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Rucks - Entering through the gate PDF Print E-mail
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Development Rules

Spring Player 3 and Aussie 1 have entered the ruck using 'The Gate'. Springbok 1 has entered without using 'The Gate' and must therefor make a Referree roll.
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The laws of rugby state that any player wanting to enter a ruck must do so through what is called 'The Gate'. 'The Gate' is an area directly behind their side of the ruck which ensures that players are entering the ruck from an on-side and legal position.

So in Crash Tackle your players must first step on a space within 'The Gate' (marked on the diagram as light green spaces) before entering the ruck. Failing to do so may result in a Penalty to be determined by a Referee Roll.

Last Updated on Wednesday, 03 March 2010 07:59
 
Passing Distance PDF Print E-mail
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Development Rules

The Crash Tackle team is considering the reduction of the current Passing distance from 5 Spaces to 4 Spaces. It is hoped that this reduction will increase the number of Passes during a game and thereby increase the number turn-overs and Knock-on's.

We would appreciate any feed back on our forum or buy simply rating this article.

 
Team Experience Rules V.2.1 PDF Print E-mail
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Approved Rules

Introducing the Team Experience rules. Now you can use your Crash Tackle game experience to develop your own rugby teams and make your team a world beater by purchasing Game Breakers and Coaching Staff.

 

Experience rules give coaches a chance to build their teams into world beaters. Using Experience points from games played, coaches will earn income for their team. This income can be used to purchase extra coaching staff, Game Breakers and pay for medical procedures for injured players.

 

Click here to download the Team Experience Rules!

Last Updated on Friday, 19 February 2010 09:51
 
Quick Line-out 1.0 PDF Print E-mail
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Development Rules

Taking a Quick Line-out can catch your opponent with his defences weakened and provide the perfect opportunity to launch a counter attack.

When your opponent kicks the ball into touch and you have a player who is able to reach the space where the ball went out, then you can perform a Quick Line-out! Simply tell your opponent that you are attempting a Quick Line-out and...

  1. move a player within reach on to the space where the ball went out.
  2. Place the ball on top of him.
  3. Roll both dice.
    • If the number rolled is equal to or less then that players Ball Skill then the Quick line-Out is successful. Now place the ball on any other team mate who is within 5 spaces AND in-line with or behind the throwing player (i.e. not a forward pass)
    • If the number rolled is more then the players Ball Skill then the player hesitates and decides against the Quick Line-out - The normal line-out occurs.

Throwing to himself: A player can choose to throw the ball to himself instead of a team mate as long as he has enough Movement to get to the Ball, make the dice roll and then still move onto or over the 5m line (dotted line)

Kicked from with in the 22m: A Quick Line-out can not be taken if your opponent kicks the ball out from with-in their 22m area. The ball is considered to be thumped into the crowd and therefor does not allow for a quick response.

 
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"The sooner Crash Tackle is in every household - the better!! We love the game"

D. Kay (UK)

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