Post by alex on Apr 11, 2011 14:37:50 GMT 9.5
League Logistics
Currently games are played every Wednesday
Players generally meet abnout 6:30. If you let someone know that you are coming you will me more likely to have an opponent ready to go when you arrive.
Roster availability
After each week's games each coach who played must attach an excel copy of his roster to the games thread from that week. This will allow other teams to scout for players they may want to poach. Rosters should be posted before Sunday midnight. Failure to make your roster available online will be punishable by a stern talking to to be followed by a swift death.
Each coach must post the details of each player that leaves their team (waive or death) to the free agent list. The commish will then incorperate them to the list, and they can then be bid on by other coaches.
Tied Games
If the score is tied at the end of turn 16, the game results is a draw.
In tied playoff games the second half will continue until either team scores or one team is cleared from the pitch entirely, the turn limit of 8 per half can therefore be exceeded if the score is tied at the end of 16 game turns. If alloted time for a playoff time passes, with the game still tied, a repeat matchup will be scheduled for the following week.
Late Games
If a game is running late the commish can declare that time has expired any time after turn 12 (3/4 time). So it is in your best interests to
ANy coach is perfectly within his rights (and indeed encouraged) to introduce the use of 4 minute timers at any point in the game if that game may run long, or if either coach appears to be taking fairly long turns. Finishing games properly is in the best interest of both coaches and the league, so that rosters can be updated, results compiled, players skilled up and so forth.
1.0. Building your team roster
1.1. 1,250,000gp team build, no skill package. Initial team rating will be 125
Coaches can purchase the following options from their treasury or starting cash to be a PERMANENT part of the roster, though they can be sold off during the postmatch sequence, and the cost is added to the team treasury.
1.2. Permanent team staff available for inclusion in the team include
1. 0-2 Budweiser Babes
2. 0+ assistant coaches
3. 0+ cheerleaders
4. 0-1 Halfling master chef
5. 0-1 Apothecary
6. 0-1 wizard
7. 0-2 star player (max 150,000gp total for star players, ie mostly secret weapon star players).
1.3. WYSIWYG Bonuses.
If team options are represented with appropriate miniatures, painted to a high standard they gain additional benefits
1. for each babe you may reroll one failed KO D6 per kickoff
2. each assistant coach adds +2 to kickoff table brilliant coaching result
3. each cheerleader adds +2 to kickoff table cheering fans result
4. one chef D6 may be rerolled each half.
5. After using the apothecary roll a D6, on a 4+ he may attempt to heal a second player
6. after using the wizard roll a d6, on a 6 he can cast a second time during the game, even on the same turn, but it cannot be the same spell already used.
7. a WYSIWYG star player mini well painted and appropriately based looses the Loner skill if he is a permanent member of a team.
1.4. Inducements for game Handicap
Only the following options are available for inducement during pregame to balance team values.
a. Special Play cards
b. 0-2 Star players (even if the team has permanent star players, but cannot take any star more than once in a game).
c. 0-1 Halfling master chef
d. 0-1 Apothecary
e. 0-1 wizard (not if team has one on staff already),
f. 0-2 Budweiser Babes
g. 0-8 rerolls
h. 0-2 Bribes (Referee)
i. 0-2 Bribes (Personel)-A player can spend cash from his inducement pool to bribe an opposing player or staff member to not show up on game day. On a roll of 2-5 the player gets "lost" on the way to the game and can only play in the second half, on the roll of a 6 the player may not play in the game at all. On a roll of a 1 the player pockets the money but plays anyway. The cost is equal to the value of the player or staff member (e.g. 150,000gp for a wizard, 50,000 for a human lineman).
2.0. Skill Ups and Free Agency
2.1. Whenever a player earns a skill increase, the coach must roll D6:D6, to give a number between 11 and 66.
(ask the commish to help unless you are sure of the rules)
2 (11) The player has been inflicted by a rare form of plague that is spreading through the northlands. The player gains the decay skill, drops a point of armour and gains one skill of the coach's choice as well as 3 mutations. The players value is increased by 80,000gp. This counts as one skill increase.
10 (46, 55, 64) +1 Movement, +1 Armour or new skill
11 (56 or 65) +1 Agility or new skill
12 (66) +1 Strength OR new skill OR remove unwanted skill*
(*bonehead, *bloodlust, *really stupid, *really hungry, *wild animal, *take root, *decay)
any other roll (ie dice total 2-9) gain one new skill.
