You are on page 1of 25

ROLLERBALL

Good evening everyone, and welcome to Houston, the Energy city, home of the defending Rollerball Champions

Board Game Rules by George Duff


Version 2.2 03 Jan 2012
Title, words and images from the film are used without permission.
If you enjoyed the original Rollerball film, youll also enjoy this re-creation of the exciting sport as a board game.
Youll have to use all the speed of the track to force your way through to the goal with that heartless steel ball.

ROLLERBALL
1) The Game
a)The Track
b)The Ball
c)The Players
d)Scoring Goals
e)Conduct
2) Players
a)Skaters
b)Catchers
c)Bikers
3) Player Abilities
a)Agility
b)Strength
c)Endurance
d)Injuries
e)Fatigue
4) Maneuver on the Track
a)Skaters
b)The Curve of the Track
c)Speed
d)Effect of Gravity
e)Actions
f)Falling on the Track
g)Collisions
h)Bikers
5) Interacting with Teammates
a)Holding
b)Pulling
6) Interacting with Opponents
a)Pushing
b)Striking
c)Checking
d)Grappling
e)Reaction

...7

10

11

f)Evasion
g)Counter Attack
h)Bikers
7) The Velocity of the Ball
a)Launching the Ball
b)Moving the Ball
c)Colliding with the Ball
8) Handling the Ball
a)Pick-up
b)Passing
c)The Ball Carrier
d)Throwing
e)Defence
9) The Pace of Play
a)Sequence of Play
b)Ending Plays
c)Substitutes
d)Ending the Game
10) Penalties
a)The Referees
b)Biking Misconduct
c)Game Misconduct
d)Roughing
e)Interference
f)Traveling
g)Off-side
11) Team Rosters
12) Set-up
13) Game Variations
a)Multiple Teams
b)Multiple People per Team
c)Campaign Game
14) Alternate Arena
15) Designer Comment

13

14

15

17

19
19
19

20
21
21

(1) The Game

Its a significant game in a number of ways the velocity of the ball, the awful physics of
the track and in the middle of it all, men. Playing by an odd set of rules. Its not a game
man is supposed to grow strong in

Rollerball is a sport devised to emphasize teamwork and the futility of individual effort. The players are
moving at high speed and must work together to score while preventing opposing goals. Among the many
features of the game are continuous action, risk of injury and chaotic tactics.

a) The Track

The Track is 1/8th mile in circumference, angled up at an 18-degree angle. There are
two goal points directly across the outer rail of the track, each marked off with a goal
crease (red triangles and black line) and a scoring area (red hex row).

The paired red triangular hazard markers indicate the cannon where the steel balls are launched. All around
the outside edge of the track is a ball gutter where the ball rolls at high speeds.
The outer nine hex rows represent the banked section of the track. There are two brown contour lines there
to help guide your eye. Each half has areas marked out with lettering for reference. The thin gray lines
appear where there would be corners if you build a 3-D model.
At the foot of the angled section is the gutter ring, marked by a thick gray line. If the ball rolls into, or is
carried across the gutter, its out of play.
Within the gutter ring is a flat section of track and then the inner rail. Posted at the rail are two referees,
each charged with supervising play and assigning penalties in one half of the track. Inside the rail is the
dugout, shared by both teams. Substitute players waiting for their chance to get into the game are standing
by in this area, along with medics, coaches and technical staff.
In the center is the Controllers station, where he follows the game and uses his computerized equipment to
launch the ball, track the play, activate the goal points and assign the score. Hell sound the horn when a
ball is out of play and hell launch the next ball at the same time.

b) The Ball

c) The Players

The Ball is a five-kilogram sphere of steel. Launched from the cannon, it


shoots around the outer rail at speeds up to 240 miles per hour. As it slows, it rolls
down onto the track where the catchers can bring the ball into play.
You know what those executives dream, Moonpie, out there, behind their desks?
They dream theyre great Rollerballers. They dream theyre Jonathan. They have
muscles, they bash in faces.
Each team is composed of 21 athletes. Six
are bikers, the rest skaters. At any one time,
the team is permitted to have ten players on
the track; the remainder are substitutes,
standing by to join the game, spelling off tired
players or replacing the injured.

On the track, each team has three bikers and


seven skaters with two skaters acting as
catchers. Each player will have his own role to play in the struggle between the rails.
d) Scoring Goals

the ball is in play again, and its picked up by Carter Houston on the offensive attack!

