have rolled 1, 3, 4, 6 and 6 and so you have rolled 1 success (two 6s less one 1) for this Challenge. Note that you do not flop this Challenge as you rolled 1 success and 1 flop and flops must exceed successes to flop a Challenge.
Beginning a Test
At the beginning of the game, after each goal is scored, or a player is ejected for leaving the playing field with the ball you set up your team for the next Test with the following restrictions:
- The ball is placed on the yellow dot centre point on the playing field.
- One player must be set up on your team's side of the yellow circle in the middle of the playing field for the face-off. No more than one player from your team may be placed in this area. If you cannot set up a player for the face-off, your team loses the game. If neither team can place a player in the centre circle of the face-off the game ends in a tie. Your player must be placed inside the circle. His base cannot cover any part of the white or yellow line.
- One player (and no more) may be placed in the circle for the goal Guardian. This is the yellow circle in front of the white goal circle. Your player must be placed inside the circle. His base cannot cover any part of the yellow line.
- Up to two players may be placed in each of the large circles on your side of the playing field. Your player must be placed inside the circle. Their bases cannot cover any part of the yellow line.
The Face-Off
Play for a Test beings with a face-off between the two players set up on the centre circle as they fight for possession of the ball (or at least control of its location). Each Team Manager rolls a Challenge with a Threshold of the Might of the opposing player. The player with the highest number of successes has won the face-off and must move first. In the event of a tie, roll another face-off. Continue rolling tie-break face-offs until either one player wins or both players Flop. A player who Flops a face-off Challenge has tripped and is placed Down on the field. If both players flop the face-off, a new face-off is started. Each Team Manager is giving the option of switching the face-off player with a player from his Bench before the new face-off begins. The player who wins the face-off is required to perform an action first, but the other team may move any of his players on his subsequent turn.
Face-off Challenge
- Attribute: Might
- Threshold: Opposing Face-off player's Might
- Threshold Modifiers: None
- Challenge Result:
- Flop: Player Down
- 0 or more Successes: Compare to opponent's success to see who won the Face-off
Turn Sequence
The player who wins the face-off must be the first player to perform an action for the Test. After that player performs an action, the Team Manager of the opposing team may select any of his players to perform an action. Play alternates in this fashion until a goal is scored or a player with the ball leaves the playing field. A Team Manager may select any one of his players to perform an action during his turn except the very last player which performed an action on his team (i.e. the same player may only act every other turn).
If a team has only one player on the field, then he still may not perform an action in consecutive turns, thus, the opposing teams will get two turns for every one of the team with the solitary player.
Actions
When a player perform an action he may do one of the following actions:
- Get Up - A Down player may stand up or a Dazed player may become Down.
- Run - Move up to his Jog attribute in paces.
- Run & Pitch - Move up to your Jog attribute in paces and pitch the ball up to 6 inches to another player.
- Throw - May throw the ball up to 18 inches but the thrower may not move.
- Tackle - Move up to your Jog attribute in paces and then tackle any one player that he ends his move in base-to-base contact with.
- Charge - Move up to your Jog attribute in paces in only a straight line and tackle on player you come into base-to-base contact with during your move. You may continue to move after the tackle if successful and you have sufficient Jog paces remaining.
Get Up Action
Player who have fallen or been knocked down are represented by two states if they are still on the playing field, Down and Dazed.
Down - A Down player is not hurt, but does need to spend an entire action getting back to his fit. To represent a Down player, place the miniature face-up on the pitch at the spot where he was knocked over.
When a Down player performs his Get Up Action, place his Scrum template over the player centred on his base. If any opposing players have any part of their base under the Scrum template and are closer than the closest player from the Down player's team, then you must stand the Down player up in base-to-base contact with the closest opposing player to the Down player.
Dazed - A player who is Dazed needs a moment to shake off the effects of his fall and will require a couple of actions to regain his feet. To represent a Dazed player, place the miniature face-down in the spot where he has fallen. A Dazed player must spend an entire Get Up Action to roll over to Down status.
Movement
Players performing any action that involves movement may move a number of paces up to their Jog attribute.