If doubles are rolled a wider array of skills are available to the player (refer to rulebook team lists for skill options)
2.2. Player’s new value
New ‘Normal’ skill +20,000 gold pieces
New ‘Doubles’ skill +30,000 gold pieces
+1 MA +30,000 gold pieces
+1 AV +30,000 gold pieces
+1 AG +40,000 gold pieces
+1 ST +50,000 gold pieces
Remove negative skill, +100,000.
2.3. Salary Holdout and free agents
2.4. Holdout procedure.
If the D6:D6 number rolled (between 11 and 66) is less than the player's SPP total he or she has decided that player's salary is insufficient. The player will 'holdout' until they recieve a cash payment.
2.5. Holdout Cost
The coach must pay the difference between the player's rookie cost and his current full value or the player will ‘holdout’ (not play any more games until the money is paid).
2.6. The player still takes up a roster spot, but will not take to the field, write H in the injury column as a reminder that the player is a holdout. A holdout player does not count towards team value.
2.7. A player who is holding out for more pay can be released from the team to free up the roster spot for a new player. Any player can be released from his team for any reason.
2.8. When any player leaves a team half of his rookie cost is added to the team’s treasury. If the player is injured or suffers from a niggling or stat-decreasing injury no money is recouped when the player is released.
2.9. A player becomes a free agent when he or she has departed from the team.
Each coach must provide the commish with the details of any player they waive.
2.10. Free Agent Acquisition
A free agent is available
2.11. Groups
The following teams can hire each other's free agents
group 1 (good): High elf, wood elf, pro elf, halflings, humans, norse, amazons, dwarves.
group 2 (evil): Chaos, Nurgle, Chaos Pact, Chaos Dwarf, Darkelf,
group 3 (undying): Undead, Necromantic, Kemri, Vampire
group 4 (feral): Ogre, Orc, Goblin, Underworld, Skaven, Lizardman, Slann
2.12. Franchise Player
Each coach can designate one player with protection from free agency. Franchise players are team leaders upon whose successes the team's future is dependant.
To place the franchise tag on a player costs 150,000gp. The player will not leave the team for the duration of the current season and is harder to poach (see 2.13.). The listed value of the player (and his contribution to team rating) increases by 150,000gp.
If a team has a franchise player he gains the following skills
Leader – Pro - Nerves of Steel
A player looses these skills when the coach removes his franchise player status, but the 150,000gp bonus can not be reclaimed.
2.13. Hostile Bid
Each coach may make one hostile bid per week if he has sufficient gps on hand. The bid may be made after sunday night and before tuesday midnight's trade deadline. Choose a player from one of the rosters posted on the forum. To be eligible the coach must also have his own roster posted online.
3.0. Dirty Play:
3.1. Bloody Minded Fans
In a game where a team has killed an opposing player the team will automatically go up by one fan factor, no roll is made.
3.2. Lenient
In the towns of the northern wastes life is tough and people have to fight tooth and nail just to stay alive. In a competitive sport like Blood Bowl dirty play is seen as a logical and acceptable part of the game. Crowds expect a certain amount of blood, and if the referee stands in the way of this the crowd have been known to satiate their blood lust on the game officials themselves.
Players are therefore rarely ever sent off for fouling. For professional blood bowl players it can be very frustrating when an opponent fouls a team mate and does not get punished for his crime. Under these situations fouling can therefore motivate the opposition to play better.
3.2.1. If doubles are rolled on the armour roll of a foul action
3.2.2. If doubles are rolled on the injury roll of a foul action the player is sent off by the ref, and will not return (unless the ref is bribed, see 3.4).
3.3. Secret Weapons
Players with secret weapons are placed in the KO box after their first drive, roll for this player like a KOed player, they can return to the game on a D6 roll of a 6.
3.4. Bribes
A coach may spend a bribe to get a red-carded player or secret weapon player back onto the pitch.
3.5. Canceling a bribe
A coach may spend a bribe to cancel an opponent's bribe (works on a 2+)[/i]
3.6. Comfortable with Dirty Play
Players may claim SPP for casualties caused by fouling the opposition and through the use of secret weapons, but not for knocking players out of bounds.