Scoring a goal isnt easy. There are several steps the team has to follow to score a goal, and the opposing
team will be there, fighting against them the whole way.
First, one of the teams catchers must make a pick-up grabbing the ball up off the track. This position is
marked with a white flag. He then has to carry the ball to one of the skaters and pass the ball. A skater
receiving the ball must display it, holding it up in plain view.
This skater must then move around the track to the point where the pickup was made. Mark this with the
coloured flag. Once hes done this, hes allowed to score ramming the ball into the magnetic goal point.
The ball carrier circles the track; while hes carrying the ball, he must stay up on the banked area of the
track. Each time he passes the marked position, remove one of the flags. If he hasnt been able to score
within those two circuits, the ball goes dead. This allows two opportunities to score on the teams goal.
The defending team will try to stop the ball carrier, pursuing him and blocking his path. They may protect
the goal point with their skaters but any skaters located in the goal crease are required to break their
defence and follow the ball carrier if he passes by without making a scoring attempt.
Offensive players may pass the ball hand to hand, but they cannot conceal which player is carrying the ball.
If at any time a skater drops the ball or carries it below the gutter ring, its out of play and a new ball is
launched. The teams must reorganize for the next play while the ball is in motion.

e) Conduct

As with any sport, there are rules governing the conduct of players during the game.
The film makes this point, revealing the absurdity of a sport corrupted to the point
where there are effectively no rules at all.

Your players will risk injury and have many opportunities to lay into their opponents with devastating
violence. But you have to keep in mind the risk of penalties, which could give your opponent enough
scoring opportunities to turn the outcome of the game against you. Penalties are described in section 10.
You might want to try playing without penalties as an experiment but its more rewarding to play the
game with these limits in place.

2) Players

a) Skaters

The players represent the athletes of the future: rugged, healthy, capable men
determined to beat the odds. Players are assigned roles as skaters, catchers or
bikers, and each one is rated for his athletic ability.

Most of your players are skaters. Equipped with state-of-the-art rollerskates, tough
body armour and high-impact helmets, theyre ready to face the challenge of the track.
Skaters are essential for carrying the ball to score, blocking opposing skaters and
taking down the opposing teams ball carriers.
Each team will have seven skaters on the track.

b) Catchers

Catchers add a large padded mitt to the skaters


standard equipment, giving them the ability to pick
up the ball and put it in play. Any skater can enter
the track as a catcher.
Two of your skaters will play as catchers.
Catchers figures are marked with black rings.
c) Bikers
Now, bikers. A biker might sacrifice a little three-minute penalty, run
over the top of a skater if he thinks hes skating a little too good that day.
Each team will have three bikers in play, ready to provide the power to
get skaters up to speed. If you dont keep your team moving fast around
the track, you wont have the mobility to react, and bikers are the key to
keeping speeds high.
Theyre also capable of inflicting serious injury on opposing players at
the risk of a heavy penalty.

3) Player Abilities

a) Agility

The players have different athletic abilities. These numeric scores are drawn
from the roster, and noted on the player card. Higher numbers are better,
representing greater ability. There are three abilities: agility, strength and
endurance. In each case, the lowest possible score is 6. The highest
possible score is 12.

Each player is rated for agility, representing his reaction speed and maneuverability.

Agility affects the maneuvers a player can make during his move (section 4a). Its applied in reacting to
aggressive action and to find out if a player loses his footing when hes pressed (section 6).

b) Strength

Strength represents the players muscle power and aggression. If you want a bruiser,
look for a high strength rating.

A players strength ability is employed when hes attacking another player (section 6), when hes skating to
build speed (section 4a), and for handling the ball when hes picking it up or throwing to score (section 8).

c) Endurance

Endurance represents the players toughness and stamina. Its keeps him going when
the going gets rough.

Endurance affects how the player can stand up against injuries (section 3d) and fatigue (section 3e) and
how quickly he recovers (section 9b). The higher the endurance rating, the more punishment your player
can take but even the toughest players are at risk in this dangerous sport.
d) Injuries

Theres injuries here as three players are helped off the track

Rollerball is ruthless. Your team will likely lose several players to injuries in the course of each game
possibly fatal injuries. Each time a player gets hit, hes at risk.
Every time a player suffers an impact, roll on
the Impact Chart.
Depending on the
circumstances, youll add a modifier. The
result tells you the effect on the player. The
results include CR, meaning critical injury,
which takes the player out of the game.
DOA means the player is killed by a fatal
injury. In either case, the only option is to
put a substitute player onto the track (section
5c).
Other results can impair the players performance on the track F1 and F2 results cause the stated number
of fatigue points to be lost. Numerical results represent more serious injury points. For each injury point,
roll one die. For each roll of one, deduct one from the players agility score. For each roll of two, deduct
one from the players strength ability. Die rolls from 3 to 6 cause that number of fatigue points to be lost.
Mark adjusted ability scores on his card.

