and
on
the toolbar. You will notice that injured players, niggled players and empty
roster slots will be moved to 'OUT'. Also the name of the teams and the number
of re-rolls will be automatically adjusted.
Roll on the weather table
and work out the
Gate
(just one click each).
See if you have any bonus cards and roll for cards: type "Cards for your
teamname" in the comment field, hit enter, and click the 'Roll 1 die'
button. Draw the cards you choose
. Remember to
use a password, or your opponent will be able to see which cards you got!
Roll for any Niggling injuries and move the players back to 'Reserve' (right-click the niggled player and choose the appropriate menu item) that pass the test.
For the toss, first enter "Toss: odd" or "Toss: even" in the comment field, and hit enter.
If you lost the toss, assume your opponent will receive. Set up your players
on the field, either by clicking on the player and then on the field where you
want them, or by dragging them. Now save the game
, zip the bbm file and send it to your opponent.
, and roll for cards as described above.
Set up your team.
If you're receiving, save the game
and
send it back to your opponent for the kick-off.
. If necessary, apply the result.
Now click on 'Roll scatter die' for the direction, roll 1 die (or 2 with 'Bad
Kick') for the distance, and another scatter for the final bounce (if it isn't
caught already). Place the ball in its final position, save the game
and send it back to your opponent again for his
move.
Make sure you enter plenty of text in the comment field (always hit 'enter' after you're done) to annotate your file for your opponent.
Some examples:
![]() |
In this case, Red4 is going to block Blue3. As you can see, he is
assisted by Red2 and Red9, but Blue3 is assisted (counterassisted) by
Blue4. In the comment field you should enter "4 b 3 a 2,9 ca 4" or "4 vs 3
.." or "4-3 ...".
The program can help you with this though. Just drag Red4 on top of Blue3. The comment field as well as the following block roll is automatically made by the program! |
![]() |
Here Blue10 (MA 6, AG 3) is making a long walk. You have clicked the
field to show the path Blue10 is taking. Now you should enter "dodge to 4
(3+)" and after that roll a die. Then enter "gfi" (go for it) and roll
another die. And finally you can drag Blue10 to the position marked with 7
to make the move. Afterwards you can review it in your log file like this
(here Blue10 had to re-roll his dodge).728: "dodge to 4 (3+)" 729: Roll: 1 730: Rerolls change for Blue: 2 731: Roll: 5 732: "gfi" 733: Roll: 2 734: Blue10 moves to I14 |
When you're done, just save the game
and
send it to your opponent again for his move.
, click
to go to the start of his turn, and then just
keep clicking
until you reached the end of
the file again. This way you're taken step by step through your opponent's turn.
Ronald Lokers