Movement

Players have a few different options when it comes to how they move around the court.

All Players move by spending Movement points, one at a time, based on the MOVE stat value for the appropriate side of the ball and the specific Action being played.

Actions will indicate whether you can make a Half-Move or Full Move. Half-Moves are always rounded up to the nearest whole number.

You can spend move points on the following options, in any order or combination you’d like.

You may 🏃Run by moving onto a hex within your Field of Vision.

You may ↔️Shuffle by moving onto a hex outside your Field of Vision. This costs 2 Movement Points per hex.

You may ↩️Pivot by rotating your model one hex to the left or right.

Positioning Rules

Where players begin and end their movements can have effects or allow you to play specific skills. Players can gain these bonuses by initiating certain scenarios with their off-ball movement.

Setting a Screen

To set a Screen, a Offensive player must move onto a hex that is:

  • within their Field of Vision
  • adjacent to the Defender

Once they move onto the hex, they must declare they are setting the screen. Once this has been declared, they lose all remaining Move points for this second.

If the Screened Defender moves onto a hex adjacent to the Screener, the cost of that movement is doubled.

Posting Up

if an Offensive player is facing away from the hoop and has an adjacent Defender between them and the hoop, they can Post Up.

When an Offensive player is Posting Up, they can take a BBIQ test. If they pass, they can move into the hex the Defender is currently in, and move the Defender 2 hexes towards the basket. Each time you try to do this, it costs a Half-Move.

Hand Checking

If a Defensive player is in the hex at the center of the Offensive player’s Field of Vision, they may Hand Check.

Offensive players being hand-checked must pass a 🧠BBIQ roll before moving within their Field of Vision or attempting a Skill. If they fail, they cannot move and their second is wasted.

If they pass, the Defender makes a Mistake, but adds 2 to their Mistake roll.

Boxing Out

If a Player, Offensive or Defensive, is within Driving range, and has the Hoop within their FOV may declare they are Boxing Out. They immediately end their move and forfeit any remaining Movement points.

When a Player is Boxing Out, they get a +4 REBOUND bonus and no opponent may move onto a hex adjacent to the Player and closer to the Hoop.

As an exception, Boxing Out does not apply to the Ball Handler or an On-Ball Defender from moving onto one of the adjacent hexes. (Basically it can’t be used as a way to stop players from getting into Drive range, and it can’t be used to set indirect screens),