6
Injuries can also cause the player to fall on the track, which can cause additional injury (section 4d). A
successful roll against endurance prevents the fall. Add the number of injuries to the die roll.
Furthermore, if the player is carrying the ball, he might drop it when hes injured. Roll a second time
against his endurance ability, adding the number of injuries he suffered. If he fails, he loses the ball and the
play ends.
As the game proceeds, youll mark fatigue on your players cards. As fatigue builds
e) Fatigue
up, their performance declines. You can take players off the track and enter
substitutes, giving them a chance to rest (section 5c).
Each player card has a grid of fatigue boxes. During set-up, mark off the grid so the number of open boxes
in each row equals the players endurance score.
Skaters must mark off fatigue boxes when pushing to gain speed (section 4a). Mark off additional fatigue
boxes as required for injuries (section 3d).
When all the boxes in a row are marked, the players performance can be reduced. Every time you roll the
dice against that players agility or strength, apply the penalty listed in the left-hand column of the fatigue
record. The first two rows list a zero penalty, which has no effect on the player. Fatigue does not affect
impact rolls.
Players recover from fatigue while resting in the dugout (section 9b). They can be returned to the track as
substitutes if necessary.
Unlike fatigue, ability scores reduced by injuries cannot be recovered during the course of play.

4) Maneuver on the Track

a) Maneuver

The circular arena is the centerpiece of the game. Youll have to


learn how to take full advantage of its characteristics.

Players can perform a number of different maneuvers on the track. Each one requires
an effort, and the more talented players will have better success. At higher speeds
they have a reduced range of maneuver and face greater risk.

Each player on the track must be placed facing in one of twelve


directions according to the hex grid. When the player moves,
hell proceed forward in a straight line. You can change this path
by performing maneuvers.
Maneuvers are turns, slips and braking. A turn rotates the player
by 30 degrees, changing both his facing and path of movement.
A slip shifts the player to a parallel course left or right. Braking
reduces his speed.
Every maneuver requires a maneuver roll the player must roll
less than or equal to his agility with two dice to succeed with the
maneuver. Maneuvers have a modifiers applied according to
difficulty, and theres also a penalty for speed that is
automatically counted against the skater. This is found on the
player card in the speed section, and is applied every time the
player rolls against his agility.
When a player succeeds with a maneuver roll, execute the maneuver and carry on with his move. If he fails
by 1, 2 or 3 points on the dice, he cant perform the maneuver. He continues with forward movement until
he attempts another maneuver later in his move.

8
If a player fails a maneuver roll by four or more points, he must then pass a handling check. This is a roll
against agility, with the speed penalty applied. Success allows the player to continue moving forward
normally. If the player fails the roll by 1, 2 or 3 points, the player loses that amount of speed. If he fails by
four or more, he falls to the track (section 4d).
For skaters moving at speeds greater than 6, only one maneuver is permitted for every two hexes they move
along the track. Slower-moving skaters may choose to attempt a maneuver in every hex moved.
Skaters at speed zero may step one hex in any direction and turn to face any direction they do not need to
make any maneuver rolls.
Although the track model is hexagonal, it represents a curving circular
track tilted up at an 18-degree angle. Riding the track involves
b) The Curve of the Track
contradictory forces of inertia and gravity, pulling in opposite directions.
To represent following the curve, each player on the sloping section of track is allowed to make two inside
turns during each move without rolling dice for the maneuver. This allows most players to follow a course
parallel to the rails. Players moving at very high speeds will tend to drift to the outside of the track. If they
dont adjust their course theyll hit the outer rail.
c) Speed

Each player has his speed recorded with the sliding clip on his card.

When the player makes his move, he must pass through the number of hexes equal to his speed. To reduce
the distance, the player must use braking maneuvers. Players moving at speed 6 or less may attempt to stop
the modifier for this maneuver is the players current speed.
Adjust the speed of players at the end of their move. They lose speed every turn to friction as listed on the
player card. Players may choose to reduce speed up to 2/3 their strength. They also lose or gain speed by
moving up or down the height of the track (section 4d). So long as they do not brake during their move,
skaters can increase speed. They can gain one point, without difficulty, if their agility is greater than their
current speed. Similarly, they may add one to speed if their strength is greater than current speed. To
accelerate further, roll two dice against the strength ability, gaining one speed for a successful roll. These
rolls require marking off one, then two and then three fatigue points for multiple attempts.
At the end of each players move, adjust his speed for any change in height.
Divide the gain or loss of height by three, and round off. If the player moved
lower on the track, increase speed by that amount. If he moved up higher on the track, reduce his speed.
The thin brown lines on the track are helpful for determining changes in height.
d) Effect of Gravity

e) Actions

In addition to maneuvers there are several actions a skater can perform. These are
resolved during the move each player may perform one action per move.

