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Pt 3 League Rules - Tournaments

Posted: Mon Apr 28, 2008 7:14 pm
by Samael
Since I've been getting comments of too long, I'm further breaking this one up into installments. Up first, basic rules The Dungeonbowl and the Chaosbowl.

Before complaints of wizards being too powerful from the D-bowl award arise, I've changed the rules on them too, which will be in the next installment. Was going to be this one, but didn't want to make it too long.
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Tournaments

In the case of persistant ties in determining eligibility, each tied player rolls a die, high roller wins.

A team may decline to play in a Major Tournament, but loses a point of Fan Factor if he does so (Exception is the Deathbowl).

No Regular Season games are played while the following 4 Majors are taking place. They resume as normal once the tournament is over though, after a very brief free Agent Draft Period

For determining where a Tournament is hosted the commisioner rolls a d6 at the start of the season (if there are elligible stadiums in the league), on a 5-6 it is hosted by one of the league's stadiums, and the elligible stadiums roll a die, highest roll is the winning bid and hosts the tournament.

If a team hosts a Tournament at their stadium, they receive a d6 x10k (+ their normal sponsorship money) in revenue, if a Team is really lucky and hosts one of the Major tournaments they receive d6 x10k + double their stadium sponsorship money. Money granted by having a Primary Sponsor is considered part of their sponsorship money and is also awarded (or doubled).

If a Team wins a tournament hosted at their stadium, they gain 2 fan factor points permenently.

Players playing in a lesser Tournament playoff or final game receive 1 SPP. Players Receive 3 SPPs for Major Tournament Playoffs, and Finals see all surviving players receiving 5 points.

Dungeonbowl:
In the past few years there has been a push to differentiate the tournaments styles and eligibilites from each other, in response to this, the Dungeonbowl has returned more to it's roots and is often a physical "pound the ball through" style of game.
This tournament is Open to the highest ranked teams for combined Casualties Inflicted and Touchdowns, minus casualties and touchdowns against (Add the team Stats together For determining this. i.e. The Reikland Raiders have 5 TDs and 7 Casualties Inflicted with 2 TDs and 2 Casualties against, so they have 8 points for determining Placement for the Dungeonbowl).
This Tournament is played in a walled Arena, and any block that would result in a player being "Pushed into the Crowd" is made at +1 Strength and as if the Attacking player had the skill Mighty Blow, if he does not already. Additionally, Balls Scatter d3 spaces from where they first hit the wall (instead of being thrown back in by the crowd), if the ball ends it's scatter back OoB, then it's dead in the square it last tried leaving the field from.
These tournament's games are also set-up differently, in that there is no kick-off. Both Teams set-up their players however they want, within the the first three squares of their side of the field (Including End-zone, so it's the End-zone or two spaces in front of it), and the receiving team then places the ball in the possession of any one of their players they choose. The goal is to score touchdowns by pushing or evading your way past the other team.
Both teams receive 50% more winnings for playoff games and double their normal amount of winnings for the finals. The Winner also gets 2d3 free Wizard Inducements at any time in the future, OR may hire a Wizard at a reduced cost (This wizard is in addition to the normally allowable 1, and stays around until the team who hired him disbands or loses the Dungeonbowl) The decision must be made after the outcome is determined.
This Tournament takes place at the 33% marker for league games completed.

Chaosbowl:
Open to the Highest Ranked Teams for Combined Casualties and Wins (The Midgaard Marauders have 8 Casualties inflicted but have a season record of 1W 4L 1T, giving them 9 points for Chaosbowl consideration).
This tournament is run similarly to a classic game / tournament, except that casualties greater than a knockout are also scored as a point (though no stoppage of play or new kick-off happens afterward), no penalties are called (except for special weapons, which are treated as normal) and that Ties during the ChaosBowl Playoffs and Finals are determined by Sudden Death rules, wherein teams play until a major injury, of niggling or greater severity, is inflicted, during these overtime periods it is treated as a grudge match. The team inflicting the necessarry casualty is declared the winner.
Doubles on any SP rolls during the playoffs and finals allow the player rolling the doubles to also choose skills from the Mutations list, even if not normally allowed to do so (A Dwarf team for instance).
Both teams receive 50% more winnings for playoff games and double their normal amount of winnings for the finals.
The MVP of the Game must receive one of the bonus mutations (or the only one if only one is rolled)

For each bonus mutation granted by this reward, roll a d6, on a roll of 1 the player that recieves the beneficial mutation, but also gets a negative trait of a god. The Chaos gods are fickle and not always aware that they are not helping (Or maybe they bet on the other team to win and are expressing their dissatisfaction?).
Roll a d4 for each bonus mutation and negative Gift, to see which Chaos God grants the character his "Favor" for each (Skaven and Dark Elf teams may choose to forgoe this roll and instead choose from the Nurgle list or Slaanesh list, respectively).
Roll a 2d8 for the beneficial gift and roll a d6 to see which negative mutation is granted if the character is eligible for a negative trait as well. If a player already has the listed trait, re-roll the dice (die), whether positive or negative. If by some miracle he rolls the same negative trait that a chaos god visited upon him from a previous Chaosbowl, he is passed over for more mutations (Bonehead is an exception, that will become Really Stupid), and doesn't receive the negative trait.

