[ブロック] ブロックについて、通常のブラッドボウルと同様に自チームの選手によってアシストしてもよい。 直接ブロックされなかったチームの選手は(AがBをブロックしたとき、C or Dチームの選手)はどちらをアシストするか、あるいはまったくアシストしないか選択してもよい。『他選手のタックルゾーン内にいる選手はアシストできない』というルールはこの場合においても適用される(ダイアグラム参照)
We will have 3 boards. 2 of these will be for league play for experienced coaches. 1 board will be for new players who don’t know the rules but want to try. The “newbie board” will have space for up to 3 newbie coaches, with the 4th slot being taken by an experienced coach. This coach’s role is basically to teach/assist the newbs.
League play rules:
Points are awarded as follows:
3 pts for a win 2 pts for a draw 1 pt per goal scored 1 pt for most casualties of the game. If coaches have equal casualties, compare KOs.
In the case of a tie between any two final league positions, compare casualties caused in the league. If these are tied, compare KOs. If these are tied, compare team ratings.
In game house rules:
1) Each team is chosen from the standard starting team (see rule 2) as per the BB LRB5. However, no more than 7 players from any given team can be on the pitch at any one time. Should the total fall below 7, one player per turn can be brought into play starting in his team’s end zone to bring the total up to 7. If a coach is found to have more than 7 players in the dungeon he must pay 1 reroll (if he has no rerolls the coach who called the illegality gains a reroll) and in addition to this the coach who called the illegality may remove as many opposing players as it takes to bring the total back down to 7.
2) Each position (e.g. lineman, blitzer etc) is limited to half of whatever it is listed as in the LRB5. E.g. a dark elf team is usually limited to 2 witch elves, 2 assassins, 2 runners, and 4 blitzers. This would become 1 witch elf, 1 assassin, 1 runner, and 2 blitzers.
3) Each game is played such that each coach gets 15 turns.
4) Play continues until each coach has had 15 turns or 2 goals have been scored (1 goal in 2 coach games).
5) Each board will have space for 2 ? 4 coaches. For 2 coach games, only 1 ball will be used. For 3 or 4 coach games, 2 balls will be used. These will be hidden in chests as for regular DB. Touchdowns are scored as with regular DB. When the first TD is scored, play continues until the 2nd TD is scored, at which point the game ends. Teams do not set up again after the first TD.
CHESTS: There are 6 chests in the dungeon. One contains the ball. 5 contain bombs. You don’t know what’s in a chest until you open it. You open a chest by moving a player into an adjacent square and paying a point of movement to open it. If the chest contains a bomb it explodes and your player is placed prone in the square he is in. make an armour roll for him. Being knocked over by a bomb causes a turnover.
SCORING: You score by moving your player into an opponent’s end zone with the ball. If there are multiple opponents then you can score in any end zone except your own. All the usual LRB5 rules for scoring apply (e.g must be standing with the ball in the end zone).
TELEPORTERS: There are 6 teleporters in the dungeon, numbered 1 through 6. When a player stands on a teleporter they MUST PAY 1 SQUARE OF MOVEMENT TO DO SO. (see diagram). Once this is done, they roll a D6 and emerge at the teleporter of that number, onto an adjacent square of their choice (hence the 1 square of movement cost). If they roll the same number as the teleporter they originally entered, they are “lost in the warp” and removed from play. They return AFTER THE GAME and are ineligible for the MVP.
PASSES: can only be up to short pass (the second one on the template). this is because dungeons have low roofs. Passes can be bounced off walls, but if this is done it always counts as inaccurate.
BLOCKS: can be assisted by your own players as per the regular BB rules. coaches of players not directly involved in the block may assist either side on their whim or not, it's up to them. Rules for opposition tackle zones rendering players unable to assist still apply to 3rd party assists. See diagram in the photos section.
TACKLE ZONES: can be applied or removed on the whim of the owning coach. E.g. if Mus, Rob and Dave are playing, and its Dave’s go, Dave wants to run around Rob’s player to blitz Mus’s player. Dave asks Rob to remove his player’s tackle zone so he doesn’t have to make a dodge roll. Rob obliges, and Dave’s player splats Mus’s player.
WALLS (REGULAR): If your player is blocked into a wall and is "pushed back" make an armour roll for him. if he passes, nowt happens. if he fails, place him prone and roll for injury. if a "splat" is rolled when blocking, treat the block as though the blocker has "Mighty blow".
IN-GAME INJURIES: Players who are KO’d may return at the start of their coach’s turn (via their end zone) if they roll a 4+ at the start of the turn. If they fail, another player may be subbed on in their stead (assuming the coach has a sub available).
