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ALTINHA 360 · X4 · V1

Comment une passe obtient-elle sa valeur ?

Comprenez le jeu avant de consulter les détails.

Le texte normatif intégral est disponible en anglais et en portugais. La version anglaise est présentée ci-dessous.

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En termes simples

Le calcul combine difficulté, qualité et répétition : Skill Base × Execution × Repetition. La qualité appartient au joueur qui envoie la passe. Execution classe la qualité de la passe : RED, YELLOW et GREEN considèrent le déplacement demandé au receveur. GOLD exige une passe extraordinaire après une situation difficile. Ces options comparent des hypothèses ; la classification réelle dépend de la passe observée.

En pratique

Catégorie 2 : base 10. GREEN : facteur 1,5. Premier usage applicable : 10 × 1,5 × 100 % = 15. C’est la valeur d’une passe, pas le score final de l’équipe.

Consulter la règle officielle de ce sujet

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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