Dear Mantic Games… DreadBall Needs Fixing!

Playing at Mantic’s Open Day DreadBall tournament this weekend reminded me once again of what a fantastic game DreadBall really is. DreadBall is fun, fast, furious and (almost) always exciting up to the very last turn (or “Rush“, as DreadBall calls them).

If you haven’t yet, you should definitely give DreadBall a shot. It’s an awesome game!

I had a blast at Mantic’s Open Day.

That said, there are some oddities and quirks hidden in the rules, and one of them has taken a turn for the ugly with the release of DreadBall Season 2: The potential for scattering the ball (and thus ending your Rush) at the start-of-a-rush launching of the ball.

Let me brief you on the rule(ing) in question for those not (yet) familiar with DreadBall.


#1 – The Rule: Launching the Ball and Failing to Catch it

DreadBall plays fast, not least because the miniatures are not “re-set” after scoring points (a “Strike“). Players of both teams simply stay were they are and the ball launches back unto to pitch, just as it does at the beginning of the game, at the start of the next players’ rush.

Because the miniatures are not re-set into a starting line-up, it is entirely possible that a new ball will be launched through or into a “hex” occupied by a player.

If that happens, according to p. 30 of the DreadBall rules, this player must try to catch the ball if he or she would normally be allowed to (e.g. they are not a Guard and not facing the wrong direction).

The picture below gives you an idea of the “worst-possible-scenario” that could result from this.

DreadBall Launching a Ball Bug

A DreadBall “Worst-Case” Scenario:

  1. The Orx & Goblin team here is playing “up” as the home team (the way Goblin 06 is pointing)
  2. They have just taken a Strike by their opponents (a Human Trontek 29er team, for example).
  3. As a Strike automatically ends a rush, it is now the Orx & Goblin-Team’s turn.
  4. The turn starts with the ball being launched from the left by the roll of a D6. The result determines how far the ball launches along the centre-hexes marked with the DreadBall logo. A roll of 3, for example, would launch the ball up to the hex marked “3″ in the picture above.

This is a “worst-case-scenario” because a Goblin Jack is in the first field (marked “1″) the ball must pass through, no matter the roll (it’s clearly impossible to roll less than a 1).

This means the Goblin must try to catch the ball. However, the number of dice* for “catching” in DreadBall depend on the number of success rolled while “throwing”. A newly ball launched is treated as an “inaccurate pass”, DreadBall’s term for a pass or throw with zero successes.

As a result, the poor Jack above has zero dice to roll for the catch, automatically failing the catch. In turn, failing a catch and losing the ball automatically ends a rush in DreadBall.

In the case above, the Orx & Goblins team thus just “lost” their turn without rolling a single dice. The opposing team effectively gets two consecutive turns in DreadBall’s IGO-UGO system.

The FAQ in the Season 2 DreadBall rulebook (p. 59) confirms that this is indeed how it is played.

Q: If a ball scatters onto a Jack during his Rush then does he have to try to catch it (with zero dice because it is inaccurate)? [...] will his Rush end if he fails to catch the ball?

A: Yes, yes and yes.

D: Some people seem to find this harsh. I don’t. To me this is just one of many ways to end your Rush by being unlucky. [...] I use the same explanation when asked about the Jack who has the ball launched at him and then drops it. You know where the ball is launched and in which direction. If a Coach’s model is standing in the wrong place then the problem is entirely foreseeable and could have been avoided.

The same ruling would presumably also apply to a Striker standing in the way of a launching ball, who is also threatened by a nearby opponent (thus losing his Striker +1 bonus).


#2 – A Harsh Rule or a Broken Rule?

Harsh! Clearly. But is it broken?

I am not a fan of rules that can stop you from actually playing in the game. This isn’t Warhammer 40K though, and “lose-a-turn-for-failing-hard” is not unheard of in board games.

As much as it might hurt to lose a match over this, if it is the result of a coaches (i.e. the physical player playing DreadBall) stupidity and the rule applies to all DreadBall teams equally, it should balance out in the long run. It would simply be the “Law of the Land“, so to speak.

