
Rulings
14.0 Passing and Interceptions
14.01 Players may intercept throw-ins only if the ball crosses the player's square. One player on each team may attempt to intercept a throw-in. If successful, a player intercepting a throw-in does NOT earn 2 star player points. (See the Throw-In Example page.) 14.02 A player may voluntarily handoff or throw the ball into the crowd or in an empty square. 14.03 The interception roll is made after the pass roll, but before the catch roll. 14.04 A completion is only awarded if the pass is accurate and lands in the hands of the designated target. An SPP is awarded to the player passing the ball if the designated target catches the ball - even if it hits the ground first. So, even if he fails his first catch and then it scatters back to him and he catches it, an SPP is awarded. 14.05 A natural 1 on a pass results in a fumble and is always a Turn Over. 14.06 The passing sequence can only be interrupted by specific cards and actions. Once the ball has been thrown, the catch is considered part of the passing sequence and the catcher cannot be knocked down by any mean before the passing sequence is over. 14.07 When an inaccurate throw occurs, all three scatters must be rolled, even if the ball goes out of bound on the first or second scatter. Just remember that wherever the ball ends up in the crowd, you still place the ball in the last square it crossed before going out to resolve the throw-in. (See the Throw-In Example page.) 14.08 A Java applet Interception Utility to find out if a certain player can intercept a pass or not can be found here. Note that a player doesn't absolutely need to be standing between the thrower and the catcher in order to intercept the ball, as per the official rules. He can also try if he's flanking the thrower or catcher as the Interception Utility reflects. This is done to slightly augment the occurence of interceptions. |