When the movement ruler is placed on the field it cannot overlap any part of the base of any another player at any point during the movement. If the ruler is laid straight and flat on the pitch than the player may move up to his full Jog attribute in paces. If the movement ruler is bent at all before the ending point of the desired movement, the player may only move up to his Jog less 1 (i.e. a player with a Jog of 5 who wants to curve the movement ruler can only move up to 4 paces maximum). A player who moves against another player's base (friend or opponent) (i.e. either for a Tackle Action or to force the opponent to disengage to move) ends his movement for the turn at that point (the sole exception being a Charge Action (see page 8)). A player who fails to pick up the ball as part of a Run or Run & Pitch Action ends his move where his base came into contact with the ball on the field.
Disengaging: A player who is in base-to-base contact (i.e. bases are touching) with an standing opposing player and who wishes to move away from that contact as part of a Run, Run & Pitch, Tackle, or Charge action needs to make a Disengaging Challenge.
Disengaging Challenge
- Attribute: Dodge
- Threshold: 4
- Threshold Modifiers:
- Each standing player from your team other than the disengaging player under the Scrum template: -1
- Each standing opponent under the Scrum template after the first: +1
- Your Dodge attribute: - Your Dodge attribute
- Highest Tackle attribute of standing opponents in base-to-base contact: +Highest opposing Tackle attribute
- Challenge Result:
- Flop: Player Dazed
- 0 Successes: Player Down
- 1 or more Successes: Player successfully disengages
Example: You attempt to disengage with a player with a Dodge attribute of 3 from an opponent with a Tackle of 2. Under the Scrum template is your player and a total of two opponents (remember the first does not count). So the Threshold is 4 (4-3+2+1). You roll 1, 3, and 5. This gives you one success so you manage to disengage successfully.
Run Action
During a Run Action all you do is move the player. If you move in a straight line, you can move up to your full Jog attribute in paces on the movement ruler. If the movement ruler is not flat and straight, then you can move up to your Jog attribute minus 1 in paces. The only thing you can do during a Run Action other than move is try to pick up the ball.
Handling the Ball
Picking Up the Ball - You can only attempt to pick up the ball during a Run or Run & Pitch Action. Picking up the ball requires a Pick-Up Challenge.
Pick-up Challenge
- Attribute: Skill
- Threshold: 4
- Threshold Modifiers:
- Each standing player from your team other than the Thrower under the Scrum template: -1
- Each standing opponent under the Scrum template: +1
- Challenge Result:
- Flop: Player trips and is placed Down. The ball bounces one pace in a D12 direction.
- 0 Successes: Player fumbles the pick-up and the ball bounces one pace in a D12 direction.
- 1 or more Successes: Player successfully picks up the ball.
If you fail to successfully pick up the ball your action is ended. If you are successful, you may continue to move (and pitch during a Run & Pitch action) but reduce the amount of paces you have remaining by one to account for slowing down to successfully pick-up the ball.
Dropping the Ball - If a player fails a Pick-Up or Catch Challenge or a player with the ball is knocked down during a Tackle or Charge Action or flops a Pitch or Throw Challenge, the ball will scatter one pace in a D12 direction. Roll a D12 and move the ball one pace for the edge of his base in the direction that matches as you would read a clock face with the hour being indicated by the dice roll.) A dropped ball may be caught by another player if it lands on any part of his base (see page 7). If a ball lands in an unoccupied spot on the playing field it is considered a Bouncing Ball.
Bouncing Ball - A ball that lands in an unoccupied spot on the playing field is a Bouncing Ball. If the ball is within 1 pace of any player other than the player that dropped or pitch/threw the ball, the player closest to the ball may attempt a Catch Challenge (see page 7). If you feel two players are equal distance to the ball (and both less than one pace to it), roll a single dice for each player and add his Skill attribute (re-rolling ties). The winner is allowed to attempt the Catch Challenge for the Bouncing Ball. Only one player may attempt to grab a Bouncing Ball. NOTE: A Flopped or 0 success on trying to catch a Bouncing Ball does NOT bounce the ball again (however a Flop result will still place the player attempting the catch Down).
White Lines on the Playing Field - The wizards of the Middle Kingdoms long ago discovered a simple cantrip that anyone can use to convert simple dirt and dust into a white powder that when placed on the ground repels any small mass flying or walking creatures and objects that cross the ground it is cast upon for half a day. The spell was meant to protect adventurers from vampiric nightwings, venomous snakes and assassin's arrows, but it quickly found another use ... keeping an Elfball on the pitch and forcing players to run the ball across the centre line of the field or across the goal line.
Anytime a ball bounces or is thrown its movement is stopped as soon as it touches any part of a white line on the pitch. Bounce the ball D6 squares in a D12 direction away from the white line (re-rolling any D12 rolls that would bounce the ball into any part of the same or another white line).
