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	<title>Board Game Arena - User contributions [en]</title>
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	<updated>2026-09-18T11:15:17Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpjokerball&amp;diff=26531</id>
		<title>Gamehelpjokerball</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpjokerball&amp;diff=26531"/>
		<updated>2025-09-20T04:26:11Z</updated>

		<summary type="html">&lt;p&gt;Zugzwang: clarified a non-capturing move as involving only the walls and the ball, not a friendly man as that would then constitute a capturing move.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Jokerball is a violent soccer game. It involves strategy and luck.&lt;br /&gt;
&lt;br /&gt;
The hexagonal board is walled off on the two left sides and the two right sides, and open on the two remaining, opposite sides. The open sides are the goals.&lt;br /&gt;
Men start out lined up in front of their own goals, and the ball is in in the center.&lt;br /&gt;
&lt;br /&gt;
The men gradually move out and kill each other off, thereby opening holes in their defenses and making it possible for the ball to exit the board through a goal.&lt;br /&gt;
The purple die determines the distance a man must travel, but the player chooses his direction. The green die determines the direction the ball must travel, but the player chooses its distance.&lt;br /&gt;
&lt;br /&gt;
More specifically, a man makes a non-capturing move in one of the two forward directions in a straight line, along a path of contiguous, unoccupied cells.  It travels exactly the distance indicated by the purple die, unless blocked by a wall or the ball, in which case it stops short, adjacent to the block.  &lt;br /&gt;
&lt;br /&gt;
A man makes a capturing move in any direction, in a straight line, along a path of contiguous, unoccupied cells, terminated by a friendly or enemy man, within the range indicated by the purple die.  The terminus man is captured by replacement.&lt;br /&gt;
&lt;br /&gt;
After moving one of your men, you must move the ball, in the direction indicated by the green die, as described below, along a path of contiguous, unoccupied cells, any distance.  &lt;br /&gt;
&lt;br /&gt;
Green Die Indicated Ball Directions: 1 - backward left. 2 - left. 3 - forward left. 4 - forward right. 5 - right. 6 - backward right.  The directions are from the perspective of the player moving the ball.  The players&#039; directions are opposite from each other.  So for example, Red&#039;s 2 is the opposite direction of Blue&#039;s 2.  Red&#039;s 2 is the same direction as Blue&#039;s 5.&lt;br /&gt;
&lt;br /&gt;
You win when the ball exits the board through the goal opposite of where you&#039;re sitting.  It doesn&#039;t matter who moves the ball off the board.  It&#039;s remotely possible that you would have to move the ball through your own goal and lose the game.&lt;br /&gt;
&lt;br /&gt;
You can undo man selection by clicking any unhighlighted cell.&lt;br /&gt;
&lt;br /&gt;
Jokerball is played in matches of from 1 to 21 games.  You choose how many at the outset.&lt;br /&gt;
&lt;br /&gt;
A doubling cube can be employed in the match, as an option.  You can search online for Backgammon doubling cube for information about that.  But basically, if I offer you a double, and if you accept it, the game is now worth double the points.  If you don&#039;t accept it, you lose the game.&lt;br /&gt;
&lt;br /&gt;
Jokerball uses the Crawford rule. There&#039;s information about this online as well.  If a player is 1 point away from winning the match, the next game is a Crawford game, in which the doubling cube can&#039;t be offered.  There can be only one Crawford game per match.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;dead cube&amp;quot; rule (as defined by USBGF and WBGF):  If the player owning the doubling cube could win the match by winning the current game, then she has no reason to offer a double, and is not allowed to offer a double.&lt;br /&gt;
&lt;br /&gt;
Nessuno, a professional and highly skilled developer, has been invaluable in bringing you Jokerball.  Advice and suggestions are helpful, but only get me so far.  Sometimes you need a pro to get in there, find the problem, and fix it.  Nessuno did that - a few times.  Thanks, Nessuno 🙂🙏&lt;/div&gt;</summary>
		<author><name>Zugzwang</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpjokerball&amp;diff=26530</id>
		<title>Gamehelpjokerball</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpjokerball&amp;diff=26530"/>
		<updated>2025-09-20T04:22:07Z</updated>

