Under all previous rules since 3rd edition came out in 1994, Fan Factor has been quite important with regards to how much income a team generates. As a result it was imperative to start with as much as possible for a team playing in any league of reasonable length. If you didn’t then you were likely to find it hard to generate cash to buy/replace players, rerolls or anything else, though you perhaps had an edge on the pitch in your first few games. This was never the original intention of how Fan Factor should affect teams and therefore games, which led to the rules changing and the introduction of FAME.
While previously winnings was dependant on how many fans showed up for a game (which was generated from Fan Factor) compared to your team rating. Now winning the game is more important, or at least not losing the game. Both sides get D6 winnings from a match, with an extra 10k bonus if you either drew or won and the winning team gets to reroll their D6 if they wish, but must keep the roll on the second attempt. The other bonus that is available is from the FAME roll at the start of the game, instead of a bonus from the gate.
Fan Advantage ModifiEr is what is generated from your Fan Factor at the start of the game, both coaches rolling 2D6 and adding their Fan Factor to the roll. Beat your opponent and you get +1 FAME for the match, which will give some bonuses on the Kick Off Table and an extra 10k winnings at the end of the match. If you get at least double your opponent that you get +2 FAME which as well as affecting the Kick Off Table, will grant you an extra 20k in winnings.
This may still appear as though it is important to have a lot of Fan Factor to get those bonuses on the kick off and the extra winnings, however the way Fan Factor gets higher or lower has changed which has made it not as important or indeed worthwhile to spend money on at team creation.
Previous rules your Fan Factor would more likely go up if you won the game and scored two touchdowns and caused two casualties. It would be more likely to go down if you lost and had at least 10. This made it fairly tricky to increase the fan factor no matter what you started it at as it was dependant on getting those bonuses.
Now however if you draw or win your game and roll over your current Fan Factor, then it will go up. So if you start with none, it will increases fairly quickly. If you draw you get to roll 2d6 and if you won you get to roll 3d6. This means that just winning the game is the most important and you don’t get any bonuses based on the performance. If however you lost or drew the game and roll under your current Fan Factor using 2d6, then your Fan Factor will drop down by one. This mechanic means you can only get a maximum of 18 Fan Factor (though it is unlikely and won’t stay that high for long), your low Fan Factor will climb up to an average, and your high Fan Factor will also get pulled down fairly easily to an average.
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