Passing Shot
Passing Shot Rulebook
Table of Contents
Table of Contents
Presentation
Passing Shot is a dice game for two that simulates a tennis game in which each player takes a role of a tennis player. By means of consecutive dice rolls, the main aim of this game is trying to win points, games, sets and finally, the match.
What do you need to play?
- 5 Tennis dice for each player.
- Pen and paper to write down the score.
The Dice
Each die has different sides:
- Tennis Ball: The aim and power you give the ball so the opposing player cannot reach it. The more Tennis Balls you roll, the more difficult it is for your opponent to hit back. In a tie the Tennis Ball always wins (Between Tennis Ball, Outs and Nets). Each Ball equals one Success.
- Out: How near the ball is to the sidelines. If you roll more Outs than anything else, the ball has gone out. This results in the opposing player winning the point.
- Net: You need to pass above the Net on every shot. If the result of your roll shows more Nets than Tennis Balls then it hits the Net and the point goes to your opponent.
- Energy: A wild card that has various options. We will cover this later. If the roll is invalid, this result is ignored.
A set consists of a sequence of games played with service alternating between games, ending when the count of games won meets a certain criteria. Typically, a player wins a set by winning at least six games and at least two games more than the opponent. If one player has won six games and the opponent five, an additional game is played. If the leading player wins that game, the player then wins the set 7-5. If the trailing player wins the game, a tie-break is played. A tie-break, played under a separate set of rules, allows one player to win one more game and thus the set, to give a final set score of 7-6.
Basic Match
To start, the players need to decide who will begin by using the dice or a coin (or whatever method you like). The winner can choose to serve or receive.
The Serving Player will roll the 5 dice and will check the results. If the roll is valid the opponent will roll his 5 dice and will need to match or exceed the Successes of the Serving Player. Eg.: If the Serving Player has 3 Successes, the minimum Success that the opponent needs to roll is 3 to continue the point. When any player does not equal or pass the number of Successes by the opposing player, this will be a point for the opposing player. Write down the new score and play the next point.
If a player has a valid roll and has any Energy rolls, he can choose to remove the Energy dice from his total dice pool for this point to add 1 success to his roll for each Energy die removed. Any dice removed from the pool this way are returned at the end of the point.
Example of a Basic Game Point
Diana serves and rolls the following: Three Tennis Balls, one Energy and one Net. Three successes. This was a good shot that was quite powerful and is close to the Net. If she wanted she could remove the Energy Dice to make her total 4 successes but then she would only have 4 dice for her next roll if John was able to return. For her opening roll though she decides 3 successes is enough.
John rolls next. His roll consists of the following: Two Tennis Balls, one Out and two Nets.
Because John's two Tennis Balls are fewer than Diana's three Tennis Balls there are not enough Successes and John loses this point.
The Golden Rule
After rolling the dice, the result is valid only if the number of Tennis Balls you roll is greater than or equal to the other results on the Out or Net dice.
Example: You rolled two Tennis Balls, two Outs and one Net. The results that appear most are Tennis Balls and Outs. In this instance the GOLDEN RULE applies and makes it a valid roll. There is only one Net so it will not count for this roll. The result of this roll is two Successes.
In this example, we rolled two Outs, two Energies and only one Tennis Ball. Because there are more Outs than Tennis Balls the roll is not valid. Therefore, the two Energies, are ignored due to the roll being invalid and the point is awarded to the opponent.
How to Play
This game has three different stages:
- "Serve": A serve (or, more formally, a "service") in tennis is a shot to start a point.
- "Return (of serve)": Hitting the ball back after the service.
- "Rally": The rest of the point until the Ball goes out or it hits the Net.
The player who serves rolls his 5 dice and establishes the number of Successes. Next the opponent returns by rolling his/her 5 dice and so on until one of the two players misses.
The Number of Successes that you get in a roll must be equalled or beaten by the opponent in his next roll.
