TalkBloodBowl Cup: Rules

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Joemanji
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TalkBloodBowl Cup: Rules

Post by Joemanji »

GENERAL RULES
1. The TalkBloodBowl Cup will use only the official rules from the Blood Bowl Handbook and the Blood Bowl LRB (http://www.specialist-games.com/bloodbo ... bbok_a.htm). Experimental or House rules may not be used.
2. All new rules and errata in the 2003 Rules Review will be used.
3. Teams are to be chosen to a value of no more than 1,000,000 gold crowns.
4. Only official teams, as defined in the latest Rules Review, are allowed. Experimental or house teams may not be used.
5. Star players are not allowed.
6. Wizards are not allowed.
7. Freebooters are not allowed.

FORMAT
1. The TalkBloodBowl Cup is a straight forward knock-out cup. If you win your match, you progress to the next round. If you lose, you’re out!
2. Unless we have exactly 16, 32 or 64 entrants, there will be a qualifying round. Preference is on a first-come, first-served basis. Any spare teams must play off to see who makes it into the first round "proper". E.g. 20 teams enter. First 12 entrants go straight through. Next 8 entrants play-off for the remaining 4 spots. That would leave 16 for the first round proper.
3. Matches will be played by PBeMBB.

PLAYING THE MATCH
1. I will email the draw to everyone taking part in the competition.
2. Both coaches should then send a zipped copy of their roster to their opponent. It will be your responsibility to check your opponent’s roster. If it’s illegal, but you don’t notice until part way through the match – tough!!
3. The coach whose name appears first in the draw has “home advantage”. He should start the match file, load the two teams and then save, zip, and send it to his opponent without completing the pre-match sequence.
4. The other coach should then complete the pre-match sequence.
5. Play the match!
6. If a match is a draw at the end of normal time, then overtime will be played.
7. If the match is still a draw at the end of overtime, both coaches should roll a D6. Highest roll wins, re-rolling ties.
8. There will be no post-match sequence.
9. Coaches will have one calendar month to complete each match.

REPORTING THE MATCH
1. When a match is over, both coaches should email me a copy of the final match file. The body of this email should include the score and result.
2. The winning teams will revert to its original composition for its next match. All deaths and injuries are cured. No extra players may be added to the team. Undead teams may not keep any Zombies acquired by use of the Raise the Dead spell.
3. The winning coach may choose to give a new skill to one of his players. This will be carried over into the team’s next games. All the normal restrictions for choosing a skill apply.
4. A coach may not give a skill to a player who finished the game in the Dead & Injured box. Nor may he give a skill to a player who has already received an extra skill in a previous round.
5. The winning coach should include his choice of skill in his email when he reports the match file.

DELAY OF GAME
1. If you are going to be offline for more than 48 hours, please let your opponent know in advance.
2. If your opponent doesn’t reply to your email within 48 hours, send him a gentle reminder.
3. If he still hasn’t replied within another 48 hours, contact me.
4. If a coach is uncontactable for a full 7 days, the match will be forfeit.

ERRATA
1. Halfling Master Chef’s may not purchase extra attempts to steal re-rolls.
2. Teams do not get a skill for winning through the qualifying round. Register earlier next time! :wink:
3. Matches should be played using the latest 2.4j beta version of the PBeM_tool.

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Joemanji
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Post by Joemanji »

Please feel free to pick holes in this...

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Post by tchatter »

I would HIGHLY, HIGHLY suggest either you make the game files Nazgit, OR

One coach loads the teams into the tool, Saves, Zips and emails.

Then the other coach finishes the pre-match setups.

If you don't do either of those options, there is nothing stopping me from re-making the game file until it is advantageous for me. Not a big deal in the opening round, but when there are Niggles involved or weather or Halfling Chefs... it makes a difference.