Actions include picking up the ball, passing and throwing it (section 8). Grabbing on to a biker is an action
for skaters (section 5a). Also included are aggressive actions such as striking, grappling, checking and
pushing opposing players (section 6). All actions are listed on the game card.

f) Falling on the Track

If a player falls on the track, hes at risk of injury, with corresponding


danger for higher speeds. Although skaters might fall due to improperly
executed maneuvers, its much more common to fall due to aggressive play.

If a player is knocked down during another


players move, resolve the effects the next
time hes activated in the normal sequence of
play. If a player falls during his own move, it
is resolved immediately if hes moved less
than one-third his speed; otherwise, leave him
in place and resolve this situation the next
time hes active.
When a player falls, he rolls along the track one hex for every three speed. If his path moves him into
another players hex, resolve a collision. Wherever he ends up, he becomes an obstacle; reduce his speed
to zero and place a prone marker on the player.
A falling player suffers potential injury. Roll on the impact table, adding one-third his speed to the die roll
(section 3d). Add two-thirds the speed to this die roll for bikers.
A player injured by falling will be stunned. Place one stun marker for each injury point he suffered. Each
time that player would be entitled to move, remove a stun marker. Once all the stun markers have been
removed, he may use his move to stand up; remove the prone marker at that time.
Players lying on the track are obstacles, and any players entering those hexes resolve a collision. Fallen
bikers occupy a triangle of three hexes. While prone, players cannot be subject to grappling, pushing or
checking, but they can suffer strikes (section 6). Until he stands, hes not permitted any action or reaction.

g) Collisions

Whenever one players figure is moved into the hex occupied by another player, even
if hes on the same team, there could be a collision. The non-moving player may
attempt to evade (see section 6d). If he fails, a collision occurs.

When a biker runs into a skater, the skater suffers an impact roll with a penalty equal to the difference in
speed. Both the biker and the skater must pass a handling check, with the skater again taking the difference
in speed as a penalty to the roll.
If a biker runs over a prone skater, the skater must roll on the impact table, adding three plus the speed of
the biker. The biker has to pass a handling check, and then reduces his speed by a further die roll.
If two bikers collide, theyre both required to pass a handling check, counting one-third the speed
difference as a penalty regardless of which is moving faster. Each loses a die roll from speed.
Collisions between skaters are much less dangerous. When a skater runs into another player (even a biker),
each player simply makes a handling check, adding one-third the speed difference to the die roll.

10
If a skater collides with the rail, he must pass a handling check with an additional penalty equal to his
speed; reduce his speed to zero. If a biker runs into one of the rails, he automatically falls to the track.
A deliberate collision can be used as a technique against opponents. Even if it is accidental, a collision can
earn an interference penalty. Always roll for a penalty when a biker runs into another player (section 10b).
If a collision situation leaves two players in the same hex at the end of a move, adjust the position of the
faster player one hex forward to keep each player alone in his own hex.
Bikers maneuver like
skaters, but they are
h) Bikers
restricted to a single
maneuver for every two hexes moved
regardless of speed; bikers with speed
zero may not perform any maneuvers.
They have the advantage of machine
power, so they can accelerate by as many
as 5 points in their turn. This acceleration
is not an action for bikers, and no die roll
is required.
Skaters may grab hold of a bike if they are adjacent to the rear hex of the biker figure. Then they move
along with the bike, sharing its course and speed until they choose to let go (section 5).
Bikes are dangerous. If a bike runs into a skater, there can be serious consequences (section 4d). Its the
bikers responsibility to avoid collisions with other players there's always a risk of a penalty when a biker
runs into another player (section 10b).

5) Interacting with Teammates


a) Holding

Skaters and bikers have to work together to give their team


the mobility they need to succeed.

Skaters can catch hold of bikes on their team. Grabbing hold of a bike is an action, but,
like picking up the ball, can be performed during the bikers move as he passes by.
To catch hold, the skater must be adjacent
to the rear section of the bike, and must
pass a roll against agility. Apply the
normal speed penalty to the roll, and an
additional penalty equal to the difference in
speed. Like passing the ball (section 8b),
apply a +4 modifier for cooperative action.

10

11
If a skater catches hold of a biker, immediately adjust his speed and facing to match the biker. If the skater
was moving, his move ends hell travel along with the biker until he lets go.
While skaters are holding on to a biker, they get pulled along at the speed of the bike. As
many as three skaters can hold on to one bike. As the bike moves around the track,
simply adjust the positions of the skaters so they are always adjacent to the rear section of the bike. If more
than one is holding on, make sure they stay in the same order along the back of the bike they must let go,
move, and grab on again to change their left-to-right sequence.
b) Towing

Whenever a biker begins his move, any skaters holding his bike must decide if they are going to keep
holding or let go. If he keeps hold, the skater must complete his move pulled with the bike. If he let go, he
adopts the same speed and facing as the bike and waits until the bikes move is finished before beginning
his own move.
Skaters must let go and move independently to attempt a pickup, evasion, grapple or check, although they
may perform any other actions normally.
If a biker falls to the track, any skaters hes pulling must then complete the rest of the move independently
hopefully avoiding the wreck.