Scoring
A tennis match is determined through the best of 3 or 5 sets. A set consists of games, and games, in turn, consist of points.
A game consists of a sequence of points played with the same player serving until one of the two players wins four points in total by a margin of at least two points. The running score of each game is described in the following manner: 0 points equals "love", 1 point equals "fifteen", 2 points equals "thirty", 3 points equals "forty". When saying the score or writing the score, the serving players score is said first. If at least three points have been scored by each player, and the scores are equal, the score is "deuce" (40-40). If at least three points have been scored by each side and a player has one more point than his opponent, the score of the game is "advantage" for the player in the lead. If the player with advantage wins the next point they win the game. If not, it returns to "deuce" and play continues.
Advanced Rules
You can now play the game using the Basic rules without problem. If you feel confident, why not to try the advanced rules? There are multiple choices that will make this game better and a great challenge for both players. Every "Twist" will add some difficulty but also more fun and excitement to the game.
Stamina
"What incredible stamina! He has been running all day for five long sets, yet he still retrieves every ball. This is incredible!"
Many times during the game, a Player needs to give something extra to return to his opponent's shot.
With this rule, you can "sacrifice" some Stamina so the player can reach the ball. This can only be used to tie the opponent's Successes. For example, if you have a valid roll, but there are not enough Successes to match or beat the opposing player's total, you can remove any non-Energy die to automatically make it a Success. One Die = One Success. Each player can continue to remove die to increase stamina until the point is over. The removed die will not be added back into play until it can be recovered. At the end of each point you recover one die and at the end of each game you recover two dice. Put the dice removed for Stamina into a different pile than the ones you remove for Energy as you get them back with different rules and rate of speed of recovery.
Eg. You need four Successes but you only rolled three. You sacrifice a Net die to get an extra Success and make your total four. Now it's up to the opposing player. However, on the next roll you have one less die to roll while your opponent, assuming they did not sacrifice a die to increase stamina, will continue to have all five.
Energy
"This is where years of training pay dividends. He has hit the forehand a million times...maybe two million. That's why he can hit with such energy and flawless technique."
All the players need to measure very carefully their energy and decide what to do with it in each moment.
This result is like a wild card and has different options. Each Energy result can be exchanged for:
- Recovering a die (See Stamina). A die that was left apart is now recovered and could be used in the next roll. (you do not need to remove the Energy die to use this option)
- Two Energy results can be used as a single Success if neither is removed from this roll (you do not need to remove the Energy dice to use this option)
- Remove the Energy die from the dice pool to get 1 additional success. (you must remove the Energy die to use this option but you recover them at the end of the point).
Aces & Passing Shot
"INCREDIBLE! I have never seen anything like that. This player is truly one of the best in the world!!"
This master shot is performed precisely by the Players. If the initial roll results in five Tennis Balls (without any modification) this will be a direct point as no return is allowed. During the serve this is called an Ace, otherwise it is called a Passing Shot.
Second Serve
"As you look across the net, you see your opponent inside the baseline. His look unmistakably says: Go ahead, be aggressive...I dare you."
If you fail during your initial serve, you have two options:
- Ensure the Serve: Trying not to miss your serve, you can use a maximum of three dice and ignore all the results except the Tennis Balls. If you don't get any Tennis Balls, this will be considered a failure and your opponent wins the point. If the roll is valid, you will recover all the dice that you used in your first serve for the next roll.
- Risk: Reroll with all your dice (or dice left)
Concentration
"All that noise won't break his concentration..."
At the beginning of each match, the Player receives one Concentration point. You can use this in any roll that does not yield a single Tennis Ball result to reroll the shot.
Eg. After a hit, the player gets two Outs, two Nets and one Energy. This is not a valid roll, but he uses his Concentration point to reroll the shot. The new result is three Tennis Balls and two Outs.
Additional Concentration points may be earned by winning a game 40-Love (holding the opponent to zero points).
