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Development Rules

The basic rules of Crash Tackle allow any player to Kick the ball up to the distance of 14 spaces. As we all know this ruling is a simplistic solution to Kicking and not entirely true to the game of rugby.

Introducing the Advanced Rules for Kicking - these rules in combination with the newly released
Ball Bounce produce very realistic and tactical kicking simulation - we advise that those Coaches new to the game understand the basic kicking rules before using these.

All rule ammenedments are marked in grey.

To use the Distance Rule you must first kick the ball as normal (As per the training guide). However, instead of placing the ball up to 14 spaces away, we must first determine how hard/well the ball was kicked!

kicking the rugby ballTo see how far (in spaces) the ball travels, do the following...

  • Using exactly the same result from the Kicking dice roll, take the result of ONLY the green dice.
  • Now subtract this number from 14 to determine how many spaces the ball can travel.
  • Move the ball up to this number of space away and continue your turn.


Example:
Take a look at the image on the left. South Africa have the ball and the no.13 decides to chip the ball down field. He rolls both dice: a 5 and 2 for a total of 7. It's a great roll and the ball is kicked... but how far?

The number on the green dice is 5, so we subtract 5 from 14 which gives us a distance of 9 spaces. The ball can now be placed on any space up to 9 spaces away!



springbok flyhalfFlyHalfs: The flyhalf is every teams specialised kicker. His roll is to control the game with accurate kicks, gaining valuable territory and points for your team. For this reason the Flyhalf is given a special ability allowing him to kick the ball a greater distance. When kicking the ball with the Flyhalf (no.10) you subtract the dice from 18 instead of the usual 14.



Out on the full!Double 6: If you roll a double 6 when attempting to kick the ball then you're player has attempted to kick the ball whilst having little control over it. The result is a sliced kick which comes off the side of his boot and goes directly into touch. A line out is awarded to the opposition side directly inline with where the ball was kicked.

NOTE: If the ball was kicked from within the 22m area then this double 6 is ignored. The ball remains on the kicking player and your turn ends immediatly. Why? In the game of rugby, the ball going into touch directly from the 22m area has no effect and so we have decided to ignore this result for kicks within the 22m area. So if you want avoid the perils of a Double 6 when kicking - kick it from the safety of your 22m area.



Conversion Kicks:
When a try is scored move the ball directly backwards away from the tryline until it is behind the 22m line. This is where the kick will be taken from. Now roll to kick as normal and work out the Distance of the Kick. If the Kick is accurate and the Distance rolled is enough to reach the red space behind the poles then the Conversion is considered successful and your team is awarded and additional 2 points. The game is restarted with a Kick Off.

Drop Goals: To attempt a Drop Goal the Kicker must be stationary (may not have moved that turn). If the Kick is accurate and the Distance rolled is enough to reach the red space behind the poles then the Drop Goal is considered successful and your team is awarded and additional 3 points. An unsuccessful kick results in a opposition 22m Drop out.

Penalty Kick for Poles: If you are awarded a Penalty, you can choose to kick for posts in the hope of getting an additional 3 points. To do so roll to Kick as normal and if the Kick is accurate and the Distance rolled is enough to reach the red space behind the poles then the Penalty is considered successful and your team is awarded and additional 3 points. An unsuccessful kick results in a opposition 22m Drop out.
Last Updated on Friday, 07 August 2009 19:34
 
 
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