How do you guys resolve ties?

Got some ideas for rules? Maybe a skill change or something completely different!!! Tell us here.

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DesTroy
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Post by DesTroy »

Although we use overtime in regular season, this has presented problems the last couple seasons, as the shop where we play closes at 9PM, which has forced several matches to be completed the next week!

So quite frankly, I (my league's commish) have decided that for next season, there will be no more overtime except in playoff games, with the rules I presented earlier in this thread (sudden death OT, "coin flip" [actually a 2d6 roll for both coaches, high roll gets choice] to decide kick or receive, if no score in first 8 turns, it becomes halftime again; if still no score, new "coin toss", etc until someone scores). Letting a draw be a draw in regular season is no problem for me, especially if we get games finished in less time.

I think I might run some tests to see how well the alternate rule for letting the kicking team have its turn first work, how it affects play, etc, just to see if that might be a better way to go in future (I'm also considering removing team rerolls in OT completely even if one or both teams have RR left after the 2nd half ends, to speed things up).

Yikes. What a headache. :puke:

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Unkelelion
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Post by Unkelelion »

Within our league we are also considering our options for resolving ties in play offs and (semi) finals.

How about this one..

When the game is tied after the regular playing time the game goes in overtime.

Each team get's a drive. Drives are always played in pairs. You roll a die to see who receives. The receiving team plays a drive, which ends after one of the teams scored or 8 turns have passed. After this first drive the team that kicked in the first drive now receives the ball. After both drives have been played the game ends, unless the game is still tied. Then another 2 drives are played.

Using this system you avoid that the receiving team get's a huge advantage as is the case with the Golden goal principle. Also each team can use its own strength in its own drive. When you play 2X4 or 1X8 you either benefit fast teams that easily score in 4 turns or you benefit the kicking team.

Personally I think the 'kicking team starts drive' rule sounds a bit artificial. It really changes how the game is played in my opinion. But that's just me and I don't have the arguments to support my thoughts on this.

Also you prevent rewarding stalling tactics.

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MadLordAnarchy
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Post by MadLordAnarchy »

Overtime is great. After overtime, we have decided to go with a penalty shoot-out. That's 5 sequential d6 vs each other. First to beat the other three times wins. We've never got that far as all our overtime games have had one team score.

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DesTroy
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Post by DesTroy »

Most games that go into OT do, indeed, come up with a winner one way or the other. Mind you, my humans played a match against an ogre team a couple weeks ago, and the game went into overtime. Neither team scored in the overtime session, so it ended a draw, the first one in my league in 3 seasons. So it CAN happen.

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---troy
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As renowned bard Bruce Slannstein said, "Blind faith - in anyone or anything - will get your ogre killed."
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