Door Two · The Playmaker

PITCH & PACE

Master the Rhythm of the Board and the Clock

Learn to feel the pulse of the game and spot the right moment to strike.

READ THE PITCH BEFORE YOU BLITZ!
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PITCH & PACESemester entrance

PITCH & PACE

You already know how to read players, protection and space.

READ. DECIDE. ADAPT. REPEAT.

Now the board asks a different question: what should you do with what you can see?

ABOUT THE DECISIONSThese exercises use simplified board states to teach decision-making principles. In a real match, roster, skills, opponent, score and game state may change the best decision.

The lesson isn't “always make this play.”
The lesson is why this play makes sense on this board.

A1 · THE TURN HAS A PROBLEM

Several things on this board are useful. Read what the turn actually needs.

BALL
What does this turn need?

A2 · WHAT MATTERS NOW?

Several things need your attention. They are all real. Read which one matters most right now.

BALL
Which matters most right now?

B1 · FREE BEFORE RISKY

Both actions are necessary. One can be completed without a roll; the other can end the turn.

X
Which action comes first?

B2 · SAFE DOESN'T ALWAYS MEAN FIRST

The free move is safe. Another action can determine where that move will be most useful.

L
R
The free move is safe. Does that mean it should happen first?

B3 · WHAT CHANGES IF THIS FAILS?

Both actions need the same roll. Their failure consequences are different.

2+
2+
BALL
Both actions need the same roll. Which should come first?

B4 · KEEP YOUR OPTIONS

Both moves are safe. One choice gives up an option before you need to.

A
B
Both moves are safe. Which keeps more of the turn available?

B5 · BUILD THE ORDER

Three useful actions. Build the sequence that serves the turn.

A
B
C
1
2
3
RULE → CONTEXT → CONSEQUENCE → OPTIONS → ORDER
Build the order that serves this board.

C1 · SAME ROLL. DIFFERENT RISK

Both actions need the same 3+ Dodge. Read what failure would cost.

BOARD A
BALL
PLAYER X · DODGE — 3+
BOARD B
BALL
BALL CARRIER · DODGE — 3+
Both actions need a 3+ Dodge. Which failure would cost you more?

READ THE RISK

Chance of failure tells you how likely the action is to fail.

Cost of failure tells you what happens if it does.

Same odds do not always mean the same risk.

C2 · WHAT ARE YOU RISKING FOR?

Both actions carry similar risk. Read what the risk is buying you.

BOARD A
BALL
X
DODGE TO X · 3+
BOARD B
BALL
Y
DODGE TO Y · 3+
Both actions carry similar risk. Which risk actually serves the turn?

VALUE THE RISK

Chance — how likely is it to fail?

Cost — what happens if it fails?

Purpose — what does success actually give you?

Similar risk does not always mean similar value.

C3 · REDUCE THE RISK

The play is already worth it. Can you improve the risk before you take it?

BALL
A
PLAYER X · BLOCK NOW — 1D SUPPORT TO A — NO ROLL → BLOCK — 2D
The block is worth taking. What do you do?

IMPROVE THE RISK

The play is already worth taking.

If you can improve the odds without giving up its purpose, do it.

Improve the risk. Then take it.

C4 · BAD ODDS. RIGHT PLAY.

The play is worth taking. You cannot improve the risk. What now?

BALL
3+
END ZONE
TURN 8 BALL CARRIER · DODGE — 3+ → SCORE
There is no setup left to improve the roll and no next turn. What do you do?

BAD ODDS. RIGHT PLAY.

Sometimes the right play is still a bad roll.

The result does not decide whether the decision was good.

The dice judge the outcome. You judge the decision.

D1 · NOT YET

The breakthrough is there. Is the attack ready to follow it?

BALL
GAP
X · BLOCK → OPEN THE GAP BALL CAN CROSS PROTECTION CANNOT FOLLOW THIS TURN
The ball can break through now. Do you commit the attack?

NOT YET

The breakthrough can be real before the attack is ready to use it.

Commit when the rest of the position can support what comes next.

A good plan can still be too early.

D2 · WHAT DOES THE BLITZ SOLVE?

You have one Blitz. What does the turn need it to solve?

BALL
X
Y
X · THREAT NEAR THE BALL Y · CLOSES THE ROUTE ONE BLITZ
You have one Blitz. What does the turn need it to solve?

WHAT DOES THE BLITZ SOLVE?

A Blitz is valuable because of what it changes — not simply because it gives you a block.

