Sure Feet (Agility)
The Player may re-roll the D6 if he us Knocked Down when trying to Go For It. A Player may only use the Sure Feet skill once per turn.
Sure Feet is a great skill to have, though often there are a lot of preferable choices to take instead. Some players start with it which is handy, especially as it isn’t one they would choose. Being able to control the space and movement side of the game can make the difference between winning and losing. With the ability to reroll your attempts to go for it, you can try and move players further on occasions where you would elect not to do so without Sure Feet.
It is great for saving on rerolls and also opens up the possibility to go for it if you have already used a reroll that turn. Without the reroll failing a go for it can often feel like a very cheap way to turnover and possible injure your own player. You could say then that Sure Feet provides some extra safety to your player’s life as well. The extra range of movement gives quite a lot of benefits too. You can keep up with faster players easier, out manoeuvre slower ones to a greater degree, move those extra squares to prove or cancel out assists, cover the extra spaces to build a secure cage etc. If your ball carrier has broken through the opposition line and is looking to out run them, you can force their defenders to have to do go for its, or even better if you succeed in doing yours, get entirely out of range of their players. I’m sure you can probably think of plenty of other occasions that doing reliable go for its can be helpful.
One word of caution when doing go for its still is when you have used Sure Feet on the first go for it, you should pause and consider if you really need to do the second one. Obviously the odds of success for a go for it are pretty good, but that doesn’t mean they don’t fail, just like one die blocks. If you have a reroll handy still and you don’t mind using it then by all means go ahead.
- Greater range of reliable movement
- Player falls over less often
As I’ve mentioned it is a useful skill for every player, though not necessarily more useful than an alternative skill, especially if that player needs a double to get it. My personal favourite player types to get Sure Feet for are Throwers and other ball carriers. The extra movement can cut out interceptions, make the passing range shorter and cover more of the backfield when going to pick the ball up after the kick off. These are obviously all useful things to be able to do with reliability. Some Throwers can get it on a normal skill, while others will need a double for it, there are probably more important doubles still for those players but if you roll multiple double increases then give Sure Feet some consideration.
Ball carriers (which can often be a Thrower) benefit from the greater range of movement, either to make sure they can get in cover, have the movement to avoid dodges, or to just simply outrun the opposing players. Another option are players built to be one turn scorers, though as I don’t recommend developing such a a player I include this for purely reference. The last player who can make good use of Sure Feet are Ball and Chain players. You will usually want to keep your rerolls for other things than go for its with a Ball and Chain player. Though the extra movement on them can provide you with more chances to damage the other team. They are also typically slow players too, so giving them greater range can also create more space as opponents try to stay out of their way.
I would suggest that any other player can make greater use of another skill choice that they would have available to them. One that you may consider needing Sure Feet that I wouldn’t suggest take it are receivers. They are usually fast enough that they can get to the end zone without having to need to go for it (over two turns). A receiver makes better use of skills that give them protection or make them more useful for when the team is defending.