League Rules and Regulations
League Page
There Can Be Only One
Every star player is unique. A team can not hire multiple copies
of the same Star Player. Nor can a Star Player be hired by more than
one team. A Star Player may be freebooted by multiple teams (not
in the same game) as long as the Star Player is not currently part of another
teams roster.
Star Players
A team may only have 4 star players in their roster.
A team may freeboot star players, even if this brings the total above
4.
A star player's position listed on the card does count towards a team's
positional limit.
Sneaky Gobbos
An Orc Team may hire up to 4 Goblins
Sirgud's Injury Table
The league uses the following injury tables (created by Sigurd R. Garshol):
Injury modifiers apply to this table
| 2d6 |
Result |
| 1-7: |
Stunned (*DAMN*) |
| 8-9: |
Knocked out (*OK*) |
| 10-12: |
An Injury (*HURRAH*) |
If "An Injury" occurs, roll on the following table
(no modifiers apply to this table and no re-rolls may be used)
| 1d6 |
Result |
| 1-3: |
Badly Hurt |
| 4-5: |
Seriously Injured |
| 6: |
Dead, Dead, DEAD! |
Piling On
If a player "Pushes Back and Knocks Over" an opponent, that
player must follow up to use Piling On. Piling On may not be used
if the player with Piling On is "Knocked Over"
Stunty Players
From the OBERWALD:
-
All stunty players have +1 on injury rolls and -1 when throwing
in the same manner as Halfling and Goblins.
-
Stunty can only be taken by players with ST 2 or lower, but
if they gain a strength increase they do not lose Stunty.
-
Stunty players only ignore dodge modifiers for Tackle Zones,
not other modifiers such as Prehensile Tail.
-
From the description of the skill Stunty [DZ p13] it is clear
that a Stunty player who takes Very Long Legs must lose the skill Stunty.
Throw Team Mate
A player that attepts to throw a non-stunty player will incure
a 2 band penalty instead of the usual 1. In other words, a Short
Pass would be at -2, a Quick Pass would be at -1, Long Passes and Long
Bombs are not allowed.
Stat Increases and Decreases
-
No player may permanently increase any characteristic above
10
-
No characteristic may be permanently increased more than
2 [DZp17]
Kick Offs
Place the ball before rolling on the Kick Off Table. Handle any Kick
Off Table results before rolling for ball scatter.
Sudden Death
Games may not end in a draw. If the score is tied at the end of regulation:
-
Flip a coin to determine who kicks or receives in the first overtime period.
-
No Team Re-Rolls are recovered in overtime.
-
Any Re-Rolls remaining at the end of regulation may be used in overtime.
-
New Re-Rolls may be gained by special play cards or kick off table results.
-
When an overtime period ends, the team that received the kick in the previous
overtime period now kicks off in the new overtime period.
-
The match ends when one team scores in overtime.
Forfeits
Forfeits are highly frowned upon. The following rules apply to a
forfeiting
-
A team may never forfeit in the first half of a match.
-
The forfeiting team does not gain any Fan Factor and immediately loses
2 points of Fan Factor.
-
The forfeiting team loses all MVPs awarded this match, including any awarded
by Special Play cards.
-
The forfeiting team loses all Touchdowns and TD Star Player Points from
this match.
-
The forfeiting team loses all Money awarded this match, including any awarded
by Special Play cards.
-
The forfeiting team receives 0 points toward qualifying
-
The non-forfeiting team is awarded a bonus Touchdown (randomly given to
a player on that team).
-
A team that forfeits more than once in a tournamentmay not qualify for
the quater/semi finals
Tournament Finals
The League will host the four traditional tournaments:
-
Mithiril Spike
-
Dungeon Bowl
-
Chaos Cup
-
Blood Bowl.
Each tournament will have (at minimum) four League Days designated for
qualifying matches.
Qualifying matches are given points as follows:
-
+15 points for a win
-
+5 points for a loss
-
+ number of touchdowns scored for the team in the match
-
- number of touchdowns scored against the team in the match
Points from the best three games from each team will be used to determine
the 8 teams that participate in the tournament semi-finals
1st place will play 4th. 2nd will play 3rd.