6) Interacting with Opponents

Your players have a range of methods they can use to annoy,


delay and harm their opponents.

These are actions used during the players move; one action is permitted per move. Some can also be
attempted during an opponents move if they pass within reach, although this requires a successful reaction
roll.
Your players can interfere with their opponents without penalty by pushing. This
represents grabbing and shoving. A skater may push any adjacent opponent within his
a) Pushing
front facing. The target must roll a handling check. Count one-third of the attacking
players strength against the die roll.

11

12

b) Striking

Use what you got. Drive that arm in there keep your feet forward hit and move

Striking represents kicking and punching. Like pushing, this attack can be used against players in adjacent
hexes. If the target player fails to evade, he suffers an impact roll, adding 1/3 the attackers strength to the
die roll. Striking another player may be roughing, earning a penalty (section 10d).

b) Checking

A skater may check an opponent. This requires entering his hex during movement.
You cant check a player during his own move. Bikers cant check resolve a
collision instead.

If the target fails to evade, the check occurs. The force of the check against the target player is the
difference in speed plus the strength ability of the attacking player, divided by three. He must pass a
handling check, counting both his own speed penalty and the force of the check against the die roll.
The active players speed is reduced by one die roll. He must pass a handling check himself after reducing
speed. Checking is sometimes considered interference, which may earn a penalty (section 10e).

d) Grappling

Only skaters may grapple. This represents taking hold of an opposing player and
pulling him down to the track. Grappling may only be performed when entering a
target players hex.

The target must pass a handling check. Apply two-thirds of the attacking players strength to the die roll.
If the target falls to the track, the attacking player also falls. If he doesnt go down, reduce the attackers
speed by a die roll, have him make a handling check and continue his move. Grappling may be
interference, which earns a penalty (section 10b).
e) Reaction

Eyes! Use em. This game isnt all in the muscle. Use your head.

Your players can react to opponents moves when they enter hexes adjacent to your players. Your players
are each allowed one attempt to react during each opposing players move. To react, roll one die. The
reaction is successful on a roll of:

from the front:


1, 2, 3

from the side:


1, 2

from the rear:


1.
Prone players may not react. When successfully reacting, you may evade or counter-attack.
f) Evasion

Choose a maneuver that moves the player out of reach of his antagonist, shift the
figure in the appropriate direction and the aggressive action is prevented.

A player may evade by braking or slipping. If he brakes, shift the piece on hex back and reduce his speed
by 1. If he slips, shift the player inside or outside one row.
A skater who is holding on to a bike must let go to attempt an evasion. If an evasion shifts a player into a
hex occupied by another figure, resolve a collision (section 4d). Players with a speed zero may not evade.

12

13

g) Counter-Attack

Watch the man behind me watch the man behind me!

Instead of evading, you may attempt a counter-attack, either by pushing or striking the opposing player. A
player may only counter-attack opponents to his front. Counter-attacks are resolved before the active
player can take an aggressive action from the space he is entering.
Choose either a pushing or striking counter-move, and resolve that action normally. A counter-strike may
be roughing, earning the player a penalty (section 10d).

h) Bikers

Bikers are restricted in the use of pushing and striking since they cant reach over the
handlebars to make these attacks. They can attack into the adjacent hexes to the left and
right as marked by the arrows on the diagram. Bikers cant do checking or grappling.

7) The Velocity of the Ball

The controller checks the computer, ready to fire the first ball
the first ball is fired and the game is underway!

The first ball is put into play at the start of the game. Another ball is launched
immediately at the end of every play. A play ends when the ball rolls into the
gutter, is carried past the gutter line, the ball carrier drops it or attempts a throw at a goal.
a) Launching the Ball

The ball is launched from the cannon (red triangles on the track). The initial speed of the ball is 36 plus the
total of six dice, so its initial speed ranges from 42 to 72. Make note of the player who caused the end of
the previous play, as the ball will move when this player is triggered in the sequence.
The ball moves through the gutter along the outer rail when launched. After
the specified player moves, adjust the position of the ball by moving it along
the track its current speed. Consult the ball speed chart to see how much speed and height it loses. Each
time it rolls down the track, it will circle at that lower height until it slips again. Give the ball a 30-degree
turn every time it crosses one of the folds in the track so it will orbit around the track at the same height.
b) Moving the Ball

It will continue circling the track until it is picked up or reaches the gutter.

c) Colliding with the Ball

If the ball enters a hex where a prone skater player is located, hes hit by
the ball. He suffers an impact, adding one-third the speed of the ball to
the die roll.

