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 Post subject: Adressing Play-Offs: Time effective solutions for tied games
 Post Posted: Wed Mar 02, 2016 7:39 pm 
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Hey everyone,

We have about a month left in our league regular season before play-offs begin.

I wanted to again explore the most effective solutions for tied games.

Should it be sudden death (with the highest seed getting kick off choice)? Should it be a set number of turns / team? Is there a better solution?

Cheers,
Michael

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 Post subject: Re: Adressing Play-Offs: Time effective solutions for tied g
 Post Posted: Wed Mar 02, 2016 7:55 pm 
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An oft-suggested idea is that you roll to see who receives as normal but the kicking team automatically gets a Blitz kick-off table result.

If time isn't an issue though, I'd just play another full half (and continue as necessary) but I know that's not always possible.

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 Post subject: Re: Adressing Play-Offs: Time effective solutions for tied g
 Post Posted: Wed Mar 02, 2016 9:25 pm 
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What about playing deathbowl style and placing the ball mid-pitch with teams X squares away? First score wins....

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 Post subject: Re: Adressing Play-Offs: Time effective solutions for tied g
 Post Posted: Thu Mar 03, 2016 4:38 pm 
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Digger Goreman wrote:
What about playing deathbowl style and placing the ball mid-pitch with teams X squares away? First score wins....


If x=1 that could be fun!!!

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 Post subject: Re: Adressing Play-Offs: Time effective solutions for tied g
 Post Posted: Fri Mar 04, 2016 12:21 am 
Legend
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celticgriffon wrote:
Digger Goreman wrote:
What about playing deathbowl style and placing the ball mid-pitch with teams X squares away? First score wins....


If x=1 that could be fun!!!


Agreed, allowing each side to stack the lines and put multiple zones on the ball....

You could also/perhaps allow sides to bid for who moves first by allowing the sides to simultaneously turn minis around (give them 10 seconds?) Whoever has the fewest "ready" minis takes the first turn with only those ready able to declare actions. The other side has the same restrictions for its first turn....

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 Post subject: Re: Adressing Play-Offs: Time effective solutions for tied g
 Post Posted: Tue Mar 15, 2016 1:17 pm 
Legend
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I like this reasonably fast version:
1. Coin flip - Winner chooses offence or defence
2. Offense(!) sets up first.
3. No roll on kick-off table. Offense gets first turn as normal.
4. 1st TD wins it.
5. If offense did not score by the end of turn 5, then the defense wins.

Cheers
Martin

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 Post subject: Re: Adressing Play-Offs: Time effective solutions for tied g
 Post Posted: Thu Dec 22, 2016 9:29 am 
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Due to our club venue having a strict closing time we adopted the below system for dealing with ties as it is pretty quick to play (fewer players on the pitch limits your options.)

Face-Off wrote:
    If the match ends in a draw and a result is required then follow the rules below.
    Face Offs happen in only the center area of the pitch, any player who enters a wide zone for any reason may not re-enter the center area for the remainder of the drive.
    If the ball enters a wide zone for any reason then the current drive is over.
    Players who enter the wide zones do not get attacked by the crowd.
    Players may choose to run in to the wide zones (to kill the ball during an opponents drive)
    If you try to block someone into the wide zones it must be treated as blocking someone off the pitch (they can only be blocked off the pitch if there is nowhere else to go)

    The Set-Up
      Both Coaches select two players from their remaining players (Not KO or Injured).

      The teams who kicked-off first (In the first half) will be the team that starts initially with the ball.

      The two Defending players set up first and can be set up anywhere in their own half, there is no need to set up on the line of scrimmage.

      The team with the ball must set up with one player on the Kick-Off Sweet Spot (Cant think of a better name for this but Assume everyone knows where it is) This player is GIVEN the ball.
      the other player can be set up anywhere in the half, there is no need to set up on the line of scrimmage.

    The Drive
      The Coach who has possession of the ball takes the first turn.

      Play continues as normal (with the above restrictions to pitch usage) until one team scores or the ball leaves the play area.

      Once the drive is complete then possession is given to the other team and the same players set up again for a second drive.
      If a player has been injured then a new (unused) player may be brought on to replace him.

    Winning
      If you score in your opponents drive then you automatically win the "Face Off"

      Once both teams have completed a drive then check the score. If one team is now winning then they are awarded the match. If not then two different players must be selected by both teams (Players who have already competed in a face-off may not compete in another until all remaining able players have competed). and the process repeated.

    Star Player Points
      Star Player points are awarded as normal except for TD which do not score anything.

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