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Post by tchatter »

So a Goblin team can't get any secret weapons?? :(

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Post by GalakStarscraper »

tchatter wrote:So a Goblin team can't get any secret weapons?? :(
Nazgit has it in for the stunty teams I guess. No secret weapons for Goblins, no extra rolls for the Master Chef. I'm guessing no stunties will be showing up for this one.

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Post by lightingbug »

tchatter wrote:I would HIGHLY, HIGHLY suggest either you make the game files Nazgit, OR

One coach loads the teams into the tool, Saves, Zips and emails.

Then the other coach finishes the pre-match setups.

If you don't do either of those options, there is nothing stopping me from re-making the game file until it is advantageous for me. Not a big deal in the opening round, but when there are Niggles involved or weather or Halfling Chefs... it makes a difference.
Tim maybe you should post the link to the REBBL challenge thread that tells how to do that or email it to Nazgit. I couldn't find it or I would have done it.

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Post by GalakStarscraper »

lightingbug wrote:
tchatter wrote:I would HIGHLY, HIGHLY suggest either you make the game files Nazgit, OR

One coach loads the teams into the tool, Saves, Zips and emails.

Then the other coach finishes the pre-match setups.

If you don't do either of those options, there is nothing stopping me from re-making the game file until it is advantageous for me. Not a big deal in the opening round, but when there are Niggles involved or weather or Halfling Chefs... it makes a difference.
Tim maybe you should post the link to the REBBL challenge thread that tells how to do that or email it to Nazgit. I couldn't find it or I would have done it.
Discussion thread from the PBeMBBL on this topic.

http://www.pbembbl.org/forum/viewtopic. ... 63&start=0

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Post by Dark Lord (retired) »

I highly recommend this as well since it was one of the reasons I left the PBeM BBL. I got real sick of the game file waiting in my mailbox before I accepted the challenge. Not only was it waiting for me but miraculously I hadn't won a single kick off and my players were always niggled out.

Not only that but there were several matches with turns that took an odd order of actions. A coach would need a 4+ or 5+ result to pass the ball but he inexplicably would decide to do a 3+ dodge for no reason first and low and behold the result would be three and then he would have a 4+ for his throw. :roll:

I don't think anyone was checking the files over there for awhile.

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Post by Old Man Draco »

I have been consulting the PBembbl pages and I know that they are looking now if suspicion arises. They even have a topic, Banned and Warned Cheaters!
And as Galak posted, putting up a file has changed to the way that Tim is advising Nazgit to use as well! :smoking: :smoking:

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Post by Joemanji »

Cool 8) I'll change the game file thing when I get a chance (off to work now).


Cheers :D

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Post by Dangerous Dave »

Any rules on picking races - ie:

Is it picking with no limit - ie we could have 10 CDs

Is it a random draw?

Is it picking with a a max number of races on a first come first served basis

Something else?



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Post by Joemanji »

Pick whatever team you like. Could end up all chaos dwarf! :roll:

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Post by Joemanji »

tchatter wrote:I would HIGHLY, HIGHLY suggest either you make the game files Nazgit, OR

One coach loads the teams into the tool, Saves, Zips and emails.

Then the other coach finishes the pre-match setups.
Done. :)

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Post by Joemanji »

Possible point of contention: As it stands the winner of a tie gets a skill to add to one of his players. However, those teams who progress through the qualifying round will have a skill. Those who have gone straight into the first round "proper" will not have a skill. Some people might think this is unfair.

My instinct is to let the qualifiers keep their extra skill. After all, there has to be some advantage to having to play one more match than everyone else.

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Post by Deathwing »

Nazgit wrote:Possible point of contention: As it stands the winner of a tie gets a skill to add to one of his players. However, those teams who progress through the qualifying round will have a skill. Those who have gone straight into the first round "proper" will not have a skill. Some people might think this is unfair.

My instinct is to let the qualifiers keep their extra skill. After all, there has to be some advantage to having to play one more match than everyone else.
Aaaaargh!

Let's revert to plan A and have DL run the thing! :P

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