How-To play Yubo Ball
Posted: Mon May 02, 2005 2:45 am
Yubo Ball
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[Note: I heard the term "yubo ball" sometime back, never heard the rules that went along with it...so we adapted our own. Enjoy!]
Number of players: 4-10 [2v2 - 5v5] (+1 referee)
Object of the game: to get the yubo "ball" to travel through the opponent's goal markers (think football/soccer)
Game Rules:
The referee designates goal markers: 2 on each side, approximately equal in size as is available with a distance between the goals approximately 30 meters (small field) up to 60 meters (large field).
Both teams of equal size start in their own goal facing the opponent's goal. The referee chooses one yubo in the area and taunts it, holding it between the two goals until the start of the game. The referee calls for the two teams to begin "ready... set... go!" at which point the players attempt to get the yubo to go between the opponent's goal (in either direction, does not have to come from the front side to be a score as yubos are unpredictable).
The players may ONLY use TAUNT, SLOW MOVEMENT, or FEAR actions on the yubo to persuade its movement. There are no out of bounds, only goal markers.
The referee should /follow the selected yubo ball and /shout "GOAL" when one team makes a goal. After which the referee taunts the yubo, returns to center field, and the two teams reset to begin in their own goals again for the next round. Every 5 goals from either side and the teams switch sides of the field.
If the yubo is killed by any member of either team, the opposing team is awarded 1 point as a penalty. If the yubo is attacked by an outside source (guards, other players) then the round is restarted with a new yubo.
Winning the game:
A team wins when their score reaches 10.
Strategies and Tips:
Referees can use packers and mounts to set up goals. This makes it somewhat easier to see where the goals are with the 4 animals setup as goals.
Teams can assign a player to be goalie but it's not required. A good goalie strategy is to use fear or slow movement, and saving the taunt to run out of the goal taunting the yubo to pull it away as an emergency. However be careful with fear, the yubo doesn't always run away from you, sometimes it runs TOWARDS you!
Remember you are playing the other team, not just the yubo ball. Strategy is important...if your whole team uses their taunts all at once, that leaves the other team wide open for taking the yubo ball away from you until your taunts regen. TIMING is important! Try timing it so that you use your taunt as soon as a teammate loses agro, or anticipate the teammate losing agro to sort of "pass" the yubo to you so that when the opponent taunts, your taunt counters it almost immediately!
Casting slow movement at the beginning of the round or at key points of the round is very helpful. Try and time the slow movement casts so that the opponents taunts are slowed, while your team's taunts are not.
It's hard to stick the yubo ball to you for longer than 2 seconds...be ready to turn around quick when you lose the yubo to another player.
----------------
[Note: I heard the term "yubo ball" sometime back, never heard the rules that went along with it...so we adapted our own. Enjoy!]
Number of players: 4-10 [2v2 - 5v5] (+1 referee)
Object of the game: to get the yubo "ball" to travel through the opponent's goal markers (think football/soccer)
Game Rules:
The referee designates goal markers: 2 on each side, approximately equal in size as is available with a distance between the goals approximately 30 meters (small field) up to 60 meters (large field).
Both teams of equal size start in their own goal facing the opponent's goal. The referee chooses one yubo in the area and taunts it, holding it between the two goals until the start of the game. The referee calls for the two teams to begin "ready... set... go!" at which point the players attempt to get the yubo to go between the opponent's goal (in either direction, does not have to come from the front side to be a score as yubos are unpredictable).
The players may ONLY use TAUNT, SLOW MOVEMENT, or FEAR actions on the yubo to persuade its movement. There are no out of bounds, only goal markers.
The referee should /follow the selected yubo ball and /shout "GOAL" when one team makes a goal. After which the referee taunts the yubo, returns to center field, and the two teams reset to begin in their own goals again for the next round. Every 5 goals from either side and the teams switch sides of the field.
If the yubo is killed by any member of either team, the opposing team is awarded 1 point as a penalty. If the yubo is attacked by an outside source (guards, other players) then the round is restarted with a new yubo.
Winning the game:
A team wins when their score reaches 10.
Strategies and Tips:
Referees can use packers and mounts to set up goals. This makes it somewhat easier to see where the goals are with the 4 animals setup as goals.
Teams can assign a player to be goalie but it's not required. A good goalie strategy is to use fear or slow movement, and saving the taunt to run out of the goal taunting the yubo to pull it away as an emergency. However be careful with fear, the yubo doesn't always run away from you, sometimes it runs TOWARDS you!
Remember you are playing the other team, not just the yubo ball. Strategy is important...if your whole team uses their taunts all at once, that leaves the other team wide open for taking the yubo ball away from you until your taunts regen. TIMING is important! Try timing it so that you use your taunt as soon as a teammate loses agro, or anticipate the teammate losing agro to sort of "pass" the yubo to you so that when the opponent taunts, your taunt counters it almost immediately!
Casting slow movement at the beginning of the round or at key points of the round is very helpful. Try and time the slow movement casts so that the opponents taunts are slowed, while your team's taunts are not.
It's hard to stick the yubo ball to you for longer than 2 seconds...be ready to turn around quick when you lose the yubo to another player.