House Rules

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Pjut
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House Rules

Post by Pjut »

The CLBBBL is using the Living Rulebook 6.0. This page explains our house rules. Rules printed in blue text is considered to be clarifications of the rules, rather than house rules. The reference sheet can be downloaded here.

Pre_Match_Sequence: [Handicap] [Hire/fire]
Getting Ready: [Recognizable Players] [Dice] [Setting Up] [Kick Off]
Post Match Sequence: [Draws/Overtime] [Forfeiting] [SPPs] [Team Value] [Spiralling Expenses] [Winnings]
Miscellaneous: [Illegal Procedure] [Conceding] [Loans] [Injuries] [Cause and Effect] [Teams] [Legends]

Pre Match Sequence:
Handicap:
The cards are allowed as inducement in all games.
Both coaches may agree to each have up to 500k worth of inducement for cards in freindlies. This cash may not be used for anything other than cards. There is no special inducements for friendly games (like sponshership or inspiration).

Hire/fire:
It is possible to hire/fire before the game starts. This step is carried out before the normal pre match sequence starts.

Getting Ready:
Recognizable Players:
The coaches must make sure that their players are recognizable. This means that the rim of the base of each miniature must be painted in a specific colour: Blockers - green, blitzers - red, throwers - white, catchers - yellow, and linemen - grey. Any players not covered by this can be marked with any colour, as long as there is no confusion.
Any skills gained must be written on the player's base.

A team that is not painted; a minimum of 11 players are base coated and painted with at least 3 different colours; cannot get a positive FAME. This applies both to winnings and the Kick Off table.

Dice:
If nothing else has been explicitly agreed upon by the involved coaches, then these rules apply by default:
• Any dice that does not land on the game board, or which lands on a miniature, is crooked. This means that the entire roll has to be retaken. (In a roll with multiple dice, you must roll all of them at the same time). Similarly - if you roll an incorrect number of dice, whether too many or too few, you must retake the entire roll.
• If your opponent wishes, then you must allow him to use the same dice that you do!
Setting Up:
If a coach has set up too many or too few players or players in illegal positions then it is up to the opponent coach to correct this by removing any excess players of his choice to the reserves box, adding players of his choice to the position he chooses or rearranging illegally positioned players on the field. As soon as the first turn has started (including blitzes) players may no longer be rearranged due to illegal positioning.
Kick Off:
The following is added to the end of the description of Blitz:
Only players starting in either widezone or thrown players can react fast enough to enter the opponent's half of the field or attack players in the opponents half either through blocks or fouls. All players may still assist as normal.
The following is added to the end of the description of Perfect Defence: Players starting in either widezone cannot react fast enough to be rearranged.

Post Match Sequence:
Draws and Overtime:
When playing a friendly match, a qualifier or a play-off match, the game ends at the end of the second half - and this may result in a tie.
However - for the quarter-, semi- and grand-finals of a tournament, a tie is not an acceptable result. In this case, the tie is not resolved using the 'sudden death' overtime rules from the rulebook. Instead, we use the following overtime rules (and no penalty shoot-out):
Dice off to see who gets to choose between being the offensive and the defensive team. No kick off is made. Instead, after the offensive teams first turn, the defensive team picks a square in their own half, where the ball appears and scatters three times. The ball can then be caught as normal, and will bounce once if it isn't caught. Since this is not a kick-off, the touchback rules do not apply.
Forfeiting the Match:
A coach may choose to forfeit a match volountarily. A coach who forfeits a match loses by 2 goals. No coach receives any winnings or SPP for the game. .

SPP's:
The 'completions' SPP category is now called 'ranges'. The coach notes the number of range bars that any completed pass spanned. For each 2 range bars, the player earns 1 SPP. The pass must be caught by a teammember standing in the square the pass is aimed at.
Casualties from fouls and attacks with Chainsaws and Stab also earns the player SPP as from blocks. Bombs grants SPP to the player who has last thrown the bomb if the casualty is afflicted on an opponent.
The team that won the match may reroll which player recieves his MVP award once. If the MVP award is rerolled the second result stands.
The sixth breakpoint has been changed from 176 spp to 126 spp.

Team Value:
Each permanent injury on a player gives a -10K GC modifier to the team value of that player (player value cannot be lower than 10K GC). Note that any injury that does not change the players statline (apart from a niggling injury) are to be ignored and should not be updated.
Players are worth their list price for their basis Team Value, even if this is not the price actually paid.

Spiralling Expenses:
The breakpoint is 1.76M GC. Stepvalue is 100K GC.

Winnings:
When rolling for winnings treat a 1 as a 2 and a 6 as a 5.

Miscellaneous:
Illegal Procedure
We only play with illegal procedure if both players agree upon this before the match starts.

