James
Ernest Games
Sports-themed
board and card games have never faired too well with the hardcore gamer
crowd. There are probably many reasons for this, but, for me, the
primary place that sports-themed board and card games are lacking is in
the recreation of the pace and flow of on-field action. Tabletop games,
by their very nature, are turn-based, and this turn-based approach
almost always fails to capture the spirit of the real thing. This
probably explains the fact that the most successful sports game
franchise of all time (on this continent at least) is the Strat-O-Matic
baseball series. Baseball is, after all, the easiest sport to model in a
turn-based fashion.
Fightball, from
designers James Ernest and Mike Selinker, attempts to address the above
concern by replacing the normal, turn-based action of a card game with a
more dynamic real-time model. In Fightball, players don’t take turns
making their plays. Instead, each player plays through his or her own
deck simultaneously. To further speed up play, there is a distinct
advantage to being the player who gets through his or her deck the
fastest. The result is a quick-paced, high tension game that really does
feel more like a sport (albeit a fictional one in this case) than the
games that have come before it. It is also much more balanced, fun, and
tactical than the games of the past that have attempted real-time
simulation.
Fightball debuts
with three different sets. Each set contains two fightball teams in
separate decks. The decks also contain color-coded field cards that the
players combine (each player contributing twelve cards) to form the
playing surface. Once a player picks a team from the six available, no
tweaking or "deck-building" is done. Players (called coaches
from this point on to avoid confusion) simply shuffle the cards and the
game begins.
Play proceeds
real-time, with each coach playing through his or her own deck one card
at a time. If a coach draws a card that he or she can’t play, that
card is placed in his or her own personal discard pile. The top card of
that pile remains playable, and every card in the pile is playable if
the coach can work his or her way down the pile to the card.

The coaches are
attempting to establish scoring plays on the field. A scoring play must
contain, at the minimum, a player card, a ball card, and a shot card.
Each or these cards vary in value according to the color of field card
they are being played on (with some players rated higher from close to
the goal, others from far away. The resulting stack must be worth at
least ten play points for the play to score. If it is, the coach who
placed the cards scores points equal to the value of the field card.
If this was all
that happened in the game, it would be fair to see it as competitive
solitaire, but coaches also have the ability to play cards into their
opponent’s score piles. These cards must be placed between the player
and the shot and have a fairly intuitive effect on the play. Playing a
player between the opposing player and the shot results in a blocked
shot. Playing a lower valued ball results in a lowering of the value of
the entire pile (possibly bringing it below ten and causing the play to
fail). There are also team-specific special effect cards that can be
played on the stacks. These can increase the value of the play, decrease
it, or even cause it to score for the other coach. Both coaches can play
as many cards between the player and the shot as they want. Any card
played outside that frame (say after the shot) is considered a foul.
Fouls result in points for the opposing coach, so they can have a
substantial effect on the outcome of a game.
Each coach
places a "buzz" card at the bottom of his deck before play
starts. When that card is reached, the quarter is over. The full game
consists of four quarters. The full game is advertised as taking twenty
minutes, but I have a feeling that after some practice, the final play
time will be more like twelve to fifteen minutes.
Fightball is
great, hectic fun. For the first few quarters, it was all my opponent
and I could do to keep up with our own stacks and we ended up not doing
much in the way of blocking or interrupting the other coach’s plays.
After a few games though, things got highly competitive. Fast thinking
is certainly rewarded, but the special effect cards add quite a bit of
strategy, especially the ones that affect scoring based on cards in the
discard piles.
I’d imagine
Ernest and company have a hit on their hands. Fightball is the most
enjoyable real-time card game I have ever played. The mechanics match
the theme perfectly. The card art is wonderful. The teams themselves are
humorous and rather cool. I can see the game becoming popular filler
material with my regular group. In fact, I’m already considering a way
to fix the only real complaint I have about the game. On a table, the
play field formed by the cards can get knocked around a bit, sometimes
resulting in some confusion about which card goes with which stack. I
think it would be an easy matter to use an extra board from one of my
billion cheap chess sets to create a permanent playing field for the
teams to battle on. In fact, I’m off to do just that.
Tolen Dante
10/13/02