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How to play ...

UNDERSTAND THE PLAYER CARD:

 

The game comes with 25 Player Cards.  These cards contain information regarding the strengths and abilities of each player. 1) The Player Skill Strength shows the strength at each skill level (range 4-8)  2) Available Hitting Locations shows the options to where this player can hit or serve the ball. Top players have more options. 3) Turn Roll Bonus: Based on your Turn Roll, this could impact your skill strength or could indicate a missed shot (with red X).

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setup1.png

GAME SETUP:

 

Unfold the game board (court) and place between both teams. Each team gets one die, one score card, and one score marker (blue cube). Separate the Player Cards from the Bonus Cards then shuffle both sets well.​

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The Players Card.png

THE DRAFT:

 

On one side of the court, deal 15 player cards face up in 3 rows of 5 cards. The remaining 10 player cards are dealt face down forming the top 2 rows of 5 cards. This collection of players becomes the free agent pool that you and your opponent  will draft your teams from. The person who played volleyball most recently picks first and becomes Team 1.  (If both people played volleyball at same time, then youngest person is Team 1 and picks first). Teams alternate picking one player at a time from either the known players (face up) or the unknown players (face down) until each has drafted 10 players.

setup_draft.png

SET YOUR LINE-UP:

 

Each team picks their starting line-up by placing 1 player on each of their 6 positions on the court. The remaining 4 players become your bench (place at the end of the court). Deal 6 Bonus Cards to each team. Place the remaining Bonus Cards in a face down pile on the side of the court opposite the free agent pool. Each team gets one die, one score card, and one score marker (blue cube). Team 2 serves first.

setup_make_line-up.png

STARTING THE GAME:

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TURN ROLL: To start each point, both teams roll their die once. The outcome of this roll will become each team's Turn Roll. The Turn Roll presents an opportunity to increase or decrease each of the skills of the player. Note, this rule is updated from the first edition of the printed instructions in order to speed up game play.​

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turn_roll_example.png
setup_serve1.jpg

SELECT SERVE LOCATION:

 

If the serve is not out, select from the ‘Serve Chart’ on the card (marked by the grey circles on the Serve Chart) then select the position to hit your serve. In the example, you can choose the opponent’s position 1 or 5 only. Once you select where you want to serve the ball, move the volleyball token to that selected position of your opponent. In this example, Team 2 selects position 5 on Team 1.

setup_serve_receive.png

PASSING THE BALL:

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To determine how the receiving team passes the ball, you must first check the player's Pass Strength. In this example, we can see the player who is passing the ball (Emily Wilson) has a Pass Strength of 8. Team 1 uses their Turn Roll to determine if there's any bonus or if they misplayed while passing the ball.  For example, if Team 1's Turn Roll is a 1 (marked by the red X under the designation of the 1 dice roll) then it’s a “shank pass” & the serving team scores a point. Place the scoring marker cube on score card to track score. If the Pass Strength is lower then the Serve Strength, then serving team scores a point. If the Pass Strength is equal to or higher than the Serve Strength, then the serve is passed and the ball token is moved to that Team’s Setter. If the passing player is the Setter, then keep the token with the Setter.  In this example, Team 1's Turn Roll is a "3" and their Pass Strength is 8 verses the Serve Strength of 6, so Team 1 properly passes the ball to their Setter.

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SETTING THE BALL:

 

To determine your setting options, you must first find the available players you can set by reviewing the "Set Zones" of your setter. The setting team rolls their die, then reviews the “Set Zones” and the “Set Chart”. In this example, if your Turn Roll is a 1 or 2, you can only set the player in the grey zone (or position 4 on court). If your Turn Roll is a 3 or 4, you can set the players in the grey or blue zones (positions 4 and 2). If your Turn Roll is a 5 or 6, you can set players in the grey, blue or pink zones (positions 2,3,4,6). Higher skilled setters are able to set more set zones.  Select the player (court position) you would like to set, then move the ball token to that player.
 

setup_set_zones.png

HITTING THE BALL

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To determine the your attack, you must first check the player's Hit Strength. Check attacking player’s Hit Strength on their Player Card, then add any bonus from the Turn Roll. In our example, if your Turn Roll is a 5, you would add +1 to your Hit Strength (Total = 9). Using the Hit Chart, select from the position’s available on the opposing team’s court to attack. In the example you could select to hit to positions 2, 3 or 4 of your opponent. But first your hit must get past the block!

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setup_attack1.png

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BLOCKING:

 

The opposing team’s player directly opposite the attack on the court becomes the Blocker. To determine if a block is made on the attack, the blocking team needs to determine their Block Strength. First check the Block Strength of the player card then use your Turn Roll to determine any bonus or special outcome. In this example, the blocking player (Justin Hill) has a starting block strength of 6. If the Turn Roll is a "1", and there's a red X designation for the bonus, then they block the ball out of bounds and a point is scored for the attacking team. Mark on score sheet. If the Turn Roll was a "2", their block strength receives a -1 value or overall block strength becomes 5.

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  • If the Block Strength is more than the attacking team’s Hit Strength, then the ball is “roofed” and the opposing team scores a point.