If the ball hits a bike, the biker doesnt suffer any direct injury, but he must pass a handling check or spill
on the track with an additional penalty equal to one-sixth the combined speed of ball and biker.
Collisions cant occur while the ball is still rolling in the gutter along the outer rail. Skaters arent affected
by the ball unless they are prone. Whenever a collision occurs, reduce the balls speed by the roll of two
dice.

13

14

8) Handling the Ball


a) Pickup

wait until the ball comes


down on the track. Dont
get too anxious! Thingll
take your arm right off

A catcher may attempt to pick up the ball


any time its in his front hexes, whenever
he or the ball is moving. Roll two dice on
the impact table when he attempts the pickup. Add the skaters and the balls speed together, and add onethird that amount as a penalty to the roll. Subtract the full amount of the catchers strength. If he suffers
injury from the impact roll, he could lose the ball. Roll against his endurance adding the number of injuries
to the dice to discover if he drops the ball, causing the end of the play and a new launch.
When a pickup is successful, mark the location with the white flag.
Catchers are not permitted to grab or be pulled by bikes while they have the ball.
Once a catcher has the
ball, hes got to pass it
to one of the other
skaters on his team. The catcher must
pass the ball before making one complete
circuit of the track.
b) Passing

A pass is made by moving the catcher


adjacent to a skater during his move and announcing the pass. The
catcher must roll against agility, applying the speed penalty and
an additional penalty equal to the difference in speed between the
two players. Apply a +4 modifier to his agility for cooperative
action. If he succeeds, the ball is passed to the other skater.

c) The Ball Carrier

Alright! Watch the man whos got


the ball - next time around we defend!

While carrying the ball, the catcher or skater is marked with the
silver ball marker. His maneuvers and actions are the same as
usual, except that he gains +2 strength for all strikes he makes
while carrying the ball.
Players are permitted greater latitude to interfere with opposing
players near the ball carrier see section 10.

14

15
Remember: the ball carrier must complete one circuit of the track before attempting to score, and must
make his throw before completing two more circuits of the track. This gives him six opportunities on the
goal points.
If desired, he can pass the ball off to another skater before the scoring attempt. Catchers arent allowed to
carry the ball after the first pass. Also keep in mind that the ball carrier isnt allowed to carry the ball down
on the flat section of the inside track. If he crosses the gutter ring with the ball, the play ends.
d) Throwing

Sanchez moves around the bike, takes a long, looping shot he scores!

The ball carrier must successfully throw it into the goal


point to score. This is done with a throwing action
during his move. He rolls two dice against his strength
ability, applying his speed penalty and the distance
modifier according to the throwing chart.
If he succeeds, he scores one point for his team. If he
fails, the play ends and a new ball is launched.
Theres a limited area where a player is allowed to
throw: he must be within the red area in front of the
goal point. The example diagram depicts this area.
Players are not permitted to throw the ball through a hex occupied by another player, unless hes prone.
The defending player can position skaters near the goal point to form a defence. The
offside rule allows defending skaters to form up inside the goal crease. If the ball carrier
passes by the goal point without throwing, however, the defending skaters are then required to leave the
goal crease. Skaters who remain there risk being assigned an offside penalty.
e) Defence

9) The Pace of Play

Madrid is pressing now, putting the pressure on

Rollerball uses a sequence of play based on the position of the pieces.


The first piece to move at the start of the game is the ball, which is placed
randomly on the track. Thereafter, the pieces are moved following a clockwise
a) Sequence of Play
sequence, with each move made and resolved before the next piece is moved.
Imagine a line drawn from the center of the controllers station, out to the edge of the track. As this
imaginary line moves clockwise, activate the pieces it touches one at a time.
If it appears two pieces are equally close to the line, the one closer to the inner rail moves first.
Youll find this method makes it rare for a slower player to catch up with a faster one. Youll also find
situations where a player gets to move twice before someone else this happens when a faster player
passes a slower player.

15

16
Players should make their decisions and move their pieces quickly. It is best if simple moves are
completed in a few seconds; you can take more time to resolve dice rolls and so forth, but keep the pace of
the game moving its a lot more fun that way.
Players should not delay the game by counting out distances for any pieces other than the one they are
currently moving. As another method to keep the game going, you may restrict information about your
teams players. Their speed and position is all you need to tell your opponent.
b) Ending Plays

A pile-up on the track the ball rolls free, into the gutter and its a dead ball

A play ends if the ball rolls down into the gutter. The play also ends if the ball carrier drops the ball,
crosses over the gutter line or throws to score.
When the play ends, theres some record-keeping required. First, each player resting off the track recovers
fatigue points. They recover points equal to one-third their endurance; erase the marks from their player
cards. Second, each player serving a penalty is marked for completing one play; players finishing their
penalties are put back in play like substitutes, coming onto the track at speed two.
Third, remove from the track all players who received penalties during the play. They begin serving their
penalty time. Lastly, remove and substitute for any players designated as out of play for injuries. Once
these tasks are completed, launch a new ball and carry on with the game. Its up to the players to get into
position for the next play while the ball is rolling.

c) Substitutes

A substitute may be brought into play by withdrawing a player into the dugout. As
soon as the player crosses the line into the dugout, the substitute player may enter the
game.

