Loose Ball
Most negative outcomes for Offensive Skills will result in the Ball Handler losing possession of the ball, causing a Loose Ball.
To resolve a Loose Ball, the coach who was most recently in Possession will need to roll two D6. The dice represent the Direction and Distance of the Loose Ball.
Direction
The direction the loose ball is going to travel relies on 3 factors: the hex the Ball Handler is located in, the location of the hoop, and the value of the dice roll.
Each number on the D6 maps to one of the 6 hexes adjacent to the Ball Handler. The number 1 is always mapped to the hex that is closest to the hoop. The number continue in a Clockwise fashion (where 1 is equal to 12 on a clock face) around the Ball Handler.
Place the ball token on the hex that corresponds to the Direction dice.

Distance
Roll the next D6. This value is the distance the Loose Ball will travel in a straight line away from the Ball Handler, starting from the hex determined in your Direction roll.
Grabbing the Loose Ball
Once you’ve determined the direction and distance of Loose Ball, you can begin the process of figuring out who gains possession.
Players can attempt to grab a Loose Ball if they are on a hex adjacent to the path of the ball. To grab a Loose Ball, the player must declare whether they are using the HAND or STEAL value. Then, roll a single D20. You must reach a target score of 20 – if you succeed, you gain Possession. If you fail, you must move 1 hex away from the path of the ball, and the Loose Ball continues.
If more than one player can make a play for the Loose Ball at the same time, they will have a contested roll with their choices of HAND or STEAL values. Whoever loses the roll must move 1 hex away from the player who succeeded.
Continue moving the ball along a straight line until you’ve moved the full number of hexes determined in the distance roll or someone has gained Possession.
Once the ball has moved it’s full distance, it stops. Coaches can now take turns, starting with the player closest to the ball, making full moves towards it. Once a player reaches the hex the ball is on, they automatically gain Possession. If players on opposing teams are equidistant from the ball, they both make a Defensive BBIQ roll. The player with the higher roll moves first. If they tie, they roll again.
Rebound
Rebounds happen as a result of a failed or sloppy Shot. They follow all the rules of the Loose Ball process, with some slight changes.
When calculating the Direction of the Rebound, use the hoop as the if it were the Ball Handler. The 1 value is the center of the backboard, and will continue clockwise from there.

If you have a Direction roll of 1, you’ve gotten a Lucky Bounce and will result in a Made Basket. Rolls of 2 and 6 will bounce off the backboard.
Players attempting to gain possession of a Rebound will follow the same rules as Loose Balls, but will use their REBOUND values instead of HAND/STEAL.