But what if it isn’t?

What if your Jack (or an embattled Striker) could end up in this unfortunate, turn-costing place not by any (bad) choice of their coach, but as result of deliberate actions taken by the opposing team? What if, despite being “entirely foreseeable and could have been avoided“, your opponent could force you into losing your turn, against your will?

That would suck, wouldn’t it?

Enter the Judwan…

DreadBall Judwan

The fun thing about the Judwan is that they get a nifty little ability called Misdirect, which allows Judwan players to move players from the opposing team around and decide their facing. Other teams can buy this ability, but the Judwan all start with it. They are also frigging good at it.

It’s not difficult for a Judwan team to move an opposing player 2 or 3 hexes in their turn, set their facing, and still have enough actions left to score a Strike (something Judwan also excel at).

Indeed, if a Judwan team starts the match as home team, they could Misdirect an opponent set-up near the starting line in turn one. If they also score a Strike, the opponent will lose their turn and will continue to lose turns as long as the Judwan team can keep on scoring.

This only becomes easier for them each turn as their opponent doesn’t get to play at all!

You could end up “playing” an entire match of DreadBall without ever.. well.. playing.


#3 – Dear Mantic Games… Please Fix it!

Of course, as many people will likely point out, there are still ways to prevent this from happening. Simply keep your Jacks at least 3 hexes or so away from the launching line, for example.

But is that truly a satisfying solution?

The result completely transforms the game, effectively turning the middle third of the pitch into a near-no-go-zone for Jacks and Strikers going up against Judwan. The whole game suddenly revolves around avoiding the bug in the system, and not around playing DreadBall.

That can’t be right.

Personally, I would love to see some sort of “you-cannot-lose-a-turn-ever-without-rolling-at-least-one-dice” rule of last resort, not just for playing against Judwan, but in general (yes, even for stupid coaches that have gotten themselves into the mess).

Perhaps, the ball-launch could count as a three-success throw (it’s fairly predictable after all), and not as zero-success “inaccurate” throw. This would give even a Jack beset by two opponents a bare minimum of 1 dice to catch it.

Veteran Game Designers out there may have more elegant solutions.

One thing I greatly admire about Mantic is their straight-forward way of addressing mistakes. The DreadBall Season 2 nerf of Number 88 is a good example (p. 56). He/She/It was overpowered.

They admitted it and fixed it. Awesome.

Many game companies out there should learn from that!

Yet no single miniature for the game, no matter how obscenely overpowered and/or under-costed it might be, could be remotely as disruptive as the possibility of spending an entire game doing nothing at no fault of your own.

Dear Mantic Games…

… please fix this.

Thank you!

Z.

* As done in the DreadBall rulebook, I use “dice” instead of “die” even for the singular to avoid possible confusion with players biting the dust.  
Zweischneid

Zweischneid

I am Zweischneid. Wargame Addict. Hopeless painter and founder of Pins of War. I hope you enjoyed this article. Don't forget to share your favourite miniature pictures and wargaming videos at www.pinsofwar.net.
Zweischneid

@pinsofwar

Spikey Bits Warhammer 40k, Fantasy, Conversions and Painted Miniatures: Games Day Past, Present & Future http://t.co/OWWyYXzFl0 #40k #wh40k - 13 hours ago
Follow @pinsofwar
Zweischneid
Zweischneid

+Zweischneid

Zweischneid

Latest posts by Zweischneid (see all)

  • Orlando the Technicoloured

    Remember you can add coaching dice to try and catch the ball….
    I’ve not looked in detail at the season 2 stuff yet, but at the moment I’ll say it’s too soon to start thinking about changes. If there is a clear problem (shown by league results changes will be made), but give it time

    • http://pinsofwar.net/ Zweischneid

      Probably.