THE TARGET SERVES THE PLAN.

THE BLITZ IS NOT THE PLAN.

READ THE PITCH BEFORE YOU BLITZ!

D3 · WHEN OPTIONS BECOME A PLAN

The defence must still respect both sides. What do you do?

BALL
LEFT
RIGHT
X · CENTRAL SUPPORT LEFT · AVAILABLE RIGHT · AVAILABLE
The defence must still respect both sides. What do you do?

WHEN OPTIONS BECOME A PLAN

Keeping options is valuable while the board gives you a reason to keep them.

When you choose a side, that is not a mistake. That is commitment.

COMMITMENT IS WHEN OPTIONS BECOME A PLAN.

D4 · THE WINDOW CLOSES

The position can still be improved. What do you do?

BALL
BREACH
CLOSES
BREACH · OPEN NOW ATTACK · READY TO FOLLOW DEFENCE · CAN CLOSE IT NEXT TURN
The position can still be improved. What do you do?

THE WINDOW CLOSES

A position does not need to be perfect before you use it.

If the attack is ready and the opportunity can disappear, improvement has a cost.

DON'T PREPARE PAST THE OPPORTUNITY.

E1 · PUSH OR HOLD?

Two positions. Same question. Read the board — not a rule of thumb.

BOARD A
BALL
WHAT DOES THIS POSITION NEED?
BOARD B
BALL
WHAT DOES THIS POSITION NEED?

E2 · WHO NEEDS CHANGE?

The position is stable. Who benefits more if it stays that way?

BALL
Who needs this position to change?

E3 · WAITING IS THE RISK

The defence has enough players to make this difficult — but several of them are not helping yet.

BALL
What does waiting give the defence?

E4 · CROSSROAD — STOP OR CONTINUE?

Movement left is an opportunity — not an obligation.

BOARD A · READ
X has 3 MA left. No rolls are required.
BALL
The position already works. What should X do?
BOARD B · READ AGAIN
X has 3 MA left. No rolls are required.
BALL
The position works — but X can still improve it. What should X do?
own player opponentBALL ball carrier
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E5 · WHO OWNS THE PACE?

Control the position — and you control who has to react.

BALL
Who has to change this position?

F1 · SAME BOARD. DIFFERENT CLOCK.

The board has not changed. The time has.

TURN 3
BALL
The position is stable. What matters most?

F2 · HOW MUCH PITCH? HOW MUCH TIME?

The clock sets a minimum distance.

TURN 7
BALL
A
B
C
END ZONE

The ball carrier has MA 6. Turn 8 will be the final turn.

What is the minimum position the ball carrier must reach on Turn 7 to keep a Turn 8 touchdown possible without needing a Rush?

F3 · TOO FAST / TOO SLOW

The same advance can be too much now — and not enough later.

TURN 3
BALL
END ZONE

The ball carrier cannot score this turn. The attack is protected and has room to advance.

How should the attack use the available pitch?

F4 · THEIR CLOCK

Your clock does not stop when you score. Theirs starts.

TURN 6
BALL
END ZONE

The ball carrier cannot score this turn without rolling dice. The position is protected.

What should the attack read before choosing its pace?

G1 · THE PLAN WORKED — NOW WHAT?

A successful action changes the board. Read the board it created.

BEFORE THE BLITZ
BALL
X

The plan is to Blitz X and open the route.

G2 · SALVAGE THE TURN

The plan failed. The turn did not.

THE PLAN
BALL
X

The plan is to knock X away and attack the space behind.

G3 · THE BOARD YOU LEAVE BEHIND

Your turn ends. The position does not.

ONE ACTION LEFT
BALL
X

The ball is already protected. X has one useful move left before the turn ends. No dice are required.

What should X improve before handing over the board?

H1 · PLAY THE TURN

No lesson. No hint. Play the turn.

TURN 6
BALL
What do you do?

H2 · PLAY THE BOARD

The board changed. Play what is there.

TURN 7
BALL
X
What do you do?

H3 · PITCH & PACE

Read. Decide. Adapt.

TURN 7
BALL
Play the turn.
DOOR TWO · THE PLAYMAKER

PITCH & PACE COMPLETE

You can read the moment.

READ. DECIDE. ADAPT. REPEAT.
SEMESTER PASSED.
DOOR TWO · THE PLAYMAKER

CERTIFIED PACEMAKER

READ. DECIDE. ADAPT. REPEAT.

Pitch & Pace — Certified Pacemaker diploma