STAR PLAYER POINTS: MVP - 5 SPP Touchdowns - 5 SPP Casualties - 3 SPP Interceptions - 2 SPP Knockouts - 1 SPP Completions - 1 SPP First player to find the ball - 1 SPP
SPPs are earned for injuries sustained in the following situations: 1) Your player blocks/blitzes an opposing player and either KO’s or Injures (10+) the blockee. 2) Someone blocks YOUR player and rolls “attacker down” and is either KO’d or injured from the resulting dice rolls. 3) Your player blocks an opposing player into a wall, lava pit or slime pit and the blockee is KO’d or injured from the collision/fall/hot fiery death/whatever. 4) An opposing player attempts to dodge away from your player, fails his dodge roll, then subsequently fails his armour and injury rolls sufficient to be KO’d or injured.
PUSH-BACK SQUARE PRIORITIES: See diagram, but essentially when choosing a square to push someone back into the order of priority (only considering the 3 squares behind the player, as per the LRB5) is as follows:
1) Empty squares 2) Teleporters 3) Squares with other players in them
Several of the following call for “a randomly determined player” to be selected. To do this, do the following: Toss a coin or roll a D3 or D4 to determine which team is affected, then roll a D6 to determine which player on that team is affected.
The kick off table.
Roll 2D6 and consult the following table:
2) Big Hairy Spiders: The dungeon is infested with big hairy spiders, and several players are none too happy about it. Roll a D6 for each player. If a 6 is rolled, move that player D6 square in a random direction as he runs around gibbering and frantically brushing hirsute arachnids from his clothing. If this move would result in a player leaving the dungeon (through his own end zone), remove the player from play. He may re-enter the dungeon at the beginning of his coach’s next turn in accordance with the rules for bringing on subs.
3) KABAL-vision sponsorship – A randomly determined team coach has pulled off a special sponsorship deal with KABAL-vision, the colleges of magic controlled group who transmit the DB league via crystal ball to bars all over the Old World. Randomly determine which coach has acquired the sponsorship. This coach’s team is so excited by the prospect of all the publicity that they are somewhat off their game. Roll a D6 – on a 1-3, the team are so nervous that they lose a team re-roll. On a 4-6 they are so pumped by the excitement that they gain a team re-roll.
4) A cunning plan – Due to some dodgy deals, one of the team coaches has managed to get his hands on the plans for today’s dungeon, as a result of which his team are remarkably well prepared for the game. Each coach rolls a D6 and adds their FAME. The highest scoring coach gains an extra team re-roll.
5) Ice caves – the dungeons are located high in a mountain peak, and are frankly bloody freezing. As the game kicks off, a randomly determined player finds his feet have frozen to the floor! Roll a D6 and add this player’s strength to the result. If it is equal to or greater than 7 the player has broken free from the ice and play as normal. If it is 6 or less, he remains trapped by the ice until he can roll 7 or greater at the start of one of his team’s turns.
6) Wandering troll: While the teams were setting up, a troll has wandered into the dungeon and picked up one of the chests. He quickly loses interest and wanders off again, dropping the chest as he goes. Roll a D6 to determine which chest is affected, and move that chest D6 squares in a random direction.
7) Rotating wall: One of the walls in the dungeon periodically rotates around a randomly determined square (roll a D4). Randomly select a wall and roll a D6 – on a 1 or a 2, it rotates 90 degrees anticlockwise. On a 3 or a 4, it doesn’t move. On a 5 or a 6, it rotates 90 degrees clockwise.
8) Dodgy ammunition: the explosives used to prime the trapped chests are not of the usual high standards, due to having been purchased at knock down prices from a goblin who claimed they “fell of the back of an ox-cart - honest, guv’nor.” Roll a D6 to determine which chest is affected. Open the chest. If it contains the ball, remove the chest and replace it with the ball. Otherwise, the chest explodes – remove the chest.
9) Off like a shot! : A randomly determined player anticipates the kick off whistle perfectly, and sprints from his end zone before anyone else realizes what’s happening. One randomly determined player may immediately move up to his movement allowance. This movement is out of sequence and does not count as one of the controlling coach’s turns.
10) cave – in! : A randomly determined player is hit by falling rubble as part of the ceiling collapses. Place that player prone and roll for armour (and injury if the armour roll is failed.)
11) Personal Vendetta: 2 of the players have long held a secret grudge against each other, whether from past games of Blood Bowl, or simply because one of ‘em’s a dwarf. Randomly determine 2 players. At the start of their respective coaches’ turns, these two players must move towards each other at their maximum movement rate. If they begin a turn close enough to blitz the object of their obsession they will do so (this does not count as their teams blitz for the turn.) Once they are in each other’s tackle zones they will do nothing but block each other until one (or both) players have been knocked down. At this point they come to their senses and can be controlled as normal.
12) Volcanic dungeon: the dungeon has been built rather close to some volcanic vents, as a result of which the temperatures are extremely high. Roll a D6 for each player, and if a 6 is rolled, place that player face down, as he has been “stunned” by heat exhaustion.