Run & Pitch and Throw Actions
Run & Pitch Action - A player with the ball may attempt to move up their full Jog attribute in a straight, flat line or one less than their full Jog attribute if the movement ruler is not flat and straight. At the end of this movement, they may attempt to the pitch the ball up to 6 paces (note: you can pitch the ball to empty location on the playing field). Place the throwing ruler flat and straight and use the shortest distance to reach any part of the Catcher's base (or empty playing field location) from the edge of the Thrower's base to determine the distance of the pitch. The player pitching the ball must make a Pitch Challenge.
Pitch Challenge
- Attribute: Skill
- Threshold: 4
- Threshold Modifiers:
- Each standing player from your team other than the Thrower under the Scrum template: -1
- Each standing opponent under the Scrum template: +1
- Pitching the ball more than 3 paces: +2
- Challenge Result:
- Flop: Ball bounces 1 pace in a D12 direction from the Thrower's position
- 0 Successes: Pitch misses and lands D6 paces in a D12 direction from the Catcher's location
- 1 or more Successes: Thrower successfully pitches the ball. Remember if you have more than one success for the Catch Challenge
Throw Action - A player with the ball may not move at all and attempt to the throw the ball up to 18 paces (note: you can pitch the ball to empty location on the playing field). Place the throwing ruler flat and straight and use the shortest distance to reach any part of the Catcher's base (or empty playing field location) from the edge of the Thrower's base to determine the distance of the throw. The player throwing the ball must make a Throw Challenge.
Throw Challenge
- Attribute: Skill
- Threshold: 4
- Threshold Modifiers:
- Each standing player from your team other than the Thrower under the Scrum template: -1
- Each standing opponent under the Scrum template: +1
- Throwing the ball more than 9 paces: +2
- Challenge Result:
- Flop: Ball bounces 1 pace in a D12 direction from the Thrower's position
- 0 Successes: Throw misses and lands D6 paces in a D12 direction from the Catcher's location
- 1 or more Successes: Thrower successfully throws the ball. Remember your number of success for any Interception or Catch Challenge.
Intercepting the Ball - A thrown ball might be intercepted by a player between the thrower and the receiver. After a successful or missed pitch or throw but before any Catch Challenge any one opposing player whose has any part of his base covered by the throwing ruler (laid flat and straight) between the Thrower and the spot the ball will land may attempt to intercept the ball by rolling an Interception Challenge.
Interception Challenge
- Attribute: Skill
- Threshold: 4
- Threshold Modifiers:
- Each standing player from your team other than the Interceptor under the Scrum template: -1
- Each standing opponent under the Scrum template: +1
- Each success on the pitch or throw: +1
- Challenge Result:
- Flop: Interceptor trips and is placed Down on the field. The pitch/throw is resolved as normal.
- 0 Successes: Interception fails. Resolve the pitch/throw as normal.
- 1 or more Successes: Interceptor successfully catches the ball.
Catching the Ball - A player who has a ball land on any part of his base from a pitch, throw, or bounce may attempt to perform a Catch Challenge to catch the ball. A player can choose to automatically fail a catch roll in which case it will bounce 1 pace in a D12 direction from his position and is treated as a dropped ball.
Catch Challenge
- Attribute: Skill
- Threshold: 4
- Threshold Modifiers:
- Each standing player from your team other than the Catcher under the Scrum template: -1
- Each standing opponent under the Scrum template: +1
- Each success on the pitch or throw beyond the first: -1
- Catching a Bouncing Ball: +1
- Challenge Result:
- Flop: Catcher trips and is placed Down on the field. The ball bounces 1 pace in a D12 direction from the Catcher's position
- 0 Successes: Failed catch - ball bounces 1 pace in a D12 direction from the Catcher's position
- 1 or more Successes: Catcher successfully catches the ball.
Example: You try to catch a throw with a Skill attribute of 3 that had 3 Throw Challenge successes with a player with one opponent under the Scrum template. Your Threshold is 3 (4-2+1). You roll 1, 1, and 4 and Flop. If you had rolled 2, 2, 3. You would have successfully caught the ball.
Tackle Actions
A player who makes a Tackle action and ends his move still standing and in base-to-base contact with one or more opponents may attempt to tackle one adjacent opponent. First you much compare the Might of your player with the player you are trying to tackle. If your player's Might is lower than your opponent's Might you must perform an Impact Challenge first to see if you hit with enough force to make a Tackle Challenge.
