• FIGURE 02

  • FIGURE 03

  • FIGURE 04

  • FIGURE 05


Each recruit is placed somewhere within their end zone in a formation of the player's choosing (fig. 01). The team with the ball is the offense, and the opposing team is the defense. Any recruit on the offense can start with the ball (signified by the black marks around the blue square).
The recruit in possession of the ball cannot move until they launch the ball, but every other recruit can move around the field during their turn. The yellow spaces indicate where the launcher can pass the ball.


Each turn allows the player to make three actions. Any recruit can move one space horizontally, vertically, or diagonally from where they are. 

In Figure 02, the offense moves the three runners forward one space. The defense had done similarly on their turn, moving three recruits each one space.
Recruit A has possession of the ball and can't move. Recruit B had moved into a better position to catch the ball, so Recruit A launches it to Recruit B, ending the turn. Now Recruit A is free to move and Recruit B is not.
The yellow areas indicate Recruit B's launch range. On Recruit B's turn, the ball can be launched much further if all three movements are given to Recruit D instead of divded among the team. This indicates that Recruit D has sprinted furiously to mid-field to gain ground.


As long as a teammate is within range of the ball they can catch it. However, the defense may stand in between the launcher and the catcher in an attempt to intercept the launch (fig. 03). In this setup, Recruit A can only launch to B or C. If launching to Recruit C the ball goes further up the field, but there are two possible chances of interception. The ball can be launched to Recruit B with only one defender in between, but won't make as much progress forward.

It may be better to hold off on a launch. The offense may decide not to launch at the end of their turn, but they may only do so one time in a row; on the next turn, they must launch to someone.
By holding off on a launch Recruit B and Recruit D can move into better positions on the next turn. If they move to the positions indicated by the gray arrows they can catch the ball completely unobstructed.


To get a point, the offense must catch a launch while the catcher is within the opponent's end zone. The first team to five points wins. (Players may change the number of victories as they see fit.)
In Figure 04, Recruit C has a clear shot to Recruit B, but that would move the ball away from the goal. Recruit A is completely available and ready to catch. If Recruit C launches to Recruit A, the offense gains a point.


In the previous examples each recruit has been using a Line Type pault. However, recruits come randomly equipped with either a Line or Arc type. Each type has different properties that affect how they are intercepted (fig. 05):


Line paults are typically designed like cannons. They have a heavy launch power and short range. They shoot in a straight line forward which allows any defender in between the launcher and the catcher to intercept.


Arc paults are often like catapaults. They have great range but less launch power. Arc paults can launch the ball over every defender unless that defender is adjacent to the launcher horizontally or vertically.