4.0. Stunties
4.1. Cheeky Little Bugger
What the smaller players lack in physical prowess they make up for in sneaky tactics. Referees have been known to recognise this and let the little guys get away with dirty play, to make up for their other weaknesses.
If a stunty player is caught fouling roll a D6, on a 2+ the ref lets him off with a stern talking to, much to the delight of the raucous crowd (who hope he stays on the pitch until he gets squished! However some referees are real ball busters, known to make an example of dirty players to discourage others. If a 1 is rolled make an immediate Casualty roll (D6D8) and apply the result.
4.2. Crowds Love the little underdogs
Any team composed mostly of stunty players always adds 1 fame to whatever fame they have as a result of the prematch rolls. (team must have less than 5 non-stunty players)
4.3. Put him back in!
When a stunty player is knocked out of bounds the crowd throw him back onto the pitch (1D6 squares), choose direction randomly. Player will land as per the rules for throw team mate skill.
Feedback welcome, inspiration adored, rules will be improved as we go.
If in doubt- ask.
reread these from time to time, as additions and improvements happen often.
Currently games are played every Wednesday
Players generally meet abnout 6:30. If you let someone know that you are coming you will me more likely to have an opponent ready to go when you arrive.
Roster availability
After each week's games each coach who played must attach an excel copy of his roster to the games thread from that week. This will allow other teams to scout for players they may want to poach. Rosters should be posted before Sunday midnight. Failure to make your roster available online will be punishable by a stern talking to to be followed by a swift death.
Each coach must post the details of each player that leaves their team (waive or death) to the free agent list. The commish will then incorperate them to the list, and they can then be bid on by other coaches.
Tied Games
If the score is tied at the end of turn 16, the game results is a draw.
In tied playoff games the second half will continue until either team scores or one team is cleared from the pitch entirely, the turn limit of 8 per half can therefore be exceeded if the score is tied at the end of 16 game turns. If alloted time for a playoff time passes, with the game still tied, a repeat matchup will be scheduled for the following week.
Late Games
If a game is running late the commish can declare that time has expired any time after turn 12 (3/4 time). So it is in your best interests to
- start games early if possible
- stick to 4 minute turns of your own volition
- score early
ANy coach is perfectly within his rights (and indeed encouraged) to introduce the use of 4 minute timers at any point in the game if that game may run long, or if either coach appears to be taking fairly long turns. Finishing games properly is in the best interest of both coaches and the league, so that rosters can be updated, results compiled, players skilled up and so forth.
1.0. Building your team roster
1.1. 1,250,000gp team build, no skill package. Initial team rating will be 125
Coaches can purchase the following options from their treasury or starting cash to be a PERMANENT part of the roster, though they can be sold off during the postmatch sequence, and the cost is added to the team treasury.
1.2. Permanent team staff available for inclusion in the team include
1. 0-2 Budweiser Babes
2. 0+ assistant coaches
3. 0+ cheerleaders
4. 0-1 Halfling master chef
5. 0-1 Apothecary
6. 0-1 wizard
7. 0-2 star player (max 150,000gp total for star players, ie mostly secret weapon star players).
1.3. WYSIWYG Bonuses.
If team options are represented with appropriate miniatures, painted to a high standard they gain additional benefits
1. for each babe you may reroll one failed KO D6 per kickoff
2. each assistant coach adds +2 to kickoff table brilliant coaching result
3. each cheerleader adds +2 to kickoff table cheering fans result
4. one chef D6 may be rerolled each half.
5. After using the apothecary roll a D6, on a 4+ he may attempt to heal a second player
6. after using the wizard roll a d6, on a 6 he can cast a second time during the game, even on the same turn, but it cannot be the same spell already used.
7. a WYSIWYG star player mini well painted and appropriately based looses the Loner skill if he is a permanent member of a team.