Impact Challenge
- Attribute: Might
- Threshold: Might of Opponent you are trying to tackle
- Threshold Modifiers: None
- Challenge Result:
- Flop: Your player is Down.
- 0 Successes: Tackle fails. You may not roll for the Tackle Challenge
- 1 or more Successes: Success! You hit with enough force to make a Tackle Challenge against this player.
If you succeed at the Impact Challenge or your Might was equal to or greater than the opponent you are tackling, you may perform a Tackle Challenge against him.
Tackle Challenge
- Attribute: Tackle
- Threshold: Dodge of Opponent you are trying to tackle
- Threshold Modifiers:
- Each standing player from your team other than the Tackler under the Scrum template: -1
- Each standing opponent other than the Opponent being tackled under the Scrum template: +1
- Challenge Result:
- Flop: Tackler is Down.
- 0 Successes: Tackler is stiff armed. Tackle has no effect.
- 1 Success: Slide Tackle. Both Tackler and Opponent are Down.
- 2 Successes: Solid Hit. Opponent is Down.
- 3 Successes: Punishing Hit. Opponent is Dazed.
- 4 or more Successes: Crippling Hit. Opponent is Dazed and must roll a Grit Challenge.
Charge Actions
A Charge Action is performed exactly like a Tackle Action except for three key differences.
- A Charge Action can only be made if the player moves in a straight line for the entire move.
- The player performing the Charge Action is treated as his Might attribute being one point less than normal for the duration of the Charge Action.
- If the player performing the Charge Action has 2 or more successes on the Tackle Challenge and has at least two paces of Jog left, he may continue to move after the Tackle Challenge is complete. This does not allow him to try and perform a Tackle Challenge against a second opponent.
Injuries
A player on the wrong side of a particularly nasty tackle may be injured. To see the severity of the injury, roll a Grit Challenge for the player injured.
Depending on whether you are playing a Basic game or an Advanced game (rules start on page 9) effects the results of Grit Challenge and both Basic and Advanced results are displayed on the following Challenge table.
Grit Challenge
- Attribute: Grit
- Threshold: Might of tackling Opponent
- Threshold Modifiers: None
- Challenge Result:
- Flop:
- Basic: Player is out for the rest of game. Place him in the Infirmary.
- Advanced: Player suffers a career-ending injury and is permanently removed from the team. Place him in the Infirmary.
- 0 Successes:
- Basic: Player is out for the rest of game. Place him in the Infirmary.
- Advanced: Player suffers a lasting injury. The Player's attribute with the most points is reduced permanently by one point. Team Manager of the player can choose in cases of tied attribute amounts. Place him in the Infirmary.
- 1 Success: Both: Player is out for the rest of the game. Place him in the Infirmary.
- 2 Successes: Both: Player is knocked unconscious. Place him in the Recovery box. Player may be moved from the Recovery box to the Bench area after the next Test has started.
- 3 Successes: Both: Player will just miss the rest of this Test.
- 4 Successes: Both: Player was just winded and is only Dazed.
- 5 or more Successes: Both: Player has a burst of will/energy to stay in the game and is now only Down.
- Flop:
Conceding
A player at any point may concede the match to his opponent. If this is done, each player on the opposing team not in the Infirmary receives one Goal Point. In addition, the opposing team's score is adjusted so that they have scored 3 goals for this game.
Advanced Rules
The previous 8 pages gave you all the rules you need to sit down and play a game of Elfball. The following rules are only intended if you want to create a team and play it over multiple games with it growing and changing as you play.
Building/Growing Your Team
The rules for building your new starting team under the Advanced Rules are slightly different than the Basic Rules. Instead of just picking 10 players for your team you receive 150 points to build your team. You do not have to spend all 150 points on building your team but your team can never exceed 150 points. Every new rookie unskilled player for your team costs 15 points. However players are not the only features you can have on your team. On this page, you'll find other team support professionals or items you can purchase for your team and the points that they cost to add to your team (again remember your team's point value can never exceed 150 points).
As your team plays games your players may learn new abilities as they grow in experience at playing the game. Gaining abilities adds points to your team. If gaining abilities would cause your team to go over 150 points, you need to cut something or someone from your team in order to keep the player gaining the skill. Note: You may never cut your team to less than 6 players. At any point you may add rookies to your team for their normal 15 points (one last time, your team cannot exceed 150 in value).