(Have a Chart for the rolls here, it's just too much effort to reformat to look readable)

Gifts that increase a stat do not count against the maximum value a stat may be raised, the max is still 10 however.

Gifts and mutations as a result of winning the Chaosbowl are permanent and may not be bought off with doubles.

This takes place at the 66.6% marker for League Games completed.

Posted: Fri May 02, 2008 10:17 pm
by Samael
Now the last 3 Tournaments;
The classic Bloodbowl, the crazy Spike! All-Star game, and the optional Deathbowl (That's right, I'm bringing it back :P).
Also throwing in my coaching staff additions and changes since it shouldn't be too much extra and let's you see how the dungeonbowl might not be quite as powerful.

Bloodbowl:
Open to the teams with the best overall season Win-Loss ratios (Excluding Tournament Playoffs). 5 points for a win, 3 point for a tie, 1 point for a loss in determining the standings for the Bloodbowl.
Ties are broken by adding Touchdown differential (for - against), Then by Casualty Differential.
Playoff games yield 50% more winnings and Finals give double the winnings.
This takes place after all League game's outcomes have been determined. This tournament is the only True "Classic" style of major tournament being run in the current set-up.


Spike! All-Star Game & Spike! Player of the Year:
-The All-star Game is a Grudge Match (both teams may make any number of fouls a turn, but only one foul per player and no player may be the victim of more than one foul per turn) of "Order vs Destruction", taking the best players from each team across the League and pitting them against each other. However, since these are the stars that the league wants to continue playing, Fouls are called on any non-doubles roll.
-For Eligibility, Add Each player's Individual Star Player Rolls (Pre-made Star Players Roll a d6+1 to determine this number), season Wins, season Casualties Inflicted and season Touchdowns together, then add double any Major Tournament Playoff Wins, Casualties and TDs, Add another 2 points for each trophy the team of origin currently holds, including minor tournament trophies. Take the Top 16 (Living) Player scores after this from Each Ally List of Order and Destruction, and that is the All-Star Team for each side.
Ogres & Werewolves Play for Whichever side their Current Team belongs to. Players that have been traded to the opposing ally list play for their original ally list (Read: Skaven always play for Destruction, Dwarves always play for Order).
-Each Faction (Or at random / Comissioner's caveat if a decision can not be reached quickly) chooses a head coach, who is in charge of the turn counter, Which players take the pitch, the order in which a player acts, and when to use Team re-rolls.
-The Coach from the team each player was originally selected from controls each Individual player when it's that player's turn to be placed or moved, When to use which Skills (Including the Leader Re-roll), and whom he exerts his Tackle Zone against.
-Each team gets 6 Re-rolls per half, plus any applicable Leader Re-roll.
-The All-star MVP award handed out at the end of the game is worth double
-The Winner of the Spike! Player of the Year Receives a 15 point SPP boost in addition to permenantly acquiring the Fan Favourite trait.
-To work out Spike! Player of the Year use the score used to determine eligibility for the All-Star game, and add the Results of the All-Star game, including any SP rolls that were gained as a result, to each player's Scores (Treat it as a Major Tournament), with the All-Star Game MVP award counting as 5 points, The player with the highest overall score is awarded the Spike! Player of the Year Award (This may be awarded posthumously, and does not require a player to take part in the All-star game to receive).
-Each head coach also receives a prize of 5,000gp per player selected for the All-Star Game.
-Each player brings their team's own Apothecaries to the game and any injury made may be healed by any of the apothecaries present with the owning coach's consent. (The head coach decides to burn a re-roll if this roll fails however, possibly leading to a grudge match between the Injured player's coach and the All-Star Head Coach). These apothecaries may only be used once each, regardless of what level they were at before the All-Star Game.
-This takes place 1 week - 1 month after the Bloodbowl ends and marks the end of the official season.
-It has be known to occur, that players attack one another, or attempt Interceptions, within their own all-star team in a race to be the Spike! player of the year. Friendly Fire Casualties inflicted do count towards the end-game (/season) stats. These kind of actions cause a turn over on a d6 roll of 1-4, or if the active faction controls the ball, and it is knocked out of it's possession ending up on the pitch. (If an Orc on Orc block is thrown against the ball carrier, and the ball bounces into the blocker's (or a team-mate's) hands, and is successfully caught, this does not cause a turnover if the d6 roll is a 5-6)