1.4. Inducements for game Handicap
Only the following options are available for inducement during pregame to balance team values.
a. Special Play cards
b. 0-2 Star players (even if the team has permanent star players, but cannot take any star more than once in a game).
c. 0-1 Halfling master chef
d. 0-1 Apothecary
e. 0-1 wizard (not if team has one on staff already),
f. 0-2 Budweiser Babes
g. 0-8 rerolls
h. 0-2 Bribes (Referee)
i. 0-2 Bribes (Personel)-A player can spend cash from his inducement pool to bribe an opposing player or staff member to not show up on game day. On a roll of 2-5 the player gets "lost" on the way to the game and can only play in the second half, on the roll of a 6 the player may not play in the game at all. On a roll of a 1 the player pockets the money but plays anyway. The cost is equal to the value of the player or staff member (e.g. 150,000gp for a wizard, 50,000 for a human lineman).
2.0. Skill Ups and Free Agency
2.1. Whenever a player earns a skill increase, the coach must roll D6:D6, to give a number between 11 and 66.
(ask the commish to help unless you are sure of the rules)
2 (11) The player has been inflicted by a rare form of plague that is spreading through the northlands. The player gains the decay skill, drops a point of armour and gains one skill of the coach's choice as well as 3 mutations. The players value is increased by 80,000gp. This counts as one skill increase.
10 (46, 55, 64) +1 Movement, +1 Armour or new skill
11 (56 or 65) +1 Agility or new skill
12 (66) +1 Strength OR new skill OR remove unwanted skill*
(*bonehead, *bloodlust, *really stupid, *really hungry, *wild animal, *take root, *decay)
any other roll (ie dice total 2-9) gain one new skill.
If doubles are rolled a wider array of skills are available to the player (refer to rulebook team lists for skill options)
2.2. Player’s new value
New ‘Normal’ skill +20,000 gold pieces
New ‘Doubles’ skill +30,000 gold pieces
+1 MA +30,000 gold pieces
+1 AV +30,000 gold pieces
+1 AG +40,000 gold pieces
+1 ST +50,000 gold pieces
Remove negative skill, +100,000.
2.3. Salary Holdout and free agents
2.4. Holdout procedure.
If the D6:D6 number rolled (between 11 and 66) is less than the player's SPP total he or she has decided that player's salary is insufficient. The player will 'holdout' until they recieve a cash payment.
2.5. Holdout Cost
The coach must pay the difference between the player's rookie cost and his current full value or the player will ‘holdout’ (not play any more games until the money is paid).
2.6. The player still takes up a roster spot, but will not take to the field, write H in the injury column as a reminder that the player is a holdout. A holdout player does not count towards team value.
2.7. A player who is holding out for more pay can be released from the team to free up the roster spot for a new player. Any player can be released from his team for any reason.
2.8. When any player leaves a team half of his rookie cost is added to the team’s treasury. If the player is injured or suffers from a niggling or stat-decreasing injury no money is recouped when the player is released.
2.9. A player becomes a free agent when he or she has departed from the team.
Each coach must provide the commish with the details of any player they waive.
2.10. Free Agent Acquisition
A free agent is available
- to be purchased permanently for a team that can field players of his race (e.g. a goblin can be signed for an orc, goblin or underworld team to take up one goblin position on the roster).
- to be purchased permanently for a team in his group (taking up one star player slot, see 1.1.7 (e.g. a goblin can be hired for an Ogre team taking up one star slot) or
- to be purchase permanently for a team outside of his group (taking up both star player slots, srr 1.2.7), or
- as a one-off inducement (in the same way as a star player) for any team.
In all cases the cost is the player’s value. If purchased as a permanent star player for a team (1.2.7) their is no upper limit on the value this player can be.
2.11. Groups
The following teams can hire each other's free agents
group 1 (good): High elf, wood elf, pro elf, halflings, humans, norse, amazons, dwarves.
group 2 (evil): Chaos, Nurgle, Chaos Pact, Chaos Dwarf, Darkelf,
group 3 (undying): Undead, Necromantic, Kemri, Vampire
group 4 (feral): Ogre, Orc, Goblin, Underworld, Skaven, Lizardman, Slann
2.12. Franchise Player
Each coach can designate one player with protection from free agency. Franchise players are team leaders upon whose successes the team's future is dependant.
To place the franchise tag on a player costs 150,000gp. The player will not leave the team for the duration of the current season and is harder to poach (see 2.13.). The listed value of the player (and his contribution to team rating) increases by 150,000gp.
If a team has a franchise player he gains the following skills
Leader – Pro - Nerves of Steel
A player looses these skills when the coach removes his franchise player status, but the 150,000gp bonus can not be reclaimed.
