League Rules and Regulations

The Scotts Valley Blood Bowl League uses the BB2K1 rules with the following modifications:
 

Chaos Cup

The current holder of the Chaos Cup makes one roll on the following table during the "Roll on Handicap Table" phase:
 
roll 1d8 Chaos Cup result
1 Chaos Warp Bolt - Instead of using the trophy as a re-roll, once per match you may fire a Warp Bolt.  A Warp Bolt may be fired at the beginnng of  one of your team turns before any player has taken any action and this is not an illegal procedure to do this before moving any Fanatics or Wild Animals on your team.  Roll 1d6.  On a 1-2, one randomly selected player on your team is hit.  If the player was not carrying the ball, this is NOT a turnover.  On a 3+ one randomly selected player on the opposing team is hit.  Only players on the pitch may be hit.  A player hit by  the Warp Bolt is immediately injured (no armour roll is made).
2 Rightous Fury - One randomly selected player on your opponent's team gains Wild Animal until the end of the first half of the match.  
3 Tzeentch Ball! - At the end of each team's turn, if the ball is on the ground, it scatters 1 square.
4 Chaotic Weather - At every kick-off, before the ball is kicked, roll on the weather table.
5 Chaos Warp Distortion - One randomly selected player on your team may take 2 actions per team turn for this match only.  If you elect to take a 2nd action with this player this turn you must roll 1d6 (you may not re-roll this) immediatly following the first action.  1-3 the player is violently consumed by the Warp (regenerate or an apothecary may NOT be used to save this player) and your turn ends.  If the player was holding the ball, scatter the ball 1 square.    4-6 the second action may be taken. The second action must be taken immediatly after the roll.
6 Aura of Slaneesh - Your cheelearders have a certain "allure" this match.  Your team has double the number of cheerleaders for this match only.  Additionally one randonly selected player on your team gains hypnotic gaze and foul appearance for this match only.
7 Nurgle's Rot - Rumors of Nurgle's influence over the cup has the opposing team nervous.  d3 players on your opponent's team with niggling injuries refuse to play this match.  Your opponent selects these players.  If there are fewer players with niggling injuries on the opposing teams than the d3 result, then all players on the opposing team with niggling injuries refuse to play this match.
8 Khorne's Rage - one randomly selected player on your team gains +1 AV and frenzy for this match only.

Experimental Teams

The following experimental teams are allowed in SVBBL:

Dwarf Runesmith

Dwarf teams may freeboot a Dwarven Runesmith.  At the start of the match roll 1d6:
 
roll 1d6 Runesmith Result
1 Fizzle!: A flaw in the rune has rendered it useless.
2 Rune of Speed: One player of your choice gains +1MA and Sprint skill for this match only.  
3 Rune of Might: One player of your choice gains +1ST for this match only.
4 Rune of Dexterity: One player of your choice gains +1AG for this match only.
5 Rune of Stone: One player of your choice gains +1AV and Stand Firm for this match only.
6 Rune of Courage: One player of your choice gains Dauntless and Frenzy for this match only.

Flash

Flash is a skill only available to the Cotton Tails .

Flash may only be used if:

  1. The head coach of the Cotton Tails is wearing the appropriate head gear (bunny ears).
Flash may only be gained if:
  1. The head coach of the Cotton Tails is wearing the appropriate head gear (bunny ears).
  2. The skill upgrade roll is 10, 11, or doubles
Teams with the Flash skill may not hire Allies, (it's far too distracting for the Ally).

If a player with the Flash skill is transferred to another team, that player loses the flashing skill.  The player immediately gains another skill or trait that would normally be available to that position on a doubles roll.

Halflings

Off for a Bite

Roll 1d6 for each player with this racial characteristic each time you want to set them up on the pitch.  On a roll 4-6 they can be set up normally, but on a roll of 1-3 they can't be used this drive.  This only applies to "allied" Vampires.  Vampire teams use the rules from BBAnnual 2003.

Secret Weapons

BBAnnual 2003 Secret Weapon rules are used in SVBBL.

Star Players

If a Star Player is freebooted, they may use Team Re-rolls.

Star Players Allowed in the SVBBL

Sudden Death

Unless a match is part of the group play round, a match may not end in a draw.  If the score is tied at the end of regulation:

Tournament Finals

The League will host the four traditional tournaments: Each tournament will have (at minimum) four League Days designated for qualifying matches.
Qualifying matches are given points as follows: Points from the best three games from each team will be used to determine the 8 teams that participate in the tournament quarter-finals
1st place will play 8th.  2nd will play 7th... and so on