Super-Secret Special-Invitation-Only Tournament;
The Deathbowl:
Team Eligibility is determined by total of Casualties For AND Casualties Against.
There are no play-offs, The 4 teams selected play a special 4 way match, on a special square field. The edges of the board are the End-zones that a team sets up in and must defend. (Requires 2 Game Boards to set up, the labeled End-zones become actual play area with the scoring area extended one row off the board, The last row of Unlabeled edges of the board become end zones for that team making a 28x28 board OR the the third row on the unlabeled sides of the board become the End-Zones for those teams making a 24x24 sized game board. Commisioner's Caveat, he could even come up with a new way to set the field up. 24x24 is probably the easiest though)
Players can not set up in the Wide Zones or in the Center 4 Squares.
Every team playing gets one permenant Fan Factor Increase, The winning team gets an additional free point.
No Fan Factor rolls are made post-game.
Head Coaches decide whom to impose tackle zones against.
Uses 4 Balls in play, and every ball is an explosive Ball.
Every time a ball leaves play by TD or explosion, a new ball is placed at one of the center squares by the Ref. Other times it leaves play, the Crowd throws it back in as normal.
Every injury greater than a K.O. is worth 1 point, and every Death is considered 2 points for the team that caused the Injury (often resulting in very bloody games). Every TD is a point for the scoring team and a point loss for the team who's end zone was used to score the touchdown (Min. 0).
If there is a tie, another 8 full turns are played, if there is still a tie the overtime periods continue a full 8 at a time until someone has the undisputed lead at the end of an overtime period or no one is left standing.

Coaching Staff

In the Allocation of SPP’s segment of each post-match sequence roll a D6 for each Assistant Coach on your team. Each 6 rolled allows your team an extra 1 SPP, which you may spread amongst your players as you wish. Wizards and Apothecaries do not count toward this. This is to represent the personal attention in the coming week a player receives from that coach.

Wizards

The Leagues have really started cracking down on magical interference, and wizards are no longer able to take such overt measures as they were in the past. Clever teams and Mages have found a way to work around this however...
Team Wizards (Mages, Sorcerors, Magi etc) may be hired for a fee of 150k.
Necromantic and Khemri teams have special wizards (Necromancer) who's special ability may be placed on the following list.
Halflings can not buy wizards except through sponsorship and the dungeonbowl, they get a master chef instead
An additional Wizard may be purchased for 50k while in possession of the Dungeonbowl Trophy, or while the Colleges of Magic are a Primary Team sponsor. (Allowing for up to 3 Team Wizards)
Mages count as Assistant coaches if they are on the actual team roster (not induced)
Wizards have an Inducement Fee of 50k
Mages do not follow the rules in the LRB, instead the following options open up;
Each Mage Allows for one free card from the any of the 50k valued special play decks, in addition to any the team might purchase.
For 10k a mage may also perform a ritual (brew a potion, Call on the power of Dark Gods, Craft Runes etc...) to increase the stat of one player, or grant any one non-extraordinary / non-mutation skill, for the duration of one half. The use of this skill is in place of the free special play card.
A Mage may be used instead to determine the weather conditions a game is played in. This is used in place of the special play card. If both teams try influencing the weather, each coach rolls a d6, high roll wins, if the result is a tie, both weather effects happen simultaneously.

Apothecaries

A team may have one apothecary working for his team at any time, however, any time after a team Grandstand stadium is purchased a small team of Apothecaries may be purchased (for an additional 125k) allowing for an additional use per game. If the team owns a Super-Stadium, the team may also increase the ability of the Apothecaries (for an additional 250k), allowing 2 uses per game for major injuries, but allowing any number of K-O dice to be rerolled (once per player per kick-off) at a -1 penalty (This applies to Home and Away games). These snazzy new facilities also allow any player making a Niggling Injury roll before the game to re-roll the result, this applies to both teams players (Only when the owning player is playing a home game) - These re-rolls only apply to Super-Stadiums that have spent the money on these facilities, and are penalized by -1 for the home team, and -2 for the away team (meaning the re-roll has to come 5-6 for the home team, or 6 for the away team, for a player who failed a niggling injury to be able to play)
Costs are cumulative, so you must buy an Apothecary before before The team of apothecaries, and the Team of apothecaries before the Medical Facilities.
Level 2 Apothecary counts 125k to team value for spiraling expenses
Leve 3 Apothecary counts 250k to team value for spiraling expenses
Necromantic and Khemri teams may only use Apothecaries on non-undead allies on the team (and Ghouls, which are crazy, living humans in Warhammer world).

Posted: Fri May 02, 2008 10:36 pm
by Jural
Samael wrote:...The All-star Game is a Grudge Match (both teams may make any number of fouls a turn... However ... Fouls are called on any non-doubles roll
This is really a pointless set of rules. Either one or the other, make up your mind!