2.13. Hostile Bid
Each coach may make one hostile bid per week if he has sufficient gps on hand. The bid may be made after sunday night and before tuesday midnight's trade deadline. Choose a player from one of the rosters posted on the forum. To be eligible the coach must also have his own roster posted online.
- A coach may make a bid on any player in the league to join his team.
- The coach must bid more than the full value of the player.
- The team must have the bid amount in cash on hand.
- Both coaches roll a D6, whichever coach rolls higher claims that player.
- Each 10,000gp bid above the player's value gives the bidding coach +1 on his diceroll. This money is lost regardless of the outcome
- The defending coach can spend money from his treasury to modify his dice roll in the same way as described above. This money will be lost regardless of the outcome.
- If the defending coach wins the diceroll the poaching coach keeps the majority of his cash (the player's value) and the defending coach keeps his player.
- If the poaching coach wins the diceroll the player is added to his team and the defending coach receives the value of the player as cash immediately to his treasury.
- If a player acquired through a hostile bid is a normal player type for his new team he takes up a normal slot on the team (e.g. a troll taken from a goblin team to an orc team).
- If a a player acquired through a hostile bid is not of a type listed on the team roster he will take up a permanent star player slot (section 1.2)
- If the team of origin for the new player and his new team are not in the same racial group (see 2.11 Groups) the player takes up both permanent star player slots.
- A franchise player can be targeted by a hostile bid, but the bid amount must include the 150,000gp value bump and the defending coach may reroll his D6.
3.0. Dirty Play:
3.1. Bloody Minded Fans
In a game where a team has killed an opposing player the team will automatically go up by one fan factor, no roll is made.
3.2. Lenient
In the towns of the northern wastes life is tough and people have to fight tooth and nail just to stay alive. In a competitive sport like Blood Bowl dirty play is seen as a logical and acceptable part of the game. Crowds expect a certain amount of blood, and if the referee stands in the way of this the crowd have been known to satiate their blood lust on the game officials themselves.
Players are therefore rarely ever sent off for fouling. For professional blood bowl players it can be very frustrating when an opponent fouls a team mate and does not get punished for his crime. Under these situations fouling can therefore motivate the opposition to play better.
3.2.1. If doubles are rolled on the armour roll of a foul action
- the player is not sent off
- the opposing team immediately recieves one free reroll (to represent that they have been riled up by spotting the foul)
- the team's turn ends immediately (as the despicable act inspires the other team to hit back straight away).
3.2.2. If doubles are rolled on the injury roll of a foul action the player is sent off by the ref, and will not return (unless the ref is bribed, see 3.4).
3.3. Secret Weapons
Players with secret weapons are placed in the KO box after their first drive, roll for this player like a KOed player, they can return to the game on a D6 roll of a 6.
3.4. Bribes
A coach may spend a bribe to get a red-carded player or secret weapon player back onto the pitch.
3.5. Canceling a bribe
A coach may spend a bribe to cancel an opponent's bribe (works on a 2+)[/i]
3.6. Comfortable with Dirty Play
Players may claim SPP for casualties caused by fouling the opposition and through the use of secret weapons, but not for knocking players out of bounds.
4.0. Stunties
4.1. Cheeky Little Bugger
What the smaller players lack in physical prowess they make up for in sneaky tactics. Referees have been known to recognise this and let the little guys get away with dirty play, to make up for their other weaknesses.
If a stunty player is caught fouling roll a D6, on a 2+ the ref lets him off with a stern talking to, much to the delight of the raucous crowd (who hope he stays on the pitch until he gets squished! However some referees are real ball busters, known to make an example of dirty players to discourage others. If a 1 is rolled make an immediate Casualty roll (D6D8) and apply the result.
4.2. Crowds Love the little underdogs
Any team composed mostly of stunty players always adds 1 fame to whatever fame they have as a result of the prematch rolls. (team must have less than 5 non-stunty players)
4.3. Put him back in!
When a stunty player is knocked out of bounds the crowd throw him back onto the pitch (1D6 squares), choose direction randomly. Player will land as per the rules for throw team mate skill.
Feedback welcome, inspiration adored, rules will be improved as we go.
If in doubt- ask.
reread these from time to time, as additions and improvements happen often.