      But it’s now that I came across the problem so I wrote about it now. I don’t think there is ever a time too early to think (!) about changes (as I try to do here), even though the decision whether to actually official FAQ the rules should obviously be based on something more thorough than one blog’s ramblings ;)

  • Docteur Half

    Can’t remember where (maybe on Quirkworthy) but I think this issue has been adressed somewhere. Basically, if you don’t manage to catch the ball, your Rush ends, sure. But in the case you describe, the Marauder team hasn’t even started to play. Jake stated that if the team has not yet started to play her Rush, then ‘missing the catch’ won’t end their turn (it basically hasn’t even started).
    The player could miss the catch and then play the Rush. So, no real problem here.

    However, things would be different if the Marauders had just scored and one of their players missed the ball just launched. (but if a Jack or Striker manages to catch the ball with just after it has been launched, it could use the free action to attempt to score again).

    • http://pinsofwar.net/ Zweischneid

      Cool. Would be nice to see that ruling. I don’t think there really is a Living FAQ on Quirkworthy similar to the one on Deadzone.

      The FAQ in the Season 2 book (quoted in the article, and presumably written by Jake Thornton) seems to deliberately make the opposite point.

      • Docteur Half

        Quick re-reading, confirms I mixed two points : scoring during your opponent’s rush and failing to catch the relaunch of the ball.

        The relaunching of the ball and the catching of the ball by an opponent does not deprive your team from her rush.

        But failing to catch the launching of the ball after your opponent just scored a strike effectively does.

        Yet the Judwans feinting your players doesn’t leave you out of options, several teams have players that might dodge or Slamback the feinting. Yet, Judwans do indeed have a nice options.

        As I haven’t played against them yet, I can’t confirm your fear of them nerfing the game, but I’m not as afraid as you seem to be. Not yet. :)

        • http://pinsofwar.net/ Zweischneid

          I am not really “afraid” of them.

          I just feel it results in games that aren’t played “as they should be”. I.e. instead of doing an awesome throw-and-pass game to score, you’ll run into Judwan teams that mainly try to “push” you around to exploit that particular rule (and you respond by abandoning the mid-field).

          The idea behind the Judwan, which I love as a concept, is the first fatality if they become the first choice of people trying to rig the game.

          • Docteur Half

            Sure there will be people to try and take advantage of this, but it’s true in many games (Blood Bowl offers different play styles whether you play elf, skaven, dwarf or nurgle).

            I myself have already used a slam to push an opponent along the launching line hoping he’d fail the catch. It’s a different tactic. Is it less valuable. I don’t think so, does it change the way the game might be played : sure.

            I have a 2 planned matches this week-end, one against Judwan. This might prove interesting according to the tactic my opponent will choose.

            In the end, I totally agree with you stating that a whole team of ‘misdirectors’ might completely change the game and its whereabouts. Judwans’ opponent won’t probably be faulty every time one of their players ends on the launching line.

    • http://pinsofwar.net/ Zweischneid

      Alright, there is a DreadBall FAQ on Quirkworthy:

      It makes the same point: http://quirkworthy.com/2012/11/03/living-faq-dreadball/

      —————-
      “Also, if you fail to catch the ball on launch then your Rush ends and your opponent does, in effect, get two Rushes in a row. Again, very nasty.”

      —————-

      The thing is that Jake Thornton constantly stresses how it is “your own fault” as a coach for positioning your player in that way. And I agree, if that were the only reliable way to get into the mess, the rule would apply to everyone equally. Harsh but fair.

      The problem is that with the introduction of Misdirect, and with a team where every player has that skill and (!) gets a bonus to do it, that is simply no longer the case.

  • Damian Gaunt

    The can’t catch scatter rule is the obvious first fix, but there are a couple of other gems in there.

    That’s why the alternate rules comitee was made.

    https://sites.google.com/site/dbaltgamereg/home/candidate-rules

    Anyone who plays can join in.

    • http://pinsofwar.net/ Zweischneid

      That is a pretty cool collection. Thanks!

  • Compel

    I’m liking the idea now that the ball when it’s relaunched drops downwards from above, as opposed to from the sides. It can still mess with people, but there’s 7 places it can fall…