Golden Rule 3: The Right Man For The Job

DreadBall is built around a series of simple, elegant concepts, the most important of which is the idea that not all players are created equal. Strikers are delicate and skilful; Guards are brutal and unsubtle; Jacks walk the line between the two. Understanding this, and building your strategy around it, is essential.

Veer-myn have Guards and Strikers – but no Jacks.

Going back to our “theoretical perfect play” from Rule 2, it’s important to consider player positions and where they fit around the arena. At first glance, it’s easy to assume that Strikers are all about attack and Guards are all about defence, but looking back at what I said previously it’s easy to see that this is a fallacy. Strikers are great at anything to do with Skill tests, which means they’re great for scooping up a loose ball that an enemy player in your half of the arena just dropped when one of your Guards Slammed him to the ground. They’re also great for running that ball back up to the halfway line and throwing it to a waiting counterpart further up-field. That’s a classic defensive play for a Striker – although, of course, you can do the same thing (to a less impressive degree) with a Jack. Similarly, Guards aren’t fussy about where they hit people, but their ability to Run before Slamming means they’re good for both covering large gaps in your defence and clearing multiple enemy players from their own defensive positions.

Of course, the main reason Strikers and Guards are so good at what they do is the fact that they get to roll more dice. With DreadBall’s core mechanic, this is a very good thing, for two main reasons. First, the more dice you roll, the more chance you have of rolling sixes and adding more dice into the mix. Second, the more dice you roll, the more chance you have of not just succeeding, but of doubling your success – which leads to free actions or more effective results.

The Corporation have a full compliment of player types.

Don’t go thinking that Jacks are plain and boring, though. They won’t roll as many dice on any given test as a more specialised player, but remember what I said about wanting an even mix across the arena? Your Jacks can cover an area on their own, because they can attempt any action that they need to. They’re almost essential to any plan, because they let you adapt to changing situations. Also, don’t forget that with Coaching dice you can give a Jack the same chances of success as his more flashy teammates. (I’ll be talking more about Coaching Dice in an upcoming article.)

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