  • If the Block Strength and Hit Strength are equal, then both teams roll their dice again. Highest roll wins the point. If the rolls are equal, then keep rolling until there's a winner.

  • If the attacking team’s Hit Strength is more than the Block Strength, then the ball continues around the block and the balls goes to the position selected when attacking the ball. 

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In our example, the Hit Strength is 9, and Block Strength is 6, so the ball goes past the block and goes to the player (position) selected. In this example the attacking team selects Position 1.

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setup_dig.png

PASSING (DIGGING) THE BALL

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The process of passing, setting, attacking, blocking repeats itself until the point is scored.

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In our example, the attacking ball is hit with a Hit Strength of 9 to the Setter (Marin Sumerset in position 1) . Check passing player’s Pass Strength on their Player Card, then add any bonus from the Turn Rolls. In this example, their Turn Roll a 5 so there's no bonus and Pass Strength remains at 8.

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If the Pass Strength is lower then the Hit Strength, then attacking team scores a point. If the Pass Strength is equal to or higher than the Hit Strength, then the attack is passed and the ball token is moved to that Team’s Setter. If the passing player is the Setter, then keep the token with the Setter.  In this example, the attacking team wins the point.

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SCORING

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Once you score a point, mark it on your score card using the blue cube.

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The first team to score 15 points wins the game. Win by 2 rule is optional.

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setup_score_card.png

CHANGE OF SERVE POSSESSION & ROTATION OF PLAYERS:

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When the team that receives a serve wins a point, that team earns serves possession draws 1 new Bonus Card and must rotate their players in a clockwise fashion.  This means the player in position 1 moves to position 6, the player in position 2 moves to position 1, the player in position 3 moves to position 2, the player in position 4 moves to position 3, the player in position 5 moves to position 4, and the player position 6 moves to position 5.

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setup_rotate.png

SUBSTITUTION OF PLAYERS:

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Before the ball is served, each team has the ability to substitute a player from their bench to an active position on the court.  In the above photo (right side), after the rotation, you'll see the "Defensive Specialist" has moved into the front row (position 4). This is a good opportunity to sub a Middle Blocker or Outside Hitter on your bench for that position. But once the substitution is made, those 2 players can only substitute for each other. For example, you can not substitute the Defense Specialist out, then immediately move them back on the court in position 1. The only exception is if you play the Bonus Card: Manage Team, Swap 2 players.

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BONUS CARDS:

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Each player starts the game with 6 bonus cards. When a team wins serving possession (side out), they get to draw 1 new bonus card. These bonus cards allow teams to receive additional advantages during play or could also be used to hinder their opponent. Some bonus cards can be played during a point (Power Boost, Special Power, No Way, Ouch Alert) and others must be played between points (Manage Team).

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You can play multiple Bonus Cards during the same point. (Exception is connected to Freeze Em')

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Once a Bonus Card is played, you must discard it face up to a Discard Pile and may not be played again.

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See more information on each card below:

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card_power_boost.png

POWER BOOST

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You can play this card to enhance a single play during a point. Use wisely to score points or stop opponent from scoring. Options are included for boost Serve, Hit, Block and Pass. Each card gives either +1 or +2 increase to their Strength.

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For example; You attack with a Hit Strength of "8", yet the opponent's Block Strength is "8" or "9". You could play a Hit +1 Power Boost to not lose this point.

MANAGE TEAM

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Two different 'Manage Team' cards ...

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Swap 2:  You can swap any two players on your court regardless of the substitution rules. This means if your middle blocker rotates to position 1 (back row), you can play this card, then swap them back into the front row.

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Add Free Agent: Select any player from the Free Agent pool of remaining players and add them to your team, increasing your bench size by 1.

card_manage_team.png
card_ouch_alert.png

OUCH ALERT

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Select any opponent player (except their setter) to not play again for rest of the game.  This card can be played before the serve or during play. If played strategically, this allows for a sure way (albeit mean way) to score a point. For example, you hit the ball to your opponent's position 5, play this card on the player in that position. That player becomes injured before they can play on the ball and the ball drops, and you score a point.  After the point, the team who lost their player to injury can replace that player with any bench player.

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Hint: Save your 'No Way' cards to counter this card from being played on your team.

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SPECIAL POWER

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3 types of special power cards available:

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Freeze Em':  Once this card is played, your opponent may not play ANY Bonus cards for the rest of the point. The only exception is if your opponent plays a 'No Way' card immediately after you play the 'Freeze Em' card.

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Roll Again:  Don't like your Turn roll? Maybe it will make you serve out? Play this card and roll again.

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SMILE

 

Has no real value. Sorry.

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NO WAY

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If your opponent plays any ‘Bonus Card' you can play a ‘No Way’ card on it to void its power. This card's power can only be offset if your opponent plays a 'No Way' card on your 'No Way' card.

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Example: Team 1 plays 'Ouch Alert' on Team 2. Team 2 plays 'No Way'. Team 1 plays 'No Way' on Team 2's 'No Way'. This action now makes Team 1's 'Ouch Alert' valid.

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Have fun with this one!

Any questions about the rules, please email admin@shadypets.com

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