Turnovers, probabely asked before but ..

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MickeX
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Post by MickeX »

I just came up with a house rule I'll try out some day: "Those extra seconds". Instead of affecting RR:s, an IP call gives you the chance to continue your turn for an instance, and move one of your player one extra step.

Now before you flame away, I'm not suggesting it as an official rule, but it might be a bit fun. That extra step just seems like a fitting, irritating punishment...

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DaImp
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Post by DaImp »

I think that is an interesting proposal MickeX.
Although I think I prefer the house rule of giving the coach an extra reroll for callin the IP.
But I do like the thought of getting extra movement for a player everytime there is an IP. Maybe for every IP, you get to move 1 player (only move no blitz, block throw etc...) after your opponents turn has ended, but before your turn has officially begun. How much should this player be allowed to move? 1 square? 1/2 his movement? A full move?
I think 1/2 his move would be best. This would be enough to really screw up some of his plans, without being too strong. The player would not be allowed to score a TD in his free move. Maybe only a player not in a tackle zone should be allowed to move?
Thats just my immediate thoughts anyhow :)

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Dave
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Post by Dave »

hmmmm

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Mojoshenpo
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I like it!

Post by Mojoshenpo »

Costing a re-roll is pretty costly.... Giving a re-roll (house rule) is a bit too good....

But slipping a player into a better position while the ref blows the whistle and argues with the coach... well... it's appropriately irritating, if not outright dangerous to your opponent....

I like the full movement (no blitz/block) of one player option (with TZ's ignored, IMHO)....

Wait till my GR has the ball: TWEEEEEEEEEEEEETTTTTTTTTTT! Illegal Procedure!! Argue-argue-argue... errrr, oh, the Skaven scored again!!!! Touchdown!!!!!!!!!!!!!!!

:o :D :lol:



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There was the Way of Nature;
And, before that, The Void....
And The Void was... Peace....

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