Game run through

From Support
Jump to navigation Jump to search

Modifiers - Aggression (Hardness) and Stamina (Fitness)

Player Attributes - Pace, Handling, Tackling, Jackling, Set Pieces, Kicking

Need a mechanism for keeping track of where the ball is on the field

Forwards = Hooker, Props

Backs = Scrum half, Fly half, Centre, Wing

Passes are generally aimed at getting the ball to faster players (Backs)

For ease, players could always line up across the pitch in the following order (Centre, Hooker, Prop, Scrum Half, Fly Half, Prop, Wing) but this could also be a tactical choice for Coaches. Their location will be important for determining where Conversion attempts are taken from.


Kick Off - KICKING check for the Fly Half for distance and choice of receiver.

Receive - HANDLING check - note a failed handling check leads to a scrum (opposition has the ‘put in’). On successful catch, receiver has three options - pass, kick or run. Note: Forwards should not kick, and the chances of a player choosing a kick should be higher the closer they are to their own goal line.

Scrum - SET PIECES check for all three forwards on both sides (with advantage for the side with the put in). Scrum Half of winning side receives the ball subject to a HANDLING check.

Pass - Always goes backwards. Receiver has HANDLING check.

Kick - KICKING check for distance. Game restarts with a line out. SET PIECES check as for the Scrum.

Run - Ball always moves up the pitch, aiming to beat his opposite number who undergoes a TACKLING check. If successful tackler rolls a JACKLING check. If successful he takes possession of the ball. If unsuccessful the team who took the ball into the tackle retain possession with the nearest player taking possession. If the tackle is unsuccessful, the runner breaks free. Roll PACE checks against the nearest opposition players on either side (or one only if the player is next to the touchline) to see if they can catch him. If they do, roll a TACKLING check. If they do not, the player moves further up the pitch but re-roll PACE checks against the same pursuing players every 10m (exact number to be calculated) to see if they catch him. If he makes it to the try line a try is scored (5pts awarded) and a conversion follows.

Conversion - KICKING check on the best kicker (normally but not always the Fly Half). Kicks get progressively easier the more central they are. This could be dependent on where the try scorer was standing when they received the ball. Success scores 2pts. The game then restarts with a Kick Off by the team that scored.

Hardness - At each TACKLE, JACKAL and SET PIECES check, there should be a HARDNESS check for both sides. If passed, play continues as normal. If failed a penalty is awarded against that side. There is first a check for a YELLOW CARD / RED CARD. If failed, that player is sent off or sent to the sin bin. During the time they are off the pitch, their team will spread out so there isn’t a gap where they should be standing. This should make it harder for them to Pass the ball and easier for the opposition to Run the ball. Penalties are normally run in Sevens, so the team awarded the penalty restart the game as if they had just caught the ball from a Kick Off. The exception is if the penalty is within 30m of the opponent’s goal line and central on the pitch. In this case they may attempt to kick the ball between the posts and score 3pts - KICKING check required on the best kicker. If successful, the points are awarded and play restarts with a Kick Off from the team that scored the penalty. In the unlikely event that a player from both sides is sent from the pitch at the same check, play restarts with a penalty to the team the referee decides was sinned against first - which probably means a coin toss. If a Forward has been sent from the pitch, Scrums are uncontested and the ball automatically goes to the Scrum Half of the team with the put in. If a Scrum Half or Fly Half is sent from the pitch, then another Back fills in for their specialist roles.