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ALTINHA 360 · X4 · V1

Wie erhält ein Pass seinen Wert?

Erst das Spiel verstehen, dann Details lesen.

Der vollständige normative Text ist auf Englisch und Portugiesisch verfügbar. Unten steht die englische Fassung.

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Einfach erklärt

Die Rechnung verbindet Schwierigkeit, Passqualität und Wiederholung: Skill Base × Execution × Repetition. Die Qualität gehört dem abspielenden Spieler. Execution bewertet die Passqualität: RED, YELLOW und GREEN berücksichtigen die erforderliche Bewegung des Empfängers. GOLD verlangt einen außergewöhnlichen Pass nach einer schwierigen Situation. Die Optionen vergleichen Beispiele; im Spiel entscheidet der beobachtete Pass.

In der Praxis

Kategorie 2 hat Basis 10; GREEN hat Faktor 1,5. Erste anwendbare Nutzung: 10 × 1,5 × 100 % = 15. Das ist ein Passwert, nicht der endgültige Teamscore.

Offiziellen Regeltext zu diesem Thema lesen

Technical production, repetition and penalties

Technical Pass Value = Skill Base × Execution Multiplier × Repetition Multiplier. RED × 0.5; YELLOW × 1.0; GREEN × 1.5; GOLD × 2.0. Execution belongs to the Player producing the outgoing Pass. GREEN/YELLOW/RED reflect the recipient movement required by that Pass. GOLD recognizes the extraordinary outgoing Pass produced after a difficult situation; it does not belong to the previous passer.

Repetition multipliers are 100%, 100%, 100%, 75%, 75%, then 50% for subsequent applicable uses. Counters are independent by Player, movement, side and category within the sequence. Jumping and Trick variants of the same movement/side in the same category share the applicable counter. A Drop resets all repetition counters; Drop count and Set clocks do not reset.

Automatic combination values: DLA 15, DA 40, AA 70 and AB 100. AB is an ATTACK followed by a BLOCK (B) with no drop, hand or official interruption in between. An isolated BLOCK scores nothing (Founder decision of 12/10/2026, replacing D-07 for new presentations). Inconclusive contributing evidence leaves the affected combination pending until correction/validation. No individual Attack +5 bonus, Impossible Ball or Creative Combination is used.

Double Touch penalty. Exceptional Double Touch, in this definition, means two or more conscious consecutive touches by the same Player and is recorded as a punishment. The progression per Player and per Presentation is -100 for the first occurrence, -200 for the second, and -300 for the third and each later occurrence, with Continuity -2. Do not combine occurrences by different Players. The penalty is recorded in P; recording it does not create an additional Skill or Pass or fictitious technical production. Actual Passes remain subject to the general validity and eligibility rules. Recognized Two-Touches Skills are not automatically Double Touch infringements.

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