Tuesday, September 8, 2015

TACTICS: Tsudochan Scoot!

On an all Jack team, you often have to be creative in the way you move the ball around the board to score. Luckily, if you are the Tsudochan, you have a bigger tool belt than most, using your Push ability. This is a simple tactic, but hey, everything doesn't have to be deftly crafted by Hannibal to be valid.

Let's say you have a Jack go to pick up a ball on the Pitch, and sadly, he does not double the Pick Up, meaning he only has a single space to move and throw with his second action. Well, if you are using the telekinetic Tsudochan, this is not a problem. You can be up to 6 spaces away from where you would like to throw, and not incur the movement penalty (up to 7 if you don't mind being at minus one dice on that throw).

Orange - Tsudochan, Dark Blue - Other Team

Ok, our Jack is the only Tsudochan on the opposing teams side of the Pitch. We could try to Sprint someone over to that side and Throw the ball to them, either being Threatened or having to Evade once. Then our Jack would have to Throw the ball successfully, and that other Jack would have to Catch it... Too many points of failure, and maybe the only option for some teams, but not for the Tsudochan.

Instead, let's just use our "psychic" abilities and move our guy down the Pitch. Our first action was the ball Pick Up. The second, third, and fourth actions will be using other members of our team to move our Jack down the Pitch:

Then, "Tada!" Our Jack has our team's final action to attempt the 3 point shot with 2 Dice. Not bad at all.

Remember, when playing the Tsudochan, play the game your way, not the opponent's way. Use your Push to move your guys into position, or move the opposing coach's players out of the way. Look for lanes and how to use them. It requires a different mode of thinking, but it is a lot of fun.

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