Team Support
Magic Potions (5 points each, up to 3 allowed) - Your team can use some of its resources (i.e. points) to hire some alchemists to prepare some magic laced potions to help your team try to stay in the game. However using magic is not without risks. Your team can purchase up to 3 potions as a part of your team's 150 points for 5 points each. You may use one or more potions right before setting up for any Test or after the last goal is scored. To use a potion, roll a D12 and consult this table. If the roll says you gain a Basic or Advanced ability, the rules for these are on page 10. Because this is potent stuff, a player may only take one potion per a game.
Magic Potion Table
| D12 Roll | Result |
|---|---|
| 1 | Your player has an extremely bad reaction to the potion and dies immediately. |
| 2 | Your player suffers an massive violent seizure. The player will miss the rest of the game and suffers an additional lasting injury. The player's attribute with the most points is reduced permanently by one point. Team Manager of the player can choose in cases of tied attribute amounts. |
| 3 | Player falls into a light coma. The potion fails to cure any injury the player had suffered this game and he will miss the rest of the current game. |
| 4 | Player gets woozy from the potion. The potion fails to cure any injury the player has suffered this game and if he was on the Bench he must miss this Test. |
| 5 | Player's nervous system locks up as the potion revives his body. The player is fully cured of ANY injury he suffered previously this game, but will have to miss the rest of the game as he is too weak to play after the potion's effect. |
| 6 | The player's eyes gloss over as the potion washes over his body with healing magic. The player is fully cured of ANY injury he suffered previously this game, but will have to miss this Test. |
| 7 | The potion gives the player a bit of a boost. The player gains one Basic ability of his choice that he doesn't already have for the rest of only this game and the player is fully cured of ANY injury he suffered previously this game. |
Beer Garden Beauty (5 points each, up to 2 allowed) - Your team can use some of its resources (i.e. points) to hire a local brewery and one of its lovely servers to serve your players some special ale. The ale helps the players shake off injuries that would normally make them miss a Test or the rest of the game. For each Beer Garden Beauty on your team, you may add 1 success to any Grit Challenge that you do not Flop and do not roll 0 successes.
Cheerleader (5 points each, up to 4 allowed) - Cheerleaders (regardless of race) are great for getting your boys to get back into the game with their encouraging (or disparaging) cheers. When you take a Get Up Action with a player that is Dazed you may choose to attempt a Cheer Challenge.
Cheer Challenge
- Attribute: # of Cheerleaders on your team
- Threshold: 5
- Threshold Modifiers: None
- Challenge Result:
- Flop: Your cheers/jeers actually dishearten the player and he stays Dazed from his Get Up Action.
- 0 Successes: Player rolls over to Down as normal.
- 1 or more Successes: Player stands up as if he had been Down
Hired Gun Wizard (20 points each, only 1 allowed) - Your team may contact the local Wizard's Guild and petition to hire a Wizard for your team. The Wizard the Guild allow you to hire are often the novices and they only have enough endurance to cast one spell per a match. The Hired Gun Wizard never sets a foot on the playing field, has a Skill attribute of 5, and can be called upon to cast one of three spells: System Shock, Inferno, or Transmutation (coach's choice):
System Shock: Every neuron in a single opponent's body fires at the same time if this spell is successful. Elfballs however help "ground" a player to resist this spell. The Wizard makes a System Shock challenge when casting this spell.
System Shock Challenge
- Attribute: Wizard's Skill
- Threshold: Opponent's Might + 1
- Threshold Modifiers:
- Opposing player is holding the Elfball: +2
- Challenge Result:
- Flop: Magic backfires into the Bench area. One randomly determined player in your Bench is moved to the Recovery area.
- 0 Successes: Spell fails. No effect.
- 1 Success: Opponent is now Down.
- 2 Successes: Opponent is now Dazed.
- 3 or more Successes: Opponent is Dazed and must roll a Grit Challenge.
Inferno: A section of the playing field erupts into a towering pillar of flame. The spell uses the 3" template and may be aimed at any part of the playing field. Any player (from either team) who has even part of his base under the template must roll an Inferno challenge to try and avoid the effects of the flames.
Inferno Challenge
- Attribute: Dodge
- Threshold: 5
- Threshold Modifiers:
- Entire base is under the 3" template: +1
- Challenge Result:
- Flop: Player is Dazed and must roll a Grit Challenge
- 0 Successes: Player is now Dazed.
