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  #1  
Old 1st December 2011, 05:00 PM
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Default 5 A-Side Blood Bowl
I've had this idea kicking around my head for a while now and was wondering what you lot thought about it.

A more casual version of blood bowl for either playing over a short time frame such as a work break or teaching a new player the basics with out their head exploding.

The biggest rule change is allowing KO'd players to return to play mid-drive.


Here's the differences in the rules:
Pitch Size
The pitch size is 9 wide and 18 long. The wide zones are 2 squares wide.

Turn Format
You'll have to work out your own turn format to suit how long your playing for. Assuming it's a break from work (about 20 minutes) I wouldn't worry about playing the game in halves. Just pick at random who kicks off and play until you run out of time.

Forming Teams
Using any of the existing rosters, pick 5 players using one of the following set ups below.
3 linemen and 2 positionals
4 linemen and 1 big guy
5 linemen, 3 of which have skills available on a normal roll for 20k each.
Goblins, Ogre and Halfling teams may have 3 linemen and 2 big guys
Goblins may have 2 linemen and 3 positionals.

You may have up to 3 rerolls.

Work out the team value for both teams. The team with the lower team value may purchase inducements as normal except mercenaries won't have the loner skill.

Setting up your team
You must have at least one player on the line of scrimmage
You may not have more than 1 player in each wide zone.

Going For It
Players may not GFI. If they have the sprint skill they may GFI 1 square.

Returning Players to the Game
At the end of your turn you may attempt to recover KO'd players and replace injured players too.
For each KO'd player roll a D6, on a 4+ they can return to the game.
If you have less than 5 players (including players on the pitch, ko'd and mercenaries) you may roll a D6 for each player you are short. On a 6 you convince a passerby to join in. You gain a lineman for your team.

After rolling for KO'd and injured players you may set up players to join in on your next turn. Place them along any side of your half of the pitch.

The only action returning players may take is move. The first point of their MA places them on any square along the side they were waiting on. They may not pickup or catch a ball. They still have their tackle zones.


Let me know what you think. I haven't tried it myself, I'm going to try talking someone into playing me this weekend.
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  #2  
Old 1st December 2011, 05:18 PM
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There's already rules for 7-a-side, Street and Beach Blood Bowl - a google search will normally find the latest versions.
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  #3  
Old 1st December 2011, 07:32 PM
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Does anybody have a playtestet rulebook for multiplayer Dungeon Bowl
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  #4  
Old 1st December 2011, 08:48 PM
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Funny thing is I had just started figuring out the rules for "Jugger Bowl"

Orcs: One of each player type per team, except throwers (so five per side). Everyone except the goblin gets the skill "no hands". One reroll, one apo. Both teams start in their endzone (BB7:s sized pitch, or slightly smaller) Ball starts in the middle. First to score one TD wins.
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  #5  
Old 1st December 2011, 11:13 PM
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Quote:
Originally Posted by Darkson View Post
There's already rules for 7-a-side, Street and Beach Blood Bowl - a google search will normally find the latest versions.
I had read the rules for Sevens & Street Blood Bowl. Didn't like the looks of street blood bowl. Sevens sounded good but it takes about 40 minutes to play. I'll need to look up Beach Blood Bowl.

I was trying to come up with something that doesn't introduce new rules to Blood Bowl though.

Quote:
Originally Posted by Netsmurf View Post
Does anybody have a playtestet rulebook for multiplayer Dungeon Bowl
Are you talking about this one.

Quote:
Originally Posted by Nikolai II View Post
Funny thing is I had just started figuring out the rules for "Jugger Bowl"
That sounds fun.
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  #6  
Old 2nd December 2011, 01:46 PM
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Quote:
Originally Posted by Nikolai II View Post
Funny thing is I had just started figuring out the rules for "Jugger Bowl"

Orcs: One of each player type per team, except throwers (so five per side). Everyone except the goblin gets the skill "no hands". One reroll, one apo. Both teams start in their endzone (BB7:s sized pitch, or slightly smaller) Ball starts in the middle. First to score one TD wins.
Only problem is that as soon as one gobbo is taken out then that team cannot win and their only hope is to get a 0-0 draw by taking out the opponent's gobbo! I can see a lot of games ending up as no score draws potentially and I think that only allowing one player to score is too limiting.
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  #7  
Old 2nd December 2011, 05:03 PM
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True. So which would work best of "You have an unlimited supply of helpful rookie goblins ready to jump on the pitch in case your on-pitch one is sent off the pitch" or "You score by either making a TD or getting your opponents goblin sent off the pitch"

I was more worried about the goblin being able to avoid injury too easily, so was thinking that "BoB start with Guard, Lineman start with Wrestle, Blitzer with Tackle, Troll with Grab and Goblin with Sidestep"

But it's mostly just a fun idea, not a very thought-through prospect
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  #8  
Old 3rd December 2011, 01:22 PM
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maybe, when your goblin is injured, his replacement appears in your endzone?
This would make killing opposing goblin profitable, but not game-breaking.
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