Tabletop Etiquette for Friendly Leagues
Posted: Sun Sep 20, 2009 4:15 pm
Am I missing anything? Recent edits in italics.
BLOOD BOWL ETIQUETTE
TRUST, BUT VERIFY
If your opponent wants to use your dice, you should let him. If you won't, you should put them away and use his.
Watch all of your opponent's rolls. Insist that your opponent watch all of your rolls. It doesn't matter if you trust your opponent or not: verification is good for everybody.
If you must figure out your basic plan before moving your turn marker, do so mostly on your opponent's turn. If more than 10 seconds elapse after your opponent declares end of turn and you're still thinking, move the turn marker and do it on your own time.
THE LONGEST HOUR
If one coach wants the four-minute rule and one doesn't, why not come to a compromise? You can probably squeeze in a 3-hour game with a 5-minute limit, and if you're just trying to avoid a marathon, 6 minutes will do. Remember, many turns only go for a couple minutes, or even less (stand, stand, stand, dodge, declare blitz, fail dodge, turn ends).
This is a long game. It's even longer if you take breaks every other turn. If you have to go to the bathroom between turns, no biggie. If you need a smoke-break, score. If that won't work, learn to play faster. If you have to go to the store, wait for halftime. If your phone rings, check your missed calls or messages on your opponent's turn, and either text back or wait for halftime to return the call. Emergencies are emergencies, and this is a board game, so things happen even so. Here's a a nice mantra for when to take a break: "After a score, after turn four, after turn eight, or if it's a big deal and can't wait."
HELL IS OTHER PEOPLE
If a third party is trying to talk to your opponent during his turn, ask them to let your opponent finish his turn. If this would seem inappropriate or if the person seems offended, explain that this game is very hard and if your opponent doesn't maintain concentration he will get creamed and have to spend the rest of the game in a hopeless situation. Usually that's enough to buy 2-3 minutes, which is usually long enough.
It's ok to talk to a third party when it's not your turn, but for your opponent's sake please don't go anywhere. Keep one eye on the table at all times: not only will it make you a better coach, but your opponent doesn't want to have to call you back to the table every time he rolls dice, and even if you tell him you'll take his word for it it's awkward when he kills your Minotaur while you're arguing with your spouse.
PLAY WELL WITH OTHERS
You should give at least one warning per game before calling illegal procedures. Note that this isn't a rule, just common courtesy. There's nothing saying you ever need to call an illegal procedure, and some coaches would rather not. If you hate IP calls, get an agreement from your opponent not to make them.
Don't eat anything greasy or sticky while playing Blood Bowl.
If you score a touchdown, it's ok to do a little dance or sing a stanza from your team's fight song. (Your team has a fight song, no?) Don't rub it in or do anything mean. If you get a casualty, a single exclamation is enough, thanks.
HE WHO HESITATES IS ANNOYING
If you declare a pass and even begin to line up the passing template, you're done moving.
Touching a piece doesn't commit you to acting with it. Neither does counting squares from that piece, using a die to represent new position. Picking it up does, as does declaring an action.
We have a lot of rookies, so this is a nicer bit than some leagues: you can change your mind on the action type, movement route, etc. if you haven't rolled any dice and you and your opponent can unequivocally agree on where the piece started out. If you don't declare an action type, it's a Move. It is permissible to point to a piece in the clear, say "Move" or don't, move him a square or two, and say, "sorry, Pass," so long as you didn't roll any dice. It is not permissible to move your player, dodge or pick up, and then say "Pass."
Similarly, you can miscalculate a block, declare it, see how bad it really is (before rolling), change your mind and dodge away, block someone else, or do nothing. ("I'm blocking the Invisible Man!") But you can't miscalculate a block, declare it, see how bad it really is, move up an assist, and then do the block. For this reason, it's best to figure out how hard an action is before declaring it, perhaps by phrasing it as a question. ("Is that a 2-die block?") If you want to block, but aren't sure how the math works out, get an agreement from your opponent before declaring. Same results, leads to cleaner play.