Conceding a Touchdown:
Instead of the normal conceeding rules we use the following:
Each coach has the possibility to concede once each game. Please notice that whether the opponent accept the concede or declines the concede is used and the coach cannot concede again during that game.
1. At the beginning of his turn in a non-friendly match, a coach that has his team outnumbered by at least 3 players on the pitch, may decide to concede a touchdown. This costs him the entire turn - neither coach nor players are allowed to do anything!
2. The other coach gets to take a full turn before play can be stopped. This turn is in all respects a normal blood bowl turn. However, at the end of this turn, the coach must either accept (3) or decline (4) the conceded touchdown. If a touchdown is scored in the normal way - skip step (3) and (4).
3. If he accepts the conceded touchdown, then the player from his team who holds the ball is to be noted as the player who scored a touchdown. If no player from his team holds the ball when the turn ends - then nobody from his team gains any SPP for that touchdown. If there is any players from the team that accepts the concede on the field with SW they are not send off the field by the referee.
4. If he declines the conceded touchdown, then the fans go crazy, and 2d3 random players of his team on the field immediately suffer an injury roll (Treat any casualty as a badly hurt). After that, his turn ends, and play continues as normal.

Loans and Borrowing:
Coaches are not allowed to loan or borrow money or players from each other.

Injuries:
The CLBBBL is a luxury league. Between the end of the post match sequence, and the beginning of the next pre-match sequence, enough time passes to "cure" the effect of any miss next game result.
At the end of a friendly game, each coach may roll a D6 for each permanent injury (including death) sustained during the match. On a roll of 3+, the player recovers, and suffers no ill effects from the injury.

Cause and Effect:
Some things happen automatically - as the direct effect of a cause. For example, if a player is knocked down he automatically suffers an armor roll. Such effects happen automatically, and therefore are not under the influence of any particular coach. It is up to both coaches to remember that all effects are carried out correctly. Effects include:
• The dice are always right. A dice roll can not be misread.
• The weather result from the kick-off table must be applied in all relevant situations.
• Niggling injuries (and other injuries).
• Throw ins, bounces and kick-offs.
• Everything on the pre/post match sequence.
• Armor/Injury rolls.
• Turning players face-up at the end of a turn.

Teams:
We play with the teamlist listed under "General" -> "Teams".
Each coach starts with 1.1 mill to buy his team.

If a coach has less than 1.1 mill in his TV and treasury combined after each step of the post game sequence has been carried out he will receive cash so his TV and treasury equals 1.1 mill.

Legends:
Achievement prizes are awarded the first of each month. The player with the highest score in a category will receive a free none choosable skill. If he already has this skill he will receive the one stated after. If he has both he will receive none.

SPP: Fan favorit
TD: Sprint (Sure Feet)
Casulty: Grab (Sfrm)
Kills: Foul (Dplr)
Interception: Pblk (Fend)
Ranges: Leader (Doff)
Beware of Piil! He is on fire!!! :violent3:
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Pjut
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Re: House Rules

Post by Pjut »

Er der ikke en kode abe der gider lægge det her ind på house rules?
Beware of Piil! He is on fire!!! :violent3:
Johan
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Re: House Rules

Post by Johan »

LRB6.0 vil det så sige at vi spiller med det ultra fesne khemri hold?
Can you smell what father Nurgle is Cooking!
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Pjut
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Re: House Rules

Post by Pjut »

Johan wrote:LRB6.0 vil det så sige at vi spiller med det ultra fesne khemri hold?
Nej, vi spiller med holdene under season XV
Beware of Piil! He is on fire!!! :violent3:
Johan
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Re: House Rules

Post by Johan »

kan man stadigvæk induce random mvp i friendlies?
Can you smell what father Nurgle is Cooking!
Truls
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Re: House Rules

Post by Truls »

Pjut wrote: Pre Match Sequence:
Handicap:
... There is no special inducements for friendly games (like sponshership or inspiration)...
Want some whine?
Jeg er fanme god til holdopbyggning - fatter bare ikke hvorfor der ikke er flere der vælger ST+ :P
Johan
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Re: House Rules

Post by Johan »

så kan man lære at kigge ordenligt... syntes ellers at jeg havde læst det:- :oops:
Can you smell what father Nurgle is Cooking!
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Peter Niebling
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Re: House Rules

Post by Peter Niebling »

Truls wrote:
Pjut wrote: Pre Match Sequence:
Handicap:
... There is no special inducements for friendly games (like sponshership or inspiration)...
off topic, kan man enlig købe dem i MBBL? da mange gange jeg burde have købt en ekstra mvp så :)
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mobo
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Re: House Rules

Post by mobo »

nope
Zombie pass for the win! 3+ 2+ 2+ 4+ (reroll gone) 6+ 6+ (INT=no) 3+ = TD
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Marcus
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Re: House Rules

Post by Marcus »

Hva med crowd push for man også spp for cas der??? for det har i ikke skrevet på...
Vi De Vilde Kaniner Med Meget Lange Øre, Vi Score Masser Af TD Og Smader Dig Til Du Død.
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Pjut
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Re: House Rules

Post by Pjut »

Det gør man og ja, det mangler :-)
Beware of Piil! He is on fire!!! :violent3:
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