TACKLED Board Game

TACKLED is a board game inspired by Kabaddi. The rules of the game, movement of players and general scheme is designed to be true to the sport of Kabaddi. 

What will you find in the TACKLED box?

1. Tackled Board

2. Player cards (black)

3. Action cards (white)

4. Magnetic Clips (7 Black, 7 Red)

5. Wooden Player coins (7 Red, 7 Black)

6. 1 Dice

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STEPS to play TACKLED for the first time

1. Game played between two opponents on opposite sides of a board. Each side contains 28 squares (7×4) on each side. Each side has 7 active players and 3 substitutes. At any given point of time, one team will be the raiding team and the other will be the defending team.

2. Each team randomly chooses 10 cards from the 56 Kabaddi player cards (black). Each player has a Raid Score and a Tackle Score. Higher the Raid Score stronger the skills as a raider, higher the Tackle Score stronger the skills as a defender.

3. The identity of the cards should not be disclosed to the opponent. Assign numbers to player cards using the magnetic number clips to the starting seven, remaining three can be kept aside as substitutes.

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4. Position the wooden player coins on the board in any order in the first row of your side. This is your starting defense position.

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Goal of the game 

To get into a Panga with my opponents and win most points in a game of  Kabaddi.  The team with higher points at the end of 20 minutes or at first ALL OUT wins.

In every raid/Panga : The raider needs to get as many defenders touched as possible. The defenders need to surround the raider and win the Panga.

What does winning a Panga mean?

Raid Score of the raider is compared to the summed Tackle Scores of defenders in positions of influence. Positions of influence include the 4 boxes north, south, east and west of the raider.  

Raider or defender movements

The 2 teams take turns alternately at raiding and defending.

1. Raiding team rolls the dice. Let’s assume that red team is raiding. Before rolling the dice, red team chooses a raider (often one of top 3 raiders) and places raider on one of the three starting points. 

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2. The red team rolls the dice, and then moves the raider that many steps. The red team has to highlight the path taken clearly. If the dice rolls a 4, the red raider needs to move 4 steps. Raider’s goal is to touch as many defenders and come back safely to the midline. 

3. The black team (using the same number on the dice) moves their defenders that many steps, to adjust his defensive formation. The goal is to surround the raider in the positions of influence. 

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4. Raid Score of the Raider is compared with summed Tackle Score of all defenders placed in the positions of influence. 

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The defenders must remain in their new positions at the end of the raid. The raiding team must complete their move within 30 seconds of rolling the dice. 

Special Boxes and Action Cards 
Case1:  When raider lands on a special box – draw an action card or get a revised raid score

– He could get a revised raid score

– Action cards (white) can be drawn when raider goes into special boxes on the board, before the defending team makes the move. Team needs to abide by the rules specified in the action card

Case2:  When defender lands on a special box – draw an action card or get a revised raid score

– He could get a revised raid score

– Action cards (white) can be drawn when raider goes into special boxes on the board, before the defending team makes the move. Team needs to abide by the rules specified in the action card

The action card rules are applicable on this particular raid. 

POSITIONS OF INFLUENCE

Positions of influence include the 4 boxes north, south, east and west of the raider.  

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BONUS LINE

The raider gets a bonus point when he/she reaches the last row (stays there/or touches and comes back) when there are 6 or more defenders in the opposition.

DO-OR-DIE RAID

A team can only have 2 successive empty raids, third becomes a do-or-die raid in which raider MUST get a defender out or cross the bonus line, else raider gets out. Empty raid count for the team resets to 0.

ALL OUT 

When all seven players of a team get out, the opposition has inflicted an all out. The opposition gets an additional two points and the game can be resumed by keeping all players back in the first row for the team who went all out.

IF YOU’RE NOT HAPPY WITH YOUR PLAYER CARDS

A team can lose the turn and take a fresh set of 10 player cards; opposition team will get two consecutive raids.

SUBSTITUTIONS

A team can have a maximum of six substitutions per match.