Martian Rugby


Introduction

Martian Rugby is a game for two players. It is a good simulation of the Martian version of rugby, which differs slightly from the Earth version.

Warning: Slighty playtested alpha version. There are still some problems with this game. The main one is that it simply takes too long to play. The initial stages after a kick-off tend to be a bit boring as minions just close to tackling range. Once there however, it gets fairly interesting and tactical.

Equipment

Setup

The playing area must be clearly marked. It should be a rectangular shape roughly 150 centimetres (5 feet) long by 90 centimetres (3 feet) wide. If you have a table about this size, great! Just use the edges as the boundary. If your playing surface is bigger, you'll have to indicate the boundary some other way - tape, string, books, whatever. It is useful if a halfway line is marked across the field or at least indicated at the edges somehow.

Each player chooses a colour and takes all the pieces of that colour. Four pieces of each size represent the 12 minions on your Martian Rugby team; the remaining piece of each size should be kept handy but off the field. One small pyramid of one of the unused colours should also be kept handy to represent the ball.

Decide which end of the field each player will defend. You don't have to sit behind your end - in fact it's easier to play if you sit on the sidelines, but you must know which end of the field is yours. You can even swap ends at half time if you feel one end gives an advantage...

Decide which player will kick-off (by coin toss, rock-paper-scissors, whatever). This player is the defender, at least initially. The receiving player is the attacker.

Once this is done, each player may place their 12 minions on their side of the field, anywhere they feel like, with one exception: The defender must place one piece at the very centre of the field. Piece placement can usually be done simultaneously, but if you are paranoid about a player gaining an advantage by watching where the other player is placing his pieces first then take turns beginning with the defender. The attacker must place his pieces standing up, but the defender may place his pieces standing or lying down.

Play begins with the kick-off, which is a Kick (see below) by the defender in the centre of the field. After the kick-off, turns alternate with the attacker having the first turn.

Game Play

On your turn each of your on-field minions must do one of the following actions: Move, Pass, Kick, Stand Still. Note that Standing Still is not the same as doing nothing. In particular it is illegal for a minion which is lying down to remain in the same position (even the Stand Still action moves it).

Move

A minion moves by being replaced by the spare piece of the same size. This replacement is done by placing the new piece on the field lying down, with its base touching the old piece. The old piece is then removed and becomes the spare piece. If the old piece was standing upright, the new piece may be pointing in any direction. If the old piece was lying down, the new piece is restricted by the rule that its base must touch the point of the old piece. In either case it is illegal for just a corner of the new piece to touch the old piece. See the diagram for examples of legal moves.

If a potential Move is blocked by other pieces in the way, simply nudge them gently any way you feel like until there is just enough room to place the newly moved piece - this is a contact sport after all! If this causes more pieces to be shoved around in a chain reaction, so be it. This is not a licence to shove pieces all over the place - any piece moved must still be in contact with whatever piece pushed it. You are also not allowed to deliberately turn a piece through a larger angle than required to nudge it out of the way.

Pass

A minion in possession of the ball may pass it to a team-mate. The maximum length of a pass is 40 centimetres (16 inches). Measure the distance with the tape measure. If the distance is okay, stretch the string from the passing minion to the receiving minion - any line which intersects both minions is fine. The string must not cross any other minion from either side between the passer and receiver. Forward passes are illegal - the end of the string-line at the receiver must not be closer to the defender's end of the field than the end at the passer. If all these conditions are met, the attacker announces the pass.

If the passer and catcher are not touching each other, and the defender believes that by Moving one of his minions (as described above) he can bring that minion to a position to block the pass, he may shout "Interception!" and make the Move. If the Move fails to bring the minion into a blocking position, that minion may not do anything on its player's next turn (not even Stand Still - it just does nothing). If the intercept attempt is successful, the intercepting minion takes possession of the ball. This causes an immediate Turnover (see below). (Yes, this means the minion who made the interception gets another action before the defender can do anything.)

If no intercept attempt is made, or if one fails, the pass succeeds and the receiving minion takes possession of the ball. If the receiving minion has not yet done anything this turn, it may Move normally or Pass or Kick the ball in turn.

A minion who passes must also Move as described above or Stand Still as described below, either before or after the pass (unless a Turnover occurs). The movement component and the passing component may not be separated by another piece's action (except for a possible intercept attempt).

Kick

A minion in possession of the ball may kick it. The maximum length of a kick is 90 centimetres (36 inches). Measure the distance with the tape measure. A minion standing upright may kick in any direction, while a minion lying down may only kick in a forward arc defined by the forward extension of the long sides of the pyramid (see diagram). Use the string to check the kicking arc if there is a dispute. Backward kicks are illegal - kicks may only be aimed at points closer to the defender's end of the field than the closest point of the kicking minion. The attacker may choose any point on the field in the legal kicking directions as the target for the kick.

If the defender believes that by Moving one of his minions (as described above) he can bring that minion to a position to block the kick within 5 centimetres (2 inches) of the kicker, he may shout "Charge down!" and make the Move. If the Move fails to bring the minion into such a blocking position, that minion may not do anything on its player's next turn (not even Stand Still - it just does nothing). If the minion does reach a legal blocking position, roll the die. On a 1-3 the charge-down attempt is successful and the charging minion takes possession of the ball. This causes an immediate Turnover (see below). (Yes, this means the minion who made the charge-down gets another action before the defender can do anything.) If the die roll is 4-6, the charge-down fails and the charging minion forfeits its next action as if it had failed to reach a blocking position.