Action: Winner
"A Backhand down the line! What a winner! What a glorious way to tie up the first set."
This action is where a winning shot is unreachable by your opponent. It could include but not limited to an Overhead Smash, a Drop Shot, or a Lob. These are masterpieces that highlight the differences between normal players and great players. You can only hit a Winner if you have 5 or 4 dice left; if not, you would not have the stamina to attempt this shot. You can not use this action in the Serve or Return.
Before you roll the dice you need to alert your opponent that you are utilizing the Winner Action. Your goal is to state the exact number of Tennis Balls you are going to roll without any modification. This number must be equal to or greater than the number of Successes needed to continue play. As a result of using this action however, all the Outs and Nets rolled will count double.
After the roll, first verify that the roll is valid. If it is not valid you lose the point. If the roll is valid next check to see if your Winner predictions were correct. If the prediction was correct the result is a Winner (you win the point outright) and you move on to the next point. If you missed but equalled or passed the number of Successes of your opponent, then carry on as normal.
Eg.: The Player announces a Winning Shot and predicts three Balls in his roll (the opponent had just rolled three Successes), he rolls and gets four Tennis Balls and one Out. First check to see if the result is valid. In this case it is a valid roll as there are four Tennis Balls to only two Outs (remember the number of Outs has doubled due to your having called Winner prior to the roll). Next check to see if your declared number of Tennis Balls matches the actual number of Tennis Balls rolled. Since they do not match, the Winner does not go into effect and play continues as normal.
Action: Approaching the Net
"He moves in behind his approach shot and ends the point with a beautiful drop volley. 30 - 15."
You cannot use this action in the Serve or Return. Before you roll the dice you need to alert your opponent that you are utilizing the Net Approach Action. After checking that the result is valid, you make a second check (do not reroll). In this check the Nets are considered Successes but the Outs are doubled. If you play next to the Net you can't use the advanced rule of Stamina.
Eg. Before rolling, the Player announces they are approaching the Net. The result of the roll is three Tennis Balls, one Net and one Out. The roll is valid as he has more Successes than Outs or Nets. On the second check, the Net turns into a Success, making it a total of 4 Successes and two Outs.
Eg: The same Player stays next to the Net and his next roll is two Tennis Balls, one Net and two Outs. It's a valid roll, but on the second check applying the modified result, the result is not valid as we have three Successes against four Outs. He loses this point as the ball goes out of bounds. In the same situation he gets three Nets and two Tennis Balls. The first result is not valid so it does not progress to the second check.
Hawk-Eye
"You can't be serious man!!! YOU CANNOT BE SERIOUS!!! That ball was on the line! Chalk flew up! It was clearly in!"
At the beginning of each Set, the players each get three Hawk-Eyes. You can request to use them in any roll in which the opponent's results show an Out. Roll a die:
- If the result is a Tennis Ball, the Ball has bounced in and you lose the Hawk-Eye. It's a point for the opponent.
- If the result is other than a Tennis Ball (Net, Out or Energy) then the Ball has bounced out of the court. You keep that Hawk-Eye and win the point.
E.g. The opponent just rolled four Tennis Balls and one Out. You decide to use the Hawk-Eye and you roll a die. The result is an Out which means the opponent loses this point and you keep the Hawk-Eye for another opportunity.
Surfaces
"The clay plays extra slow in this damp weather."
Clay (1 on the dice in Red), Grass (2 on the dice in Green), or Hard (3 on the dice in Blue).
At the beginning of each match, both players have to decide on what kind of Surface they are going to play. Once decided, the result of any rolled dice that matches the Surface throughout the match will count as "One and a Half Successes".
Eg: Playing on a Clay court. The roll shows three Tennis Balls (two of them are Clay and one Hard), one Out and one Net. The total value of the roll is three Successes + two Half Successes = four Successes.
