- This topic has 9 replies, 1 voice, and was last updated 2 months, 2 weeks ago by John Allain.
December 28, 2019 at 7:29 pm #1975Tommy GGuest
Reading about the red card proposition, has anyway got any house rules they’ve tried out?
Playing my first couple games, I noticed that the shooting distance is relatively generous. There’s an area of a good two-three hexes outside the final third that you can still take a shot from. That meant that a shot from just outside the box incurred the same – 1 penalty than a shot from outside the final third! (Interesting when you draw Ikonic at a wonderful 2 saving!)
We made a house rule about a further – 1 penalty for any shot taken from outside the final third.
Thoughts?December 29, 2019 at 8:13 am #1981koriplGuest
My brother, when he at first heared about the shot rules, was thinking same as you about shots, but we didn’t do much about it, cause playing against each other we got problems to build space for normal shots. That looks really reasonable, we’ll check it 🙂
About house rules of my own, was also thinking about including more decision making during penalty/penalties. Didn’t have much time to oversee whole process, but in my mind is clearing something like picking side of a goal where shooting (maybe cards?) and to got some modificators based on it. I.e. when shooting in the middle of the goal shooter got -1, when keeper picks good side, then he got +2, or others.
In my mind is also something for mental side of penalties. Maybe I’d choose resilience for mental strength during penalties (i.e. x <= 4 => -1 for shooter).
We also included 1 as shot off target during penalties without need to dice for goalkeeper.December 29, 2019 at 8:23 am #1982koriplGuest
Wanted to edit post, but simply can’t.
We also changed a little bit time measuring. We estabilished 1 minute (whole sandglass) for moving first 4-5 players, then a half for 2 additionals attackers and also a half for other actions like passing or a decision of a shot. In last case if not made on time, automatically we go for movement phase.January 2, 2020 at 4:56 pm #2049Brian VaessenGuest
The shooting rules sound interesting, but same as Koripl we really struggle to shoot from bigger range, simply because there’s always some players who get to intercept which makes shooting do dangerous due to the potential of loosing the ball in a rather early stadium where the chance of scoring the goal isn’t worth losing posession.
But thats how I feel about it so far.January 17, 2020 at 1:03 am #2292Max CubberleyGuest
We’re experimenting with a couple of house rules:
1) if a player with an injury gets injured again they can take no further part in the game and must be substituted
2) substitutions can be made at any point unless the ball is in the opposition’s final third. This isn’t realistic but we just found opportunities for substitutions were few and far between.
I’m debating a couple more but those are the only 2 we’ve played with so farFebruary 24, 2020 at 2:45 am #2792John AllainGuest
Wondering if anyone has given thought to swapping out the real clock (and minute timers) for a tick-mark timing system, i.e., a fixed number of movement phases each half. Specifically, you’d track the number of movement phases and once that fixed number has been reached, the half is over.
I’m debating going with a TOTAL (fixed) number of movement phases each half and then rolling the dice to add a variable number of extra movement phases once the fixed number has been met. Perhaps 12 total movement phases + a random 1-6 additional. That would mean 13-18 total movement phases in a half.
However, I haven’t played enough games with the clock and minute timers to have a good feel for the typical total number of movement phases in a half.
Any thoughts or suggestions?February 27, 2020 at 8:22 am #2823Colin WebsterKeymaster
John, I’m interested ot hear how that works for you. I see the sand timers playing an important roll in creating mistakes – pressured by time, the placement of players will be imperfect, leading to more opportunities to score (well, and defend better). Also, I think there is something valuable about keeping up the pace and energy of the game.
But I’d love to hear how it works for you, so do let us know!March 8, 2020 at 11:57 pm #2964John AllainGuest
I totally get it! There is great value in forcing quick decisions as this is what happens in a real game. The action doesn’t stop to give either team time to survey the field and optimize player position and carefully consider the next move.
However, until we’re totally fluent with the game, does anyone have an estimate of the typical movement phases that take place in a typical half? Does 15-20 seem reasonable?March 18, 2020 at 5:53 pm #3077Colin WebsterKeymaster
Hi John, I played yesterday and forgot to track movement phases, etc until the last 25 minutes. Here’s what we ended up with:
Movement phases: 13
Passes (all kinds): 7
Shots: 5March 21, 2020 at 11:20 pm #3141John AllainGuest
Thanks! That’s about one complete movement phase for every two minutes of real time. Over a 45 minute half, that’s 22-23 movement phases.
I think we’ll eliminate the 45 minute game timer and try two things. First, we’ll go with a base of 19 movement phases (MP) per half. At the conclusion of the 19th MP we’ll roll the die and add that many more MPs for a range of 20-25 MPs each half. Second, to keep things tense, we’ll also use the minute timers each MP.