		<summary type="html">&lt;p&gt;Zugzwang: clarified what can be captured from enemy man to friendly or enemy man&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Jokerball is a violent soccer game. It involves strategy and luck.&lt;br /&gt;
&lt;br /&gt;
The hexagonal board is walled off on the two left sides and the two right sides, and open on the two remaining, opposite sides. The open sides are the goals.&lt;br /&gt;
Men start out lined up in front of their own goals, and the ball is in in the center.&lt;br /&gt;
&lt;br /&gt;
The men gradually move out and kill each other off, thereby opening holes in their defenses and making it possible for the ball to exit the board through a goal.&lt;br /&gt;
The purple die determines the distance a man must travel, but the player chooses his direction. The green die determines the direction the ball must travel, but the player chooses its distance.&lt;br /&gt;
&lt;br /&gt;
More specifically, a man makes a non-capturing move in one of the two forward directions in a straight line, along a path of contiguous, unoccupied cells.  It travels exactly the distance indicated by the purple die, unless blocked by a wall, the ball, or a friendly man, in which case it stops short, adjacent to the block.  &lt;br /&gt;
&lt;br /&gt;
A man makes a capturing move in any direction, in a straight line, along a path of contiguous, unoccupied cells, terminated by a friendly or enemy man, within the range indicated by the purple die.  The terminus man is captured by replacement.&lt;br /&gt;
&lt;br /&gt;
After moving one of your men, you must move the ball, in the direction indicated by the green die, as described below, along a path of contiguous, unoccupied cells, any distance.  &lt;br /&gt;
&lt;br /&gt;
Green Die Indicated Ball Directions: 1 - backward left. 2 - left. 3 - forward left. 4 - forward right. 5 - right. 6 - backward right.  The directions are from the perspective of the player moving the ball.  The players&#039; directions are opposite from each other.  So for example, Red&#039;s 2 is the opposite direction of Blue&#039;s 2.  Red&#039;s 2 is the same direction as Blue&#039;s 5.&lt;br /&gt;
&lt;br /&gt;
You win when the ball exits the board through the goal opposite of where you&#039;re sitting.  It doesn&#039;t matter who moves the ball off the board.  It&#039;s remotely possible that you would have to move the ball through your own goal and lose the game.&lt;br /&gt;
&lt;br /&gt;
You can undo man selection by clicking any unhighlighted cell.&lt;br /&gt;
&lt;br /&gt;
Jokerball is played in matches of from 1 to 21 games.  You choose how many at the outset.&lt;br /&gt;
&lt;br /&gt;
A doubling cube can be employed in the match, as an option.  You can search online for Backgammon doubling cube for information about that.  But basically, if I offer you a double, and if you accept it, the game is now worth double the points.  If you don&#039;t accept it, you lose the game.&lt;br /&gt;
&lt;br /&gt;
Jokerball uses the Crawford rule. There&#039;s information about this online as well.  If a player is 1 point away from winning the match, the next game is a Crawford game, in which the doubling cube can&#039;t be offered.  There can be only one Crawford game per match.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;dead cube&amp;quot; rule (as defined by USBGF and WBGF):  If the player owning the doubling cube could win the match by winning the current game, then she has no reason to offer a double, and is not allowed to offer a double.&lt;br /&gt;
&lt;br /&gt;
Nessuno, a professional and highly skilled developer, has been invaluable in bringing you Jokerball.  Advice and suggestions are helpful, but only get me so far.  Sometimes you need a pro to get in there, find the problem, and fix it.  Nessuno did that - a few times.  Thanks, Nessuno 🙂🙏&lt;/div&gt;</summary>
		<author><name>Zugzwang</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Tips_veletas&amp;diff=4537</id>
		<title>Tips veletas</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Tips_veletas&amp;diff=4537"/>
		<updated>2020-05-30T02:08:12Z</updated>

		<summary type="html">&lt;p&gt;Zugzwang: Two tips to play well ...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;1) ABDT -- &amp;quot;Always be double threatening&amp;quot;.&lt;br /&gt;
2) See tip #1.&lt;/div&gt;</summary>
		<author><name>Zugzwang</name></author>
	</entry>
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