Pyramid

Pyramid is a sport played by the citizens of the Twelve Colonies of Kobol, of popularity comparable to Football (Soccer) on Earth. While not a great deal of information about the game is available through canon, an attempt is being made to come up with a version that can be played on the MUSH. This page is currently dedicated to a rule set for that game, and so may often consist of OOC rules about making a coded game work, as opposed to an IC discussion of the game. If the code is ever put in place, that will be fixed.

If you have any suggestions on any of the following rules, please place an edited version of the rule you are proposing FOLLOWING the rule you are proposing, and place it in italics, so people can see it and weigh the two versions side by side.

Basic Premise

Pyramid is a game designed primarily for two teams of three players each, though one on one matches are also known. The object of the game is to score by putting the pyramid ball into the goal at the head of the playing area. Game may be played to a certain score or, alternately, the game may be timed.

System

Die rolls are made based on player attribute scores. When a roll is required, the first attribute mentioned is the ruling attribute. Any others are modifying attributes. The ruling attribute determines the dice rolled, the modifying attribute adds that value to the score. So if a move is Athletic + Technical, and a player has an Athletic attribute of 4 and a technical attribute of 6, they roll a 4 skill with a +6 modifier.

Players with a Pyramid background skill may add one additional die to their ruling attributes for every two ranks of Pyramid skill that they have, reflecting their added ability in the game.

Game moves will be put in BOLD, and resulting rolls will be put in italics.

The Arena

The Pyramid playing area (Called an Arena) is Triangular in shape, not much larger than a tetherball court. The goal is placed at the head of the triangle, and rebound walls are placed just outside the middle of the three sides. At each corner and in the very middle of the Arena there are small areas called neutral zones. When the ball is placed on the ground in one of these neutral zones, the player in possession of the ball may not be tackled. At the middle of the three boundaries of the Arena are rebound walls, set about half a meter wide and a meter and a half tall, which the ball can be bounced off of.

For the purposes of this game, the larger Arena has been split up into 4 smaller triangles to track player movement in the Arena. The head of the triangle is zone one, the lower left point is found in zone 2, the lower right point is in zone 3, and the middle triangle is in zone 4.

Zone 2 is considered the "Home" Zone, a starting location for the team designated as the home team. Zone 3 is the "Away" zone, where the away team starts.

arena.jpg

Gameplay

Dead Ball and lineup- At the start of the game, after a successful score, after a fumble or the ball going out of bounds, the ball is placed in the central neutral zone, and teams return to their respective corners for a Blitz. In team games, each team member MUST take a turn Blitzing before a single player can blitz again, the order of their rotation is set at the start of the game, and is called the lineup.

Blitz: Player moves for control of a ball that has been placed in the middle neutral zone. First to touch the ball gains possession for their team. Reactive+Athletic

Offensive Moves

When the Ball is in the possession of one team, that team is on offense, and has the following moves available to them.

Charge: Player attempts to move the ball to another zone by carrying it there and then “grounding it” in a neutral zone, to avoid being tackled. If the ball is in zones 2 or 3, it can only be moved to zone 4. If the ball is in zone 4, it can be moved to zones 1, 2, or 3. If the ball is in zone 1, it can be moved to zone 4 OR the player can charge the goal, attempting a “dunk”. Athletic+Reactive+Defensive Modifier. (If dunking, add a -20 modifier.) A charge is defended by the player guarding them. Players can only charge once before either passing or shooting. A Failed Charger has been Tackled, and must attempt a pass to another player.

Straight Pass: Player attempts to toss the ball directly to another player on their team. A pass can be to any zone on the board. Reactive+Technical+Defensive modifier(s). A straight pass is defended by the player guarding the TARGET of the pass, AS WELL AS any defenders in zone 4. A Failed pass has either been knocked down, in which case there is a blitz, or intercepted.

Rebound Pass: Player attempts to pass the ball to a teammate by bouncing it off the rebound boards. Though more difficult, this type of pass can only be defended by the player defending the target of the pass. A Rebound Pass can also be sent to oneself, allowing another charge before the shot. Technical+Reactive+Defensive Modifier-10.

Shot on Pyramid: Player attempts to put the ball in the goal. The difficulty of the shot is affected by where the player is shooting from. Shots are defended by the player guarding them, AS WELL AS any defenders in zone 1. This shot is done at a modifier based on where the player is when they shoot. Zones 2 and 3 shoot at a modifier of -10. Shots from 4 have no modifier, and shots from zone 1 are at a +5 modifier. Technical+Athletic-Defensive Modifier(s)+Zone Modifier.

Defense

Defensive skill is less about planning as it is about reacting, so of course a high reactive skill is very important to playing defense. Defenders rolls do not directly affect the ball, but rather add modifiers to the success of offensive moves that are made, based on their rolls. See above to determine which defender is assessed for which roll. A defender who rolls a Great Success AUTOMATICALLY forces a turnover, taking the ball from the other team without the need for a blitz.
Defending a Charge: Reaction+Athletic.

Defending a Pass: Reaction+Technical

Defending a Shot: Reaction+Athletic

Defending a Dunk: Reaction+Athletic+Technical

Modifiers: Terrible Failure +20 Bad Failure +10 Failure 0 Success -5 Good Success -10

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