Blood Bowl Map and travelling

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adamcarl
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Blood Bowl Map and travelling

Post by adamcarl »

There must be some players of BB who like RPG games and most have thought at some point I want more out of BB and therefore some house rules. I was looking at an older piece where there was a house rule that changed things in between games, example of this was that War could be in the region you were playing so some of your players would miss the game cause of people trying to get them to fight in the war. Frankly even though I liked some things from that list of things that could happen, I don’t like things that change the game before it have started, like “throw a rock”.
I like the background story when it comes to blood bowl and has always been interested in the notion of the teams actually travelling to different locations to play their games.

Just curious of you guys that like RPG and making house rules, has this been attempted in some sort of degree as to having a map with markers moving representing teams and stadiums. And if so how did you balance it and how was the end result?

cheers

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Post by Pug »

Sounds like one of the old dirty trick cards. But that one was the player got nicked for some crime or other.....or was it press ganged as a galley slave...maybe

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Post by wolfie 81 »

Not to sure about the map idea but i have seen rules for home and away matches where you gain advantages for different races. for example khemri play in the desert so the weather might be swealtering heat or very sunny but only affects the away team , also i think you should have the fame advantage at home matches. There is also rules for different races of wizards- not sure where i have seen these maybe the old compendium with the cheerleader on the front lrb2-3 ???

and just to confirm i made the example up before people start pulling me up on it and correcting me !!!

I have in the past used the mighty empires hexagons to play war campaigns for warhammer maybe that idea could be converted for blood bowl?

anyway if you do come up with some sort of world board sytem let us know.

one more thought if anyone has the time i think the inducement cards could also be different for different races !

good luck! :o

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Post by mattgslater »

I have a home-field advantage rule, but it's uniform (+1 FAME: the extra cash works nice in a short season). I've been thinking about tweaking the Weather table a bit to represent divisions (more blizzards in the north, heat in the south, more everything in the east, less everything in the west), but I've seen a lot of other Weather variants that are a lot more dramatic.

We've been kicking around the idea of allowing teams to build a stadium with vast amounts of saved treasury. Since we re-set regularly, the stadium could give roughly equal benefit to both teams, and if it provided long-term benefit would still have net value to the builder (after all, the home team plays half their games there). It would be a lot of fun in a very stable league with regular resets and some format sensitive to schedule strength. If you have such a league, I tip my hat. Such critters are rare.

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Post by adamcarl »

Okay, haven’t gotten far but the idea is to have the blood bowl teams travel though the warhammer world and by this also being able to gets some extra cash or different playing venues.

A world map more precisely the warhammer map from the #300 White Dwarf issue, where their will be markers representing: Stadiums and Teams.
Travelling is a hard one to put into working mechanism, I am trying to fix a move limit, but this might be hard as coaches might want to play one another on any given day and they are out of reach from each other distance wise. As our league doesn’t have a fixed schedule this becomes a hard nut to crack but, the project is quite focused on travelling so I can only keep on trying with different versions.
The map will have travel routes on it or so I imagine it, which makes the task of travelling tricky to balance, especially when it’s got to have travel limitations/movement.

Other features I am trying to incorporate is Weather depending on the location you play, based upon, but changed as well, on the article Weather Revisited by Paul Gegg & Allan Young. A fellow coach asked me why I didn’t just use this article like a stand alone house rule, but as it goes you roll a dice to see which weather you’ll play on with travelling you’ll see what kind of weather it is depending on different colour markers on the map and so you will choose where to play and not, if the Artic weather is to risky then you could avoid it.

Mattgslater our league has also been toying with the idea of adding Stadium rules, but it has just not been a hit in our league, but I have an idea considering my Map house rule concept now.
The differences between locations not including weather would to be some sort of a Fan Factor Bonus, working like;
Magritta Stats: 7+FF | 5 wins
Praag Stats: 10+FF | 8 wins.
So to ”win” the Fans in Magritta you would have to win 5 times there to get a 7+FF bonus when you play there, so in this way you would get a home stadium. This FF bonus would not be added to the Cockerel but would help you to get the FAME and earn some extra cash.
I am trying to fix an away team advantage as well, but haven’t come up with anything good yet.

Wow just writing this up makes me realize there is a long way to go yet, issues like staying in a location or travelling benefits, what would drive the teams to travel. Maybe adding a special character which would interact somehow with the team leading them places, giving them things and advice.
It’s hard to look at this with a perspective so if you got ideas or some tips on adding or changing or subtracting things, your thoughts are highly appreciated.

Back to the drawing board, cheers.

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Post by mattgslater »

What about tying it to a ladder? Make a list of about X cities, where X is the number of coaches in your league. Each city has two or three neighbors and a special rule for weather or something, plus a Size value from 4-6 (mostly 5). As you have it, each team always keeps their record in that city independent, and when they've won so many games they can buy in and become the "home team" at that stadium. Some cities will be better than others, and those will be the bigger ones.

Teams start out with random ranking in stadiums selected at random, but only the middle-quality half of the stadiums will be selected, so each team has to play for a stadium in Week 1. The winner gets to decide to stay where he is in Week 2, or move to any neighboring town. The loser can pick any option the winner didn't pick (so at least half the teams will have to travel every week). Then, re-rank teams.

In Week 2 and thereafter, each team that occupies the same town as an opponent must play that opponent. If three or more teams occupy a town, the lowest-ranked team involved (however you do that) picks an opponent in its town, and the other teams in town move again (lowest-ranked first) to any neighboring town with 0-1 teams (in the bizarre event this is not possible, the remaining teams may move to any legal space). Then after all the occupied teams have paired off, each team that is not in town with an opponent, starting with the lowest, may move one space (or not). If a team is still unoccupied, that team takes the week off.

