Read this page in English - Lire cette page en Français - Leggi questa pagina in Italiano - Lê esta página em Português - Διαβάστε αυτή τη σελίδα στα Ελληνικά
Shooting
Shooting is a duel between the player taking the shot and the goalkeeper.
Shots from outside the penalty area receive a -1 dice penalty.
Snapshots receive a -1 dice penalty.
If the shot is taken from outside the penalty box, the goalkeeper gets to move 1 hex before attempting a save.
- If the attacker’s score is higher, a goal has been scored!
- If the keeper’s score is higher, roll a dice:
- If you roll equal to or higher than the goalkeeper’s Handling, run a Loose Ball test. If the direction is behind or to the side of the GK a Corner Kick has been conceded. If the direction is in front of the GK, roll for direction too and play contines with the Loose Ball process.
- If you roll lower than the Handling attribute, you catch the ball. If the ball is caught, possession changes hands to the goalkeeper’s team.
- In the event of a tie, follow the Loose Ball instructions.
Snapshot
A snapshot sacrifices accuracy for the element of surprise. Take one:
- During the attacking team’s player movements in a Movement Phase if a player has or takes the ball in the opposition’s penalty area OR immediately when a Loose Ball hits an attacking player in the opposition’s penalty area or outside the box within shooting distance.
- Immediately following a pass, whether inside or outside the penalty area.
All the same rules of shooting apply, but the player’s Shooting attribute receives a -1 dice penalty.
Just before the snapshot is taken, 1 opponent is allowed to move any player 2 hexes in an attempt to deflect the shot (see Loose Ball). This can include the goalkeeper.
In the Advanced Rules, if you choose the goalkeeper to move 2 Hexes (for the snapshot), the keeper gets a -1 saving penalty on the 2nd Hex away and a -2 penalty on the 3rd Hex away.
The sequence that must be followed is:
- Attack calls Snapshot
- Defence moves 1 player (up to) 2 Hexes.
- Attack calls the direction of the shot. Agree on which defenders can attempt to block. Resolve any block attempts. If the ball is blocked , play the Loose Ball. If not proceed below.
- Agree on the Hex that the keeper will attempt to save, and calculate any potential penalties for the saving.
- Roll dice for shooting and saving. If attack rolls a 1 the shot is off-target.
In case of a SHOT, the direction is called at the same time as the action itself, and shot process starts from the third bullet above.
Please note:
- Attacker has moved and is with the ball at feet right outside the area. He escapes a tackle during Def MP and repositions in the area. He CANNOT snapshot.
- Attacker moves in box, attacker snapshots and the ball gets deflected by def/GK right back on THE shooter. He CAN snapshot.
- Attacker moves in box, attacker snapshots and the ball gets deflected by def/GK right ON another attacker who HAS moved. He CAN snapshot.
Following an aerial challenge, a keeper is still eligible to move 1 when the ball enters the box and also take advantage of the 2 moves following a snapshot declaration.
Difficult Shooting Angles
Certain positions on the pitch within shooting range are difficult to score from due to the angle. Shooting from hexes marked with a small circle is possible but your shooting suffers a -1 dice penalty.
Deciding the hex of potential save for the GK
Always remember that:
- Shot attempts (Snapshots, Shots and Headed attempts at Goal) travel in a STRAIGHT line.
- Goalkeepers can only save in hexes parallel to the goal line. There is a theoretical 7-Hex-wide saving wall consisting of the GK position and 3 hexes in each side, always parallel to the goal line.
- Ball travels on a line, but is not a dot, it is circluar with a NON negative radius, so while travelling it may use many more Hexes than a player would use to travel the same route.
- The Goalkeeper always saves in the closest hex that the ball trajectory dictates.