- 1 Success: Player is now Down.
- 2 or more Successes: Player successfully avoids the flames. Spell has no effect.
Transformation: One moment the player is running across the playing field ... the next all the players look taller and he has a craving for flies. Make a Transformation Challenge for the Wizard when casting this spell.
Transformation Challenge
- Attribute: Wizard's Skill
- Threshold: 6
- Threshold Modifiers: None
- Challenge Result:
- Flop: Magic backfires into the Bench area. One randomly determined player in your Bench is moved to the Recovery area.
- 0 Successes: Spell fails. No effect.
- 1 or more Successes: Opponent is turn into a giant frog with the following attributes: Jog 6; Might 2; Tackle 4; Dodge 6; Skill 0; Grit 2. If the opponent had the ball it will bounce 1 pace from him.
Gaining Goal Points and Abilities
Most players develop specialities after playing several games of Elfball. While many players never turn into the superstars of the world, every team might get fortunate and have the next player that every child watching his play hopes to be like him. Players can gain the potential to gain new abilities through Goal Points.
Goal Points: Tracking Goal Points is easy. Every time your team scores a goal give every player on your team that is still on the playing field one Goal Point (easily tracked on your team list sheet).
Gaining New Abilities: For every full 10 Goal Points your player has he may learn a new Basic or Advance ability (i.e. one ability at 10 points, a second at 20 points, etc.) Players do not have to learn a new skill upon gaining the next plateau for skills. A player can learn a skill at any point in their career if they have enough Goal Points. For example, a player earns his 10th Goal Point and three games later the coach can choose to have him then learn a new Basic ability if he desires.
Basic and Advanced Abilities: Each attribute has a Basic and Advanced ability that any player can learn once they have the Goal Points to do so. An Advanced ability can only be learned if a player already has the Basic ability for that attribute. Each Basic and Advanced ability on your team is worth 5 points. A specific ability can be learned only once by a player (i.e. you cannot take Agile twice). Each ability that follows is listed with the name of the skill (the attribute it is based on/whether it is Basic or Advanced).
Push (Jog/Basic): The player is skilled at pushing himself to go the extra mile as he runs. A player with Push may attempt to move one and ONLY one additional pace at the end of his normal movement during a Run or Run & Pitch Action. The player must make a Push Challenge to use this ability.
Push Challenge
- Attribute: Jog
- Threshold: 5
- Threshold Modifiers: None
- Challenge Result:
- Flop: Player fails to move one additional pace and is placed Dazed from over-exertion.
- 0 Successes: Player fails to move one additional pace and trips and is placed Down.
- 1 or more Successes: Player successfully moves one additional pace.
Sprinter (Jog/Advanced): The player has the ability to call upon reserves to really race across the playing field. Sprinter may be used once per an action and allows you to re-roll one D6 of your choice from any challenge using the Jog attribute (you must use the result from the re-roll in place of the original D6 roll). In addition, you may use the Push ability as many times per an action as you want. However, in order to not be placed Down you must roll successes equal to number of Pushes you have attempted this action. For example, if you are attempting your 3rd Push, you must roll 3 or more successes to not be placed Down.
Buff (Might/Basic): The player has spent an extensive amount of time weightlifting and developing muscle mass. Buff may be used once per an action and allows you to re-roll one D6 of your choice from any challenge using the Might attribute (you must use the result from the re-roll in place of the original D6 roll).
Bonecrusher (Might/Advanced): The player hits like a ton of bricks often ending an opponent's career. Opponents roll one less Grit D6 from any tackle from this player.
Grapple (Tackle/Basic): This player is focused on only one thing ... taking down the opposition. Grapple may be used once per an action and allows you to re-roll one D6 of your choice from any challenge using the Tackle attribute (you must use the result from the re-roll in place of the original D6 roll).
Psycho (Tackle/Advanced): Frothing at the mouth from a self induced battle rage, this player fears no man or beast. This player never needs to roll a Might Challenge when attempt a tackle.
Nimble (Dodge/Basic): This player is able to think on his feet and change plans quickly as conditions change on the pitch. Nimble may be used once per an action and allows you to re-roll one D6 of your choice from any challenge using the Dodge attribute (you must use the result from the re-roll in place of the original D6 roll).
Slippery (Dodge/Advanced): This player is as difficult to lay a hand on as a greased pig. This player may ignore one opposing player modifying the Threshold of any challenge using the Dodge attribute.