Home Field Advantage: To build a Home Field Advantage (+1 FAME in town; yes, both coaches can have FAME 1 or one coach could have 3) you have to either build a stadium out of pocket or build a reputation and help support a stadium. You can simply buy Home Field Advantage with cash, but this is prohibitively expensive: 40,000 GC per point of City Size! However, if you win (City Size) games in the city, you can buy in for a mere 10,000 GC per point of City Size! If you have Home Field Advantage in a city, you always have the lowest ranking when it comes to who may play in that city, so you know you can float around your home field. So your home field breaks even after an average of 5 games played there (which could be just 5 games if you keep winning or if nobody else wants your home town), and in lieu of interest in that time you get the kickoff table bennies.

Stealing Home Field Advantage: Only one team may have Home Field Advantage at a time, and a team may only have Home Field Advantage in one city at a time. If a second team earns Home Field advantage (and pays for it) with a net positive record against the home team in the city in question, the second team may challenge the first. The home team is whisked away immediately to its home field to play a match (with the advantage). The winner is the home team, and the loser gets the boot. If you have a home field and gain another one, you must pick which one to forfeit (so if you own someone else's house, you can knock it down and go back home, or sack it and take it in lieu of your old town).

Special Matches: Every week, randomly select a city to get a special match in the next week. Put two chits in for each city without a home team, and one for each city with a home team. Then have some incentive for playing there, so the lower-quality towns get some action. You could also have a king-of-the-hills situation, where the best two towns are each only accessible from two lame towns...

How many coaches do you have?

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Post by Raziel_Spry »

I’ve thought about map based Blood Bowl “campaigns” before, but never really had an opportunity to play test. I would really appreciate some feedback, and maybe some incorporation of the excellent ideas presented above. Tell me if this is confusing, or nonsensical!

Map:
Stadiums marked on a map, as well as routes to and from. Routes would be marked as movement spaces, some close together, others requiring a bit of travel to get to. Stadiums would have their size marked on the map, with corresponding spaces for pins/flags.

Stadiums:
Each stadium would have two characteristics:
Size: This represents the amount of local fans present, that you can sway to support your team. Fans swayed toward a particular team should be marked with a flag (so size dictates how many flags can be allocated to a particular stadium)
Special: (For example: special weather table, different game conditions, local rule variations, anything else you can think of to make a stadium unique)

Sequence of Play:
Each player has one marker on the map, representing their team. At the start of a round, every player may move their team up to d6 spaces on the map (or stay where they are, if preferred). When everyone has moved, some teams will be in stadiums, others en route.
Teams in stadiums challenge may challenge any other team in an attempt to win local fans. If challenging another team in a stadium, the team in the larger stadium takes precedence. The winner of a stadium game places a flag on that stadium, representing local fans won over, giving them +1FF when playing in that stadium for each flag present. You can only replace another teams flag if it belongs to the team you have just defeated, and there are no free spaces left.
Teams en route also take part in smaller games as they travel. Roll dice to determine the order of challenges, and teams not already challenged may pick another unchallenged team to play. These games are just like any other, but there is no opportunity to win over local fans.

Other:
To encourage movement, winnings decrease by 10,000 for each consecutive match played by a team in the same stadium (because the fans tire of seeing the same team every week)
Teams ending their turn outside of a major stadium could be subject to random events on a d6 roll of 6.
Special events (like the Chaos Cup), could be announced to be held at a random stadium in a specified number of campaign turns (so teams have to race to that stadium on the map to take part)
Home advantage: Teams that hold over half the total possible number of flags for a stadium would gain an advantage (specified in the special characteristic of the stadium: could be immunity to weather effects, free inducements, whatever)
Teams could be allowed to purchase items to allow them to travel faster between stadiums, increasing the basic d6 movement (bodyguards/horses for faster road travel, or ships for sea route travel)

WDYT?

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Post by adamcarl »

Ten coaches and eleven teams, soon to be twelve teams as I am thinking about taking on a new one which looks now like wood elves.
mattgslater Those are really interesting ideas and am now trying to incorporate most of the ideas you put up their. Most of all thank you for solving the problem about motivating movement within the world.

The other day a new idea also popped up in my head, before I began this little project I had one rule which I have to obey that is to make this a fairly simple thing to handle, our league has some teams just lying around at the moment which I am trying on some level to make active in the game somehow. One idea is to have towns further down the map in some locations where teams already exist either as "one off" teams which a coach may play against a other coach when he wants to take a break from his regular team/s or these could be resting places for ones second team. Problem with the first one is quite obvious that if you get your hands on a team for a one off team then you might go crazy with it. But one might make some motivational purpose with it as well, that might hinder some of those actions.
I am though feeling this might be too much?

The second point on the other hand is that at certain points you might want to concentrate a little bit more with your other team or create a new one, so to put one of your teams on hold you can get a fixed position on the map where they are located and may be played against but this is when an opposing team challenges you.
In this way more teams can surface in a league.
Raziel_Spry wrote: Teams ending their turn outside of a major stadium could be subject to random events on a d6 roll of 6.
Special events (like the Chaos Cup), could be announced to be held at a random stadium in a specified number of campaign turns (so teams have to race to that stadium on the map to take part)
This was really interesting was one thing I was going to adress a little bit further down the road. But I think this is really good way of doing it.
I think your overall campaign write up is a good one, the d6 movement thing is balanced but you might want to skip "movement items" to make for a easy controlled gameplay.
At the end of the day I want to play Blood