Pitch Protocols—Tactics Talk: The Dao of Dirty DreadBall

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“I didn’t do nuffin’!”

“If ya ain’t cheatin’, ya ain’t tryin’!”

DreadBall is a game of strength, skill, and finesse…..at least, for some teams. For others, it’s an exercise in pushing the envelope of rules interpretations. And when simply “bending” the rules doesn’t get it done, well, they will undertake flat out BREAKING them with equal gusto. If this sounds like your preferred path to victory on the pitch, take head of the Fouling Foursome:

“Whadda ya mean that’s a Foul?!?”

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The Fouling Foursome

  1. Cheat early, Cheat often. For teams that make fouling a central pillar of their formula for success, there is no point in waiting till later in the game to do it. While dirty play can take many forms, often it helps to create numerical superiority on the pitch: whether that is from removing opposing players, sneaking your own on, or creating situations to maximize modifiers as if you had more players than you really do (Restrain). Additionally, Fouls can create fan checks. Fan checks, in turn, create resources in the form of coaching dice and DreadBall cards. By getting busy early, you create more opportunities to cash in for extra resources, giving you more to work with over the course of the match. Lastly, when you are the home team, there is no greater time to know exactly where the ref is going to be all the way until the end of the second rush: giving you a distinct advantage in planning your rules infractions in advance and to maximum effect.
  2. Manage the Killjoy. You know the one, that mechanical thing that chirps an annoying alarm every time your squad seems to do anything. Putting a little extra mustard on that Slam? BEEP! Running over to “check” on that opposing player flailing hopelessly on the ground? BEEP! BEEP! Geesh, it’s like some people (aliens, robots, whatever) think DreadBall is a Mu’shen’wan demonstration! Anyway, you know the ref isn’t gonna see your interpretation of the rules, so you will have to manage them accordingly. Have in the for front of your mind where you are most likely to attack with questionable tactics, and seek to move the ref as far away from that area as possible. Secondly, you still want to make sure that you have plenty of players available to quote the rulebook to the ref should a dispute arise, so plan accordingly. It is better to have plenty of your players in range to Distract the ref, yet within 7 of the foul taking place, than it is to have the ref on the other end of the pitch with no one to consult the manual.
  3. Make it count! Don’t get all willy nilly breaking rules just for the heck of it. Have a method to your madness. It doesn’t make sense to stomp on an Agility 3+ Striker without some assists. If your gonna take the risk of a foul, make sure that you make it with your while and put the player out! Maximize the impact of the action. The cost can be steep and cost you a player, make sure it will cost your opponent one first!
  4. DISTRACT! Aside from the obvious, “don’t draw attention to your foul”, you can’t forget to scrounge up every distract bonus you can manage. Firstly, your own players. As already mentioned, they should be managing that robotic killjoy with impunity. Try to make sure at least one of them is a Guard if you can, to cash in on the bonus dice from that. Next, don’t hesitate to use as many players as possible, particularly if it is your own Rush. The worse that happens to a distracting player is sitting on the subs bench. If you have actions left, you can immediately replace them….with them! Don’t forget that coach assistants can also be used to distract. Further, if you have a captain on the pitch, they can spend an action token to use the same ability. Costly, but potentially worth it if you really need the dice and the foul. Lastly, keep an eye out for cards that can benefit you as well. Inattentive Ref being a particular favorite, but even Vigilant Ref serves a purpose….either simply denying it to your opponent, or sabotaging any retaliation fouls they may have planned. Works great for a a reroll too. These cards can’t be counted on, but if you are following step one and generating some bonus cards, you improve your chances of drawing it.
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Some folks prefer a rougher style of play….and that’s ok too….I think….

There ya have it, The Fouling Foursome. Now go get down with some dirty DreadBall!

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