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1) Assists will not be given if a player is being marked/based by another enemy player. That is to say - Any enemy player standing next to one of yours will nullify all assists your player can give. This is countered by the Guard skill, which will let a player give an assist no matter what.
Likewise, any unmarked enemy players next to your attacking player can provide an assist AGAINST you.
http://i.imgur.com/56NOziB.png
Scenario 1, attacking assist is cancelled because player is marked.
Scenario 2, attacking assist is given because player is unmarked. Defending assist given because attacker is next to unmarked enemy player.
Scenario 3, defending assist is removed by marking the attacking player.
Scenario 4, but that only stops a defending assist being given. It does not stop the enemy cancelling one of your attacking assists.
2) Absolutely no bearing at all. If a player is eligible to give an assist, it is the equivalent of adding +1 str to the attacker.
3) Probably see the image above again. When you choose to throw a block...
a- any enemy players touching the player you are blocking with will provide -1 str (an assist to the defence) unless they are marked by a friendly player (unless they have Guard).
b- any friendly players touching the enemy you are trying to block will provide +1 str (an assist to the attack) unless they are marked by an enemy player (unless they have Guard).
As such, in the scenario in the image I scribbled out above, who you attack with and where they are positioned can change what happens. By cancelling out enemy defensive assists (by marking any players who will be next to you when you do the block) and ensuring your friendly attacking assists aren't marked, you can get a 2 die block even when surrounded by multiple enemy players. Likewise, you could get a 1 die block when you heavily outnumber the enemy if their small handful of players are touching everyone who could provide an assist.
4 and 5) http://i.imgur.com/BC8ukLf.png
Two push types. Straight and diagonal. Each push type has 3 squares the enemy can possibly go.
If there are multiple squares empty, you choose which the enemy goes into.
If only one square is empty, you have no choice - That's the square you would push them.
If all squares are full, you start a chain push. Each push in the chain follows these same rules.
When trying to surf a player, you can only do that if all possible on-pitch push locations have players in them. Basically, if the game sees your only options are "chain push or surf", you surf. If there is any empty tile on the pitch that you could push a player in to, you won't surf them.
In example 4, the two players in green will surf the red X while the player in blue would not be allowed to surf and would push the player further onto the pitch. If there was an player in the blue push spot, blue would ALSO surf red X player.
Again, pushing is subject to various abilities. Stand Firm prevents a player from being pushed, this is countered by Juggernaut. Side Step lets the blocked player choose from ANY available tile around them, even those not in the direction of the push. This makes them almost impossible to surf (unless you fill every single possible tile they could sidestep into with a player.
Anyway, the simple assist rule is:
A player without Guard only assists if he is not in another opposing player's Tackle Zone.
A player with Guard always assists.
To see the opposing Tackle Zones ingame, press the G key at the start of the match. Using the N key once will show you the player type (Lineman, Blitzer, Thrower, etc.) above each player's head. Both are very useful to help you plan out your actions.