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Gameplay
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Both players start the game with six attack cards and six defence cards.
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A die is rolled to decide who kicks off.
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After kick off, whoever gets the ball is in attack.
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The attacker starts and chooses to either run or pass with cards, or kick by flicking the ball.
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The defender plays a card which is either a tackle, a tackle-into-touch, or a game-changing play.
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Play continues like this until points are scored or there is a turnover.
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For all attack kicks, a die is rolled for a chance to regather the ball.
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Kicks include: attack kicks, kicks for touch, conversions, field goals, drop-outs and 40/20s.
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Special attack cards include: Metre Eater, line break, tackle break, offload, dummy and penalty.
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Special defence cards include: intercept, steal, knock on, big hit, driven back and ragdoll.
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For all scrums, a die is rolled for a chance to win the scrum against the feed.
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The rules of METRE EATER closely follow the rules of real-world rugby league.
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