BLOOD BOWL ETIQUETTE
TRUST, BUT VERIFY
If your opponent wants to use your dice, you should let him. If you won't, you should put them away and use his.
Watch all of your opponent's rolls. Insist that your opponent watch all of your rolls. It doesn't matter if you trust your opponent or not: verification is good for everybody.
If you must figure out your basic plan before moving your turn marker, do so mostly on your opponent's turn. If more than 10 seconds elapse after your opponent declares end of turn and you're still thinking, move the turn marker and do it on your own time.
THE LONGEST HOUR
If one coach wants the four-minute rule and one doesn't, why not come to a compromise? You can probably squeeze in a 3-hour game with a 5-minute limit, and if you're just trying to avoid a marathon, 6 minutes will do. Remember, many turns only go for a couple minutes, or even less (stand, stand, stand, dodge, declare blitz, fail dodge, turn ends).
This is a long game. It's even longer if you take breaks every other turn. If you have to go to the bathroom between turns, no biggie. If you need a smoke-break, score. If that won't work, learn to play faster. If you have to go to the store, wait for halftime. If your phone rings, check your missed calls or messages on your opponent's turn, and either text back or wait for halftime to return the call. Emergencies are emergencies, and this is a board game, so things happen even so. Here's a a nice mantra for when to take a break: "After a score, after turn four, after turn eight, or if it's a big deal and can't wait."
HELL IS OTHER PEOPLE
If a third party is trying to talk to your opponent during his turn, ask them to let your opponent finish his turn. If this would seem inappropriate or if the person seems offended, explain that this game is very hard and if your opponent doesn't maintain concentration he will get creamed and have to spend the rest of the game in a hopeless situation. Usually that's enough to buy 2-3 minutes, which is usually long enough.
It's ok to talk to a third party when it's not your turn, but for your opponent's sake please don't go anywhere. Keep one eye on the table at all times: not only will it make you a better coach, but your opponent doesn't want to have to call you back to the table every time he rolls dice, and even if you tell him you'll take his word for it it's awkward when he kills your Minotaur while you're arguing with your spouse.
PLAY WELL WITH OTHERS
You should give at least one warning per game before calling illegal procedures. Note that this isn't a rule, just common courtesy. There's nothing saying you ever need to call an illegal procedure, and some coaches would rather not. If you hate IP calls, get an agreement from your opponent not to make them.
Don't eat anything greasy or sticky while playing Blood Bowl.
If you score a touchdown, it's ok to do a little dance or sing a stanza from your team's fight song. (Your team has a fight song, no?) Don't rub it in or do anything mean. If you get a casualty, a single exclamation is enough, thanks.
HE WHO HESITATES IS ANNOYING
If you declare a pass and even begin to line up the passing template, you're done moving.
Touching a piece doesn't commit you to acting with it. Neither does counting squares from that piece, using a die to represent new position. Picking it up does, as does declaring an action.
We have a lot of rookies, so this is a nicer bit than some leagues: you can change your mind on the action type, movement route, etc. if you haven't rolled any dice and you and your opponent can unequivocally agree on where the piece started out. If you don't declare an action type, it's a Move. It is permissible to point to a piece in the clear, say "Move" or don't, move him a square or two, and say, "sorry, Pass," so long as you didn't roll any dice. It is not permissible to move your player, dodge or pick up, and then say "Pass."
Similarly, you can miscalculate a block, declare it, see how bad it really is (before rolling), change your mind and dodge away, block someone else, or do nothing. ("I'm blocking the Invisible Man!") But you can't miscalculate a block, declare it, see how bad it really is, move up an assist, and then do the block. For this reason, it's best to figure out how hard an action is before declaring it, perhaps by phrasing it as a question. ("Is that a 2-die block?") If you want to block, but aren't sure how the math works out, get an agreement from your opponent before declaring. Same results, leads to cleaner play.