When you bring a substitute into play, fill out the player card and start him anywhere in the dugout with
speed two. The substitute must be the same player type as the player coming off the track, either biker,
catcher or skater. Notice that the roster doesnt distinguish between skaters and catchers any skater can
go on the track to act as a catcher, so long as the team doesnt have more than two in play at any one time.
At the end of each play, you may designate any of your players to be out of play for injuries. Remove them
from the track and immediately start off a substitute player. This is usually applied to badly injured players
you cant easily maneuver into the dugout. Players removed in this fashion are not allowed to return to the
track later on; they are out of the game.
Substitutes arent allowed for players removed from the track for penalties (section 10).

16

17
You may choose to play an entire period of twelve plays, or an entire game of
three periods. Between periods, remove all the figures from the track and reset them when play resumes. Erase fatigue equal to endurance from all the players for rest between
periods.
d) Ending the Game

You may prefer to set a time limit and end the game when that time limit expires; this is recommended for
tournament play at conventions or events, or when limited time is available. Use the tournament scoring
method in these cases, assigning one point for each opposing player you knock down, two more for each
opposing player taken out of the game and five points for each goal. In tournament play, the more turns
you can play in the available time period, the more points you can score so keep the pace of the game
going.

10) Penalties

Three minute penalty, hey! Off the track, off the track

Penalties are in the game to regulate conduct and to prevent the sport from degenerating into a simple
brawl. When players break the conduct rules they may be assigned penalties by the referees.
If a penalty is assigned, the player stays on the track until the end of the play. Do not stop the action; the
game continues despite the penalty. At the end of the play, hes removed. Theres no substitution. The
player stays off the track for a period of at least one play, depending on the length of penalty. In the rare
cases where the ball carrier gets penalized, the play ends immediately and a new ball is launched.
Youre warned that penalties can have serious consequences for your team. For example, losing a biker for
three plays might give your opponents all the advantage they need to score a valuable goal.
a) The Referees

The three referees are watching for rule violations and they assign penalties when
the players go too far.

17

18
When a penalty-earning act is committed, roll two dice. Add one if any of the players involved is carrying
the ball, and add another two for each player on the track directly between the closest referee and the
player. If the result is ten or less, a penalty is assigned.

b) Biking Misconduct

If a biker runs into (or over) a player from the other team, under any
circumstances, its biking misconduct. If a penalty is assigned, the biker is
out for three plays.

c) Game Misconduct

If a player makes a strike against any player other than the ball carrier while
his target is prone, hes up for game misconduct. Hes out for three plays.

d) Roughing

A player who strikes or counter-strikes another player can be called on a


roughing penalty for two plays.

If the ball carrier is involved, either as attacker or target, no penalty will be assigned players are entitled
to use force to stop the ball carrier, and hes entitled to defend his possession of the ball.

e) Interference

If any skater grapples or checks (or collides with) another player and knocks
him down, its interference. Players assigned this are out for one play.

As aggressive action is an accepted part of game play in the areas around the ball carrier and the goal point,
the penalty is not assigned if the action takes place within five spaces of the ball carrier or a goal point.

f) Traveling

If any player moves clockwise against the normal course of the track its
traveling: out for one play.

This penalty is not applied to defending skaters inside or adjacent to a goal crease, where they are expected
to assemble their defence.
If offensive players stop inside a goal crease, its offside out for two plays.
Offside is also applied to any bikers who enter a goal crease, and to
defending skaters who remain in the goal crease if the ball carrier passes by
without making an attempt to score.
g) Offside

This penalty is not assigned to players who happen to fall on the track in that area, so long as they move out
of the goal crease immediately after recovering. Nor is it assigned to the ball carrier if he throws the ball
immediately after stopping or recovering from a fall.

18

19

11) Team Rosters

We pride ourselves on being a power team. Were power, were mean.

Each team should prepare a roster of players for the game. Although only ten are on the track at any one
time, each team has a total of 21 players: six bikers and 15 skaters. When players are getting tired or are
carrying too many injuries, take them off the track and put one of the substitutes into play.
The players team roster should list the three ability scores for each of the 21 players.
To create a player, start with a score of 6 in each ability. Each team will have one champion and four
veterans. A champion has 11 points to spend to improve his abilities, and a veteran has 9. The remaining
players consist of ten regulars with 7 points and six novices with only 5 points to spend. Consult the ability
chart on the roster for the cost of ability improvements for the players.
Record names and ability scores for your players on the roster.
Suggested team rosters are provided to speed set-up time if there is limited time available.

