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Official Rules

The aim of the game

Gobbowl is a strategic, simultaneous turn-based PvP game that pits two players against each other online. Each player gives orders to their Gobbowlers, which are then carried out at the same time.

What are orders?

Orders determine a Gobbowler’s actions for the turn to come. A maximum of three orders can be given to each Gobbowler. If a Gobbowler is given three Water orders for example, they will sprint a great distance across the pitch, ignoring the ball and everything else going off around them. If one of the Water orders is replaced with a Fire order, the Gobbowler will run a little more slowly, but if they find the ball on the ground, they will attempt to pick it up, and if another player attempts to knock them out in the process, they will be better able to dodge the attack.

What orders should I use?

There are four orders available in Gobbowl. First up, Air, the element of skill. Air orders let you throw the ball, catch the ball if it’s been thrown to you, or pick it up if it’s on the ground. When you assign an Air order, a new ball-shaped button will appear in the order cube. If you drag-and-drop this button onto another one of your Gobbowlers, you’ll set the trajectory of the pass. You can assign a pass order even when you aren’t carrying the ball, but you must be confident you’ll have it in your possession at some point during the next turn, before you make the pass. You can make several passes during a turn.

Next up, Earth. Earth orders are for fighting. This is an aggressive element and it will trigger fights. The kind of fight will differ according to your opponent’s orders and whether you target an opposing player or not.

Water is speed. Water orders will increase your players’ reaction times, and let them run faster and further. If you want to get the first blow in, it’s a good idea to assign at least one Water order with your Earth orders. Also, when you assign Water orders, you reduce the risk of falling over when you enter a danger zone (marked in orange) during the movement phase.

Finally, Fire. Fire orders are all about reflexes. You’ll be able to dodge your opponent’s blows, attempt to intercept or steal an opponent’s pass (if you’re in its flight path), and also pick the ball up from the ground.

So, I've assigned my orders. Now what?

Excellent. Each of your Gobbowlers has been assigned one or more orders. Now you need to tell them where to move. To do this, drag-and-drop your Gobbowler to the cell you would like them to move to. If you drag your Gobbowler onto an opposing Gobbowler, a small pop-up will ask you if you want to target the cell or the Gobbowler. If you choose the Gobbowler, your Gobbowler’s trajectory will adapt to that of your target, and they will attempt to reach them as quickly as possible.

If you drag the movement arrow onto a cell where the ball is present, you’ll be given the option to target it. If the ball is picked up or thrown in the meantime, your Gobbowler’s trajectory will adapt accordingly.


Cra, Iop, Feca, what's the difference?

Each class has different characteristics, which play a part in calculating the success rate of a particular action. Giving Earth orders to an Eniripsa, for example, isn’t a great idea. You must choose the most appropriate Gobbowler to carry out the particular action you want to attempt.

In addition, each class has a unique order. Using this order requires the Gobbowler to remain in the same place for the duration of the turn, while the effects of the order are applied to their teammates or opponents. Information about these effects can be found in the class descriptions.