Star Realms Dodgeball Rules
Original Rules and Dodgeball concept by MauraderMo. Expaned and maintained by Darklighter and CrankyDay
TEAMS AND PLAYERS
1.1 Teams will have an equal number of players, including one Captain. In League play, this is currently seven players per team.
1.2 All players must own all available expansion content in order to participate, except for Command Decks, which are currently not used for standard matches.
1.3. Pace of Play is expected to be speedy. Captains are responsible to make sure their team is taking their turns and for tracking throws and results. Players consistently taking longer than 24 hours to take their turns, may be removed from the match, and ruled an out; and/or removed from the league and replaced by another player.
THE OPENING RACES
2.1 At the beginning of the match, game balls equaling the number of players per team are in the middle of the court. The two teams face off against each other, with pairs of players rushing into the middle to retrieve a ball.
2.2 Each player is randomly assigned an opponent and they play one game against each other using all expansions (except Command Decks). Nobody has a ball yet so it doesn’t matter which player sends the challenge.
2.3 Each player who wins a Race ball reports the win by posting in the match thread, and gains control of that ball. They will hold that ball until Throws begin; either when all Race games have been completed, or at an earlier time that both captains have agreed to. In League play, Throws will tentatively start 32 hours after the beginning of the races.
2.4 Once all Races have been completed, players that have a ball may make throws at any time, as long as they are not yet eliminated.
THROWING A BALL
3.1 To throw a ball, a player will first comment in the match thread who they are throwing at and tag that person (if possible). They then challenge that player in the game format of their choice (no Missions, no Command Decks). A player’s captain or teammate may post on their behalf.
3.2 A player with a ball may throw at any player on the opposing team who is not currently eliminated, even if that player is currently playing in another game.
4.1 When any player wins a game, the winning player should report the win in the match thread, including the final score.
4.2 Thrower Wins, Target Loses
4.2.1 If the Thrower wins with any differential, that player keeps the ball and may immediately throw again.
4.2.2 If the Thrower wins by 30 or more authority differential, this is a HIT, and the Target player is eliminated.
4.2.3 If the Thrower wins by 29 or less authority differential, this is a MISS, neither player is eliminated.
4.3 Thrower Loses, Target Wins
4.3.1 If the Thrower loses with any differential, the Target player takes control of the ball and may immediately throw it.
4.3.2 If the Thrower loses by 49 or less authority differential, this is a DODGE, neither player is eliminated.
4.3.3 If the Thrower loses by 50 or more authority differential, this is a CATCH, and the Target player can choose to either eliminate the Thrower OR revive a previously eliminated player on their team (whoever has been sitting out longest).
4.3.4 If the player who catches a ball, and uses it for a revival, is in control of another ball (holding an un-thrown ball, or the offensive player in an active throw), then they must hand off the caught ball to the player returning from the bench.
5.1 A player who is eliminated by being HIT or having their throw CAUGHT, will still resolve all their outstanding games normally, but may not make any additional throws or be targeted by additional throws from the opposing team.
5.2 Any ball that is in the possession of an eliminated player, or comes to be in their possession, such as from winning an outstanding match, is to be handed off to a teammate. Handoff is accomplished by posting in the match thread, and tagging the recipient. (recording of a handoff in the spreadsheet is accomplished by using the next available throw row without selecting a target. If the previous entry is also a hand-off, the recipient of the handoff may be updated rather than using a new row)
TRACKING MULTIPLE GAMES
6.1 A player may be involved in multiple games at the same time, selectively playing turns in one game while ignoring another is against the spirit of the sport, and not an intended aspect of team strategy. That is, if it is your turn in multiple dodgeball games, take a turn in the oldest one first.
6.2 It is the responsibility of the Captain of each team to keep track of what’s going on, who has control of the ball, and whose games are still outstanding. A spreadsheet has been designed to help keep track of things, but the match thread is still the official source. In League play, it is also the captains’ responsibility to ensure the spreadsheet stays up to date with all posted actions.
6.3 If things get complicated and there is a dispute, the captains should attempt to sort it out between themselves. If this cannot be accomplished, bring a referee into the discussion. The league officials can all operate as referee, and may also provide a ruling in non-league matches if necessary.
WINNING A MATCH
7.1 When all players on one team are eliminated, resolve any open games, but do not start any new games. Unless a ball is caught and someone reenters the game, the eliminated team loses the match.
7.2 If after all remaining games are completed, all players on both teams are eliminated, then the match will go into overtime. For league matches, overtime is a race-off, where captains determine the lineups, and the team that wins the most races wins the match.
8.1 If a player concedes, their opponent is the winner, and is awarded the best possible outcome for that game; either a Race win, a thrown Hit, or a Catch.
8.2 Players are NOT required to spend all combat nor play all cards; extending a game to attempt to go for a larger victory is allowed, and often encouraged..
8.3 If a player is eliminated after winning their Race, but before throwing the ball earned in that race; the race ball will be given to the loser of the Race. This should never happen; it is encouraged that balls won from the races be thrown as soon as possible.
8.4 In match formats that use spreadsheets for tracking, the number of throws per ball may be limited. In seven players per side (standard League matches), this is 17 throws including handoff lines. In three players per side (standard Skirmish matches), this is 5 throws not including handoffs. Once exhausted, the ball is Dead, and cannot be thrown again for the remainder of the match.