12) Set-up

The traditional firing of the test ball will signal were about set to go

To begin, each team selects or fills out the roster for their players.
Then fill out the ten player cards for the skaters and bikers starting on the track.
Each team randomly selects a separate goal point for set-up and places their ten figures within twelve
hexes, setting all speeds to ten. The initial deployment of the team isnt too important with the speed of
play theyll soon be moving through different relative positions anyway.
Just be sure to mark two only two of the skaters in each team with the black rings: those are your
catchers, and it is recommended you select skilled skaters for this role.
To save time at the start of the game, start with the ball moving at speed 20 along any randomly chosen
track edge.

13) Game Variations

Games always had rule changes they dont affect a good team.

You may wish to try games with three teams on the track simultaneously.
This could lead to incredible chaos, as all three teams strive to gain
possession of the ball and to block their opponents. There will be one
offensive team and two defending teams during each play; it will be even harder to accomplish a goal.
a) Multiple Teams

If three teams are in the game, remove one biker and two skaters from the track for each of them, leaving
two bikers, two catchers and three skaters in play per team. Allow scoring on either goal point.
b) Multiple People per Team

Youll have plenty of fun playing the game with larger numbers of
people by sharing the players among two or three people on each

19

20
team. Its important to be clear which person is operating which pieces, and make sure they have the
freedom to move their pieces according to their own decisions.
With multiple teams and three people per team, you can have nine people involved in the game, each with
two or three players under his control. Thats the effective maximum number of people who can play at
once.
c) Campaign Game

So, two games left. Guess who were playing first: Tokyo! Whod have thought theyd
make it to the playoffs?

You might wish to try playing out an entire Rollerball season, keeping track of players as they gain
experience and finding out if your team can stand up to your style of play for more than one game in a row.
1) Game Series

Attention, your attention please. Rule changes for tonights world


championship game: no penalties, limited substitution and no time limit!

Depending on the number of people involved, you may schedule any number of teams to play any number
of games. Each team should play every other team at least once in the series. You can introduce rule
changes, although you should reserve any no penalty rules for the last few games.
Make sure everyone agrees to the schedule, and any rule changes, before the first game is played.

2) Recovery

Imagine there is one game per week. Between each game, the players will
rest and recover from injuries.

Remove all fatigue. Remove injuries equal to one-third endurance from injured players for each week that
passes in the campaign timeline. Injured players may not enter into games.

3) Replacements

Thats the Houston stride. If you want to make this team and play for Houston youll
have to learn it.

You should prepare a roster of fifty players for each team. Use the usual method to prepare one champion,
four veterans and ten regulars. The remainder are novices. Select the roster of 21 players for each game
from this master list.
After each game, you have the option of dismissing any players and replacing them with new novice
players. Roll two dice and pick one to determine the number of points you can spend for their abilities.
4) Experience

Youve had ten years in this game, Jonathan, longer than anyone, ever.

In addition to keeping a record of the score earned by each player, keep a separate record of their
experience. They gain one experience for each complete play they spend on the track, one for each
successful attack, one for each pick-up, and three for each goal. They also gain one experience for each
injury they suffer.

20

21

A player may trade in thirty experience for an attempt to improve an ability score: choose the ability and
roll two dice; if the result is higher than his current score, increase it by one.

14) Alternate Arena

The alternate arena has three goal points spaced evenly around the outer
rail, each with a small goal crease area marked in red. With this track,
some of the scoring rules change.

The offensive team is allowed to score on any of the three goal points, giving them six opportunities to
score within the second and third circuit of the track. A ball carrier is allowed to throw from any point
within a 60-degree arc around the goal point.
The offside rule is modified defending skaters are allowed to remain in the goal creases if they wish,
although bikers are still prohibited and offensive skaters are still not allowed to stop in those areas.
I'm offering this rules set for your use. It's my tribute to an inspiring
film. Thanks to Norman Jewison, William Harrison and all the actors
and stuntmen who made this artwork back in 1975 - ahead of its time, if you ask me.

15) Designer Comment

The notion of creating a board game based on this film was with me for many years, and I finally got into it
when I came up with the plan to build the arena. I used some HO-scale figures altered with modeling clay
and hand-painted to create my set of players.
The arena is really just a hex-grid, 39 hexes in diameter. Either print out the counters and flat arena
provided or go all out with a 3-D model like mine. I recommend using the alternate arena model with three
goal points; theres more movement and tactics in game play with that one.

21

You might also like