If the target spot is an empty area of the field the attacker places the ball piece at the spot, upright and rotated any way desired. The kick might not actually land at this spot however. Assign a number from 1 to 4 to each face of the ball piece, then roll the die. On a 5 or 6 the ball lands right there - leave it there. On a 1 to 4, move the ball in the direction of the same numbered face by the width of a large pyramid (see diagram) and roll again, continuing until a 5 or 6 is rolled.

If at any stage during the resolution of a kick (incuding initial target spot selection) the ball touches a minion, that minion catches the ball. If it is a defending minion, this causes an immediate Turnover. If it is an attacking minion, and that minion is closer to the defender's end of the field than the kicker, the catcher is offside and an immediate Turnover occurs. If it is an attacking minion, and that minion is not closer to the defender's end of the field than the kicker, the attacker simply continues his turn.

If the kick resolves (by a 5 or 6 rolled on the die) without the ball touching any minion, leave the ball loose on the field. The attacking player continues his turn. While the ball is loose, the roles of attacker and defender are unassigned. If the ball happens to land behind the front of the kicking minion, any piece which has not yet moved may move and pick it up, and then kick or pass it if desired. If the ball lands in front of the kicking minion, then any piece on the same team in front of the kicking minion is offside and may not touch it until an opponent's minion does so. Minions with their frontmost point behind the frontmost point of the kicker are not offside, and may move forwards and pick up the ball if they can reach it (and then pass or kick it again if desired).

A minion who kicks must also Move as described above or Stand Still as described below, either before or after the kick (unless a Turnover occurs). The movement component and the kicking component may not be separated by another piece's action.

Stand Still

A minion standing upright Stands Still by doing nothing. Leave it how it is.

A minion lying down Stands Still by being replaced by the spare piece of the same size. This replacement is done by placing the new piece on the field standing upright, with its base touching the point of the old piece. The old piece is then removed and becomes the spare piece.

Other Rules

Carrying the Ball

Any minion which catches, touches, is passed or given the ball can carry it as they Move. For large and medium minions you can place the ball inside them. For small ones either place the ball near them as a marker or just remember who has the ball. If marked in this way, the ball marker is not considered a loose ball and should be moved out of the way if someone needs to Move there. A minion carrying the ball may drop it at any time by placing it upright on the field touching itself.

If the ball is loose at any stage, the attacker and defender roles are unassigned. Any minion from any team can pick up the ball without causing a Turnover.

Tackling

If a defending minion pushes or touches the attacking minion with the ball, the ball-carrier is tackled. The minion making the tackle gets the ball and may convert its Move into a Pass or Kick by immediately passing or kicking the ball.

An attacking minion with the ball who pushes a defending minion is not tackled - he is merely pushing them away as he runs.

Turnovers

A Turnover occurs in the following instances: When any of these occur, the defender and attacker immediately switch roles, the ball is placed in the possession of the attacking minion nearest to it, and the new attacker begins his turn. Any remaining actions in the (now) defender's turn are lost.

Scoring and Winning

If an attacking minion manages to touch or cross the defender's back line while carrying the ball, the attacker scores a try, worth 5 points. When this occurs, remove all the players and start again as at the start of the game, with the player who just scored kicking off.

The game ends at the end of an agreed time limit, or after one player has scored 15 points. The highest scorer wins.

Strategies

Note that larger minions move faster, but smaller ones are more manoeuvrable and can turn in a smaller area. (Unlike Earth rugby where the small players possess both these qualities while the big ones are harder to tackle.)

Pay attention to which directions your opponent' minions are facing. It may be possible to run the ball-carrier through a thick defensive line in safety if none are facing the right way to make a tackle on their turn. For this reason, it pays to have a few defenders forming a second line of defence.

As in Earth rugby, the kick-and-chase tactic can prove worthwhile. Kick the ball far upfield and run your minions after it. By the time your opponent has turned his minions around to chase the ball, you may be in front of them. To defend against this strategy it is worthwhile leaving a "fullback" piece close to your own end line, ready to chase any kicks your opponent may send down your end of the field. The fullback also serves as a last line of defence if a ball-carrier breaks through the defensive lines.

Variations

Real Time

Players do not take turns. They make moves for each minion simultaneously, but must complete a full round through their minions before moving the same minion again. This is potentially confusing, and a neutral third party referee is suggested, who may call penalties against either player if any violation of this rule is detected. The referee should be armed with a whistle to signal halts in play. In ths version, upright pieces may not Stand Still.

Butterfingers

Any minion attempting to catch a pass or kick must roll a die. On a 1 to 5 they catch it normally. On a 6 they drop it and the ball bounces away from them - use the kick scattering technique to determine a direction and distance. The ball can be made slipperier to simulate bad weather by increasing the chance of a fumble.

Playtest Comments

The major problem with this game at the moment is that it is too slow to play. Several turns, which take a minute or more each, must pass after a kick-off before anything interesting happens. Once the minions close to range it gets quite tactical and interesting however. Some ideas to try:

Credits

Game Design: David Morgan-Mar.
Playtesting: Geoff Bailey.
Useful Comments: Mark Fitzsimmons.
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