# How about playing GATEBALL? English Manual

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1 How about playing GATEBALL? English Manual Number of Players 2 to 10 Set Description Game board 1 Ball markers 10 Shot dice 2 Turn die 1 Score board 1 Score markers 10 Game Setup This is a team-based game. When playing with 3 or more people, players are divided so that matches such as one person versus two, and two people versus two are played between a red team and a blue team, and each player selects ball numbers to be in charge of when playing. Determine which team goes first and which team goes second by playing Rock Paper Scissors. The team playing first uses the red ball markers (ball numbers: 1, 3, 5, 7, 9) and the team playing after uses the blue ball markers (ball numbers: 2, 4, 6, 8, 10). The red team places their score marker on the red Start space on the score board, and the blue team on the blue Start space on the score board. Place the Turn die (black), with the value [1] facing up, on Player 1 on the side of the court. Shot Using the dice to move the ball marker is called a shot. There are 2 types of shots, a Power shot and a Technical shot. Power Shot After two Shot dice are rolled the ball marker can be moved in any one direction backward or forward, sideways, or diagonally. The ball can be moved long distances.

2 Backward/Forward, Sideways: The total value of the two Shot dice rolled is used to move the ball marker. Diagonally: The value indicated by either one of the two Shot dice rolled is used to move the ball marker. Technical Shot One Shot dice is rolled, and the ball marker can be moved freely backward/forward and sideways according to the die value indicated. This shot is effective for adjusting the position of the ball. *The ball marker must be moved according to the value of the roll for both Power shots and Technical shots. Gate Passage Points are obtained after the ball marker is shot and passes through a Gate. There are 3 Gates, Gate 1 to Gate 3. One point is scored for each Gate that a ball marker passes through. When all Gates are passed through in order, a total of 3 points is obtained. When a Gate is passed through, the score marker for the number of the ball passing through the Gate is moved forward 1 space. Ball markers must pass through each Gate from the bottom of the gate (judged by observing the lettering on each Gate) to the top. No points are obtained when a ball marker passes through in the opposite direction. The ball can be passed through Gate 3 before passing through Gate 2, however no points are obtained for doing so. Passing through the same Gate multiple times does not result in additional points. After a ball has passed through a Gate, continued use of the ball to make shots remains possible. Touch & Spark A Touch is when a ball marker used in a shot hits another ball marker. When a Touch is successfully made, the ball that is hit can be freely moved in any direction by a Spark Hit.

3 The ball marker used in a shot hits (Touches) another ball marker. The shot ball is stopped on the space where it Touches the other ball (even if according to the die roll it is possible for the ball marker shot to move further spaces, the ball marker stops regardless). The player whose shot ball marker hits another ball can move the ball marker that was hit by the shot in any direction ( Spark Hit ). The ball is moved according to the value of 2 dice rolled for a Power shot or 1 die rolled for a Technical shot. If a ball is moved through a Gate with a Spark Hit, a point is scored regardless of which team the ball marker belongs to. When a Touch is successful, the turn can be continued with another shot. When a ball marker moved with a Spark Hit from a Power Shot hits another ball marker for a Touch, the ball moved with the Spark Hit is placed on the space immediately before the space of the ball touched. For a Spark Hit resulting from a Technical shot, the ball marker cannot be moved to a space occupied by another ball marker. Playing the Game Hitting Order and Turns A sequence of movements for one ball marker including shots is called a play. The ball markers are played in numbered order, alternating between the red and blue teams. One turn is completed when ball numbers from 1 to 10 have all been played. The game ends after 6 turns. The Turn die position indicates the current position in the ball order. When the order changes, the Turn die is moved with relation to the ball number and the player number (when ball number 3 is being played, the Turn die is placed on player number 3 ). The Turn die value is used to indicate the turn number. The value 1 is placed facing up for turn 1, and 2 is placed facing up for turn 2. Start Shot The first team places the marker for ball number 1 on the Start Space (Start) and takes a shot. The following team then takes a shot with the number 2 ball marker. Shots are then taken in order until ball number 10. The Start Shot must always pass through Gate 1. If the ball marker does not pass

4 through Gate 1, it is removed from the Start Space and the next player takes a shot. On the next turn a shot is taken again from the Start Space for that ball number. Out-Ball When a ball marker crosses over the Inside Line spaces and goes outside of the court from a shot or Spark, it is called an Out-Ball. The ball marker that has become an Out-Ball is placed on the Outside Line space where the ball became an Out-Ball. The next time the ball is played, a shot is taken from the Inside Line space and the ball marker is returned into the court. When the ball is returned to the court, it must not pass through a Gate or hit other balls. If the ball is forced to either pass through a Gate or Touch another ball because of the dice roll, the ball marker cannot be returned to the court. The player is unable to move the ball marker and must wait until the next turn to try and return the ball to the court. Goal When the ball marker successfully passes Gate 1 through Gate 3 in order and either stops on or passes over the Finish Space (Finish), a Goal is scored. A Goal is worth 2 points. The corresponding score marker for the ball marker scoring the Goal is moved to the Finish Space. The ball marker reaching the Goal is removed from the court and play is continued with the remaining ball markers. Ball numbers that have scored a Goal are skipped in the order of play. Prohibited Play Two or more balls cannot be placed in the same space in any case other than for Touch & Spark situations. A ball that has been Touched once during continuous play cannot be Touched again (Touched Twice). A penalty is drawn if the ball is Touched Twice, and the ball marker is moved to the closest Outside Line space, where, following the Out-Ball rule, it is shot from the Inside Line space into the court on the next turn. Ball markers that have not passed through Gate 3 cannot stop on or pass over the Finish Space.

5 Winning the Game The game finishes after 6 turns have been completed. The team with the highest number of points on the score board is the winner of the game. If within 6 turns a team manages to score a Goal with all of their ball markers, a Perfect Game has been completed and that team wins the game.

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