After the calculation of the result, you must discard any remaining "half" Success that are unused.
Professional
"That Player is simply amazing. He has been the world's number one for four years now and will not be dethroned this year."
Change one of the die with the opponent so you will have 4 die in one color and the fifth one with a different color. We will call this die the "Pro Die." You cannot use this rule together with "Ensure" of the advanced rule "Second Service."
After rolling the die and only after checking the result is valid, the "Pro Die" will double the result. (If you sacrifice this die with Stamina rule it will only count as one Success)
Eg. The roll shows two Tennis Balls, one Net, and two Outs. The "Pro Die" shows a Ball so the total is three Successes (One for the normal die and two for the "Pro Die")
Eg. The next roll shows One Ball, one Net, one Out and two Energies. The "Pro Die" shows Net. The result is not valid as there are more Nets than Tennis Balls (Two against one)
Example of a Star Player game point
"The crowd is wild with anticipation, the court is fresh and as you warm up your nerves are letting go. You stop thinking and step up to the net ready for the toss."
Clay is the surface chosen. Tony has won the toss and chooses to Serve...
It is a poor serve, so he chooses to take the 2 Energies as a Success.
Helen returns the serve. She must roll at least 3 Successes to keep the point alive. Helen returns it with... It is close to the net (2 nets), but luckily enough to return it to Tony. [Remember 2 Clay x 1.5 = 3 Successes which matches Tony]
Tony decides to use the Winner Shot, guessing 4 Tennis Balls... The roll is valid even with the Out counting as 2 Outs but he rolled 3 Tennis Balls, failing to hit a Winner. He has rolled 3 Tennis Balls (with one being on Clay) for a total of 3.5 Successes which is rounded down to 3. Tony decides to remove the Energy dice to give him a total of 4 Successes and play continues.
Helen does not want to do any special action so she rolls her dice... Exactly the dice that are required, four.
Because he removed an Energy dice, Tony now has only 4 dice. Tony decided not to perform any special action. He only rolls 3 Tennis Balls. This is one Success less than what is needed. He decides to use Stamina taking one die away and reaching the 4 Successes required to continue the point.
Helen states that she approaches the Net... A lucky shot, the result is valid (more Tennis Balls than Outs or Nets) as there is a tie between Tennis Balls and Nets. With the second check we see that she rolled a total of 4 Successes (the 2 Tennis Balls and 2 Nets).
Tony now only has 3 dice as he gave up one in Stamina his last roll. A great shot with 3 dice but not enough to return the ball. Tony decides he really wants to try to win the opening point and decides to use Stamina again to take one die away. Tony now had 4 Successes [3 Successes (Two Clay x 1.5) + 1 Stamina].
Helen returns from the Net to hit the ball (i.e. no special actions declared) ... What a Masterpiece! Six Successes in one roll... (Four clay x 1.5)
Tony knows he cannot return the ball with only two dice so he asks for the Hawk-Eye (which he can do since at least one Out was rolled by Helen. The Referee gets down out of his chair (Tony rolls a die).
It's Out!!! Tony is happy to win this point and keeps the Hawk-Eye. Helen sighs but she prepare herself for the next Return as she knows Tony will only have 4 dice since he recovered his Energy die, but could only recover one of his two Stamina dice at the end of the point. Score is 15 - Love for Tony. But this is only the beginning of the Match...
Recommendation
This game has many options and rules, which can be used as you want. We suggest the following rules depending on your level:
| Level | Advanced Rules Recommended |
|---|---|
| Beginner level Player | Basic Game |
| Experienced level Player and Tournament level | Stamina; Energy; Ace & Passing Shot; Second Serve; Concentration |
| Veteran level Player | Stamina; Energy; Ace & Passing Shot; Second Serve; Concentration; Action: Winner Shot; Action: Approach the Net |
| Star Player | All the Advanced Rules |
Passing Shot - Revised Rules - February 3, 2012