The Crush
The first League Day following the Blood Bowl final match, the Crush will
be held.
1) Each coach must roll a d6 for each player on his team who has 25
or more SPPs (or is a Star Player):
| 1d6 |
Result |
| 1-3: |
Retire or Leaving the Team |
| 4-6: |
Stay with team |
If a player wants to "Retire or Leave Team" roll a d6. If the result
is greater than the number of Niggling Injuries the player is thinking
about Leaving the Team. If the results is less than or equal to the
number of Niggling Injuries, the player is Retiring.
Retiring: Remove the player from the roster. You may add
him (for free) as an assistant coach.
Leaving the Team: You may pay 1d6 * 10,000 gps to keep the player
on your roster. If you do not, remove the player from the roster.
A player who has retired/left the team may replaced (for free) if that
player's Race and Position exists on the teams standard list.
Players who have left the team now participate in the Crush. All
coaches may bid on players participated in the Crush. However teams
will only allow certain
races to play on their teams. Any money spent on players that
are not allowed on the play on the team is lost, along with the player.
Players are bid on 1 at a time. The starting bid value for a player
is 1d6 * 10,000 gps. The order of players to be bid on in the Crush
is:
-
Players who have left a Team
-
Random Star Player or roandom rookie big guy (until a 1 is rolled for the
starting bid value)
-
d8 Random rookie big guys
"Allied" Races teams may Hire during the Crush:
| Team |
May Hire |
| Chaos |
Chaos Dwarf, Dark Elf, Goblin,
Orc, Skaven, Minotaur, Ogre, Vampire |
| Chaos Dwarf |
Chaos, Goblin, Orc, Minotaur |
| Dark Elf |
Chaos, Minotaur, Vampire |
| Dwarf |
Human, Norse, Ogre |
| Goblin |
Chaos, Ogre, Orc, Skaven |
| Halfling |
Human, Norse, Ogre, Treeman, Wood Elf |
| High Elf |
Human, Norse, Lizardman, Wood Elf |
| Human |
Dwarf, Halfling, High Elf, Lizardman, Ogre, Wood Elf |
| Lizardman |
High Elf, Human |
| Norse |
Dwarf, Halfling, Human, High Elf, Ogre, Wood Elf |
| Orc |
Chaos, Chaos Dwarf, Goblin, Ogre |
| Skaven |
Chaos, Goblin, Minotaur |
| Snotling |
Goblin, Minotaur |
| Undead |
Chaos, Dark Elf, Minotaur, Vampire |
| Vampire |
Chaos, Human, Norse |
| Wood Elf |
Halfling, High Elf, Human, Norse, Treeman |
A Star Player that would normally play for a team is not considered
"Allied" (eg Morg is not an "Allied" player for the humans, and does not
have to deal with the "Allied" consequences).
A team that hires an "Allied" player may have to deal with some consequences:
Consequence when the "Allied" player is hired: the team loses
1 Fan Factor.
Exceptions:
-
If the hiring team is Chaos no Fan Factor is lost
-
If the player is a "Big Guy" (Bull Centaur, Minotaur, Kroxigor, Ogre, Rat
Ogre, Treeman, or Troll) no Fan Factor is lost
-
If the player is a "Stunty Guy" (Goblin, Halfling) then the team only losses
1 fan factor for every 4 (including the newly hired player) "Stunty Guys"
on the team
Additionally, if the team is already at Fan Factor of 1 when the player
is hired, roll 1d6 on the following table:
| 1d6 |
Result |
| 1-3 |
Player takes the money and
leaves the Team |
| 4-6 |
Player toughs it out and
stays with the Team |
Consequence for every game: for every "allied" player on the
team roll 1d6. On a 1 the team losses 1 Team Re-Roll for this game.
If the team has no more Re-Rolls to lose, the opposing team gains a Re-Roll
for this game.
Big Guys: a team may only hire up to 2 "Allied" big guys.