Agile (Skill/Basic): Need the Elfball to get where you want it to go ... call this player. Agile may be used once per an action and allows you to re-roll one D6 of your choice from any challenge using the Skill attribute (you must use the result from the re-roll in place of the original D6 roll).
Focused (Skill/Advanced): The player has ice water in his veins and is able to ignore opponents around him. This player may ignore one opposing player modifying the Threshold of any challenge using the Skill attribute.
Resilient (Grit/Basic): Tough as nails ... this is player is very difficult to take out of the game.. Resilient be used once per an action and allows you to re-roll one D6 of your choice from any challenge using the Grit attribute (you must use the result from the re-roll in place of the original D6 roll).
Rugged (Grit/Advanced): This player is immune to all but the most serious of hits. This player may treat 3 or more successes on a Grit Challenge as being placed Down on the playing field.
Team Lists
Black Widows
Insert Team Description Here
| # Allowed | Position | Jog | Might | Tackle | Dodge | Skill | Grit | Base |
|---|---|---|---|---|---|---|---|---|
| 0-2 | Hunters | 5 | 3 | 4 | 3 | 2 | 3 | 25 |
| 0-4 | Midfielders | 5 | 3 | 3 | 3 | 3 | 3 | 25 |
| 0-4 | Strikers | 5 | 3 | 2 |
Deadlings
Insert Team Description Here
| # Allowed | Position | Jog | Might | Tackle | Dodge | Skill | Grit | Base |
|---|---|---|---|---|---|---|---|---|
| 0-2 | Deadwood | 3 | 6 | 5 | 1 | 1 | 4 | 40 |
| 0-4 | Mummies | 4 | 4 | 4 | 2 | 1 | 5 | 25 |
| 0-6 | Skeletons/Zombies | 5 | 2 | 3 |
Desert Dogs
Insert Team Description Here
| # Allowed | Position | Jog | Might | Tackle | Dodge | Skill | Grit | Base |
|---|---|---|---|---|---|---|---|---|
| 0-1 | Defender | 4 | 4 | 4 | 2 | 2 | 4 | 25 |
| 0-5 | Midfielders | 5 | 3 | 3 | 3 | 3 | 3 | 25 |
| 0-2 | Safeties | 6 | 3 | 3 |
Divine Wind
Insert Team Description Here
| # Allowed | Position | Jog | Might | Tackle | Dodge | Skill | Grit | Base |
|---|---|---|---|---|---|---|---|---|
| 0-2 | Defenders | 4 | 4 | 4 | 2 | 2 | 4 | 25 |
| 0-2 | Hunters | 5 | 3 | 4 | 3 | 2 | 3 | 25 |
| 0-6 | Midfielders | 5 | 3 | 3 |
Gnolls
Insert Team Description Here
| # Allowed | Position | Jog | Might | Tackle | Dodge | Skill | Grit | Base |
|---|---|---|---|---|---|---|---|---|
| 0-4 | Hunters | 5 | 3 | 4 | 3 | 2 | 3 | 25 |
| 0-2 | Midfielders | 5 | 3 | 3 | 3 | 3 | 3 | 25 |
| 0-4 | Safeties | 6 | 3 | 3 |
Night Elves
Insert Team Description Here
| # Allowed | Position | Jog | Might | Tackle | Dodge | Skill | Grit | Base |
|---|---|---|---|---|---|---|---|---|
| 0-8 | Imps | 6 | 2 | 2 | 5 | 3 | 2 | 25 |
| 0-4 | Strikers | 5 | 3 | 2 | 4 | 4 | 2 | 25 |
Razorbacks
Insert Team Description Here
| # Allowed | Position | Jog | Might | Tackle | Dodge | Skill | Grit | Base |
|---|---|---|---|---|---|---|---|---|
| 0-6 | Hunters | 5 | 3 | 4 | 3 | 2 | 3 | 25 |
| 0-6 | Midfielders | 5 | 3 | 3 | 3 | 3 | 3 | 25 |
Valkyries
Insert Team Description Here
| # Allowed | Position | Jog | Might | Tackle | Dodge | Skill | Grit | Base |
|---|---|---|---|---|---|---|---|---|
| 0-4 | Hunters | 5 | 3 | 4 | 3 | 2 | 3 | 25 |
| 0-1 | Ice Troll | 4 | 5 | 4 | 2 | 1 | 4 | 40 |
| 0-5 | Midfielders | 5 | 3 | 3 |