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You win when the ball exits the board through the goal opposite of where you're sitting.  It doesn't matter who moves the ball off the board.  It's remotely possible that you would have to move the ball through your own goal and lose the game.
You win when the ball exits the board through the goal opposite of where you're sitting.  It doesn't matter who moves the ball off the board.  It's remotely possible that you would have to move the ball through your own goal and lose the game.
You can undo man selection by clicking on any unhighlighted cell.

Revision as of 04:29, 30 July 2025

Jokerball is a violent soccer game. It involves strategy and luck.

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. Men start out lined up in front of their own goals, and the ball is in in the center.

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. 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.

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.

A man makes a capturing move in any direction, in a straight line, along a path of contiguous, unoccupied cells, terminated by a man of either color, within the range indicated by the purple die. The terminus man is captured by replacement.

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.

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' directions are opposite from each other. So for example, Red's 2 is the opposite direction of Blue's 2. Red's 2 is the same direction as Blue's 5.

You win when the ball exits the board through the goal opposite of where you're sitting. It doesn't matter who moves the ball off the board. It's remotely possible that you would have to move the ball through your own goal and lose the game.

You can undo man selection by clicking on any unhighlighted cell.