Thursday, 5 October 2017

Tie Breaker

Last season's play off games all ended in draws and, disappointingly, two coin tosses and a shared final.

To avoid that again this season I've tried to come up a fair rule set to break future ties. Please give the rules below a read and give me some feed back...especially if you see some glaring errors or loopholes.

 
If a play-off game ends in a tie then the following system is used to decide the winner.
The teams will take it in turns to perform, alternately, a successful block then a short pass or vice versa.

A successful block is defined as a block were the defender ends up prone.

A successful pass is defined a pass were the target ends with the ball in hand without it touching the floor i.e. catching a bouncing ball does not count.


At the end of normal time toss a coin – the winner decides whether to start with blocking or passing. The loser decides whether to go first or second.
The first four rounds proceed in the order selected; pass, block, pass, block or block, pass, block, pass.

For the fifth round each player can decide whether they want to pass or block.

For each passing round a coach must nominate a passer and a receiver

The passer must attempt a short pass to the receiver

All relevant skills may be used e.g. pass, catch, diving catch etc.

Any remaining TEAM rerolls may be used, Loner rules still apply

If the pass is caught then the passing team is awarded one point

For each blocking round a coach must nominate an attacker and a defender

Starting with the first player the nominated attacker must try to knock over the nominated defended from the other team

The defender is knocked over if they are placed prone by any means

The attacker does not have to stay on their feet

All relevant skills may be used e.g. block, dodge, wrestle, frenzy, juggernaut etc.

Any remaining TEAM rerolls may be used, Loner rules still apply

If the defender is knocked over the attacking team is awarded one point


Each player may only be selected once

Injured players are available for selection but any stats changes are applied
Dead players are not available on account of being dead

If a team cannot field enough players then they may select a player that has previous been used. Any players used twice may not use any skills or TEAM rerolls for the subsequent rounds…they are too exhausted.

The order of players is selected before the first round and cannot be changed


The team with the highest number of points after five rounds is the winner

If the teams are still tied, then repeat the rounds using the following rules:
Each round is now sudden death
No skills, TEAM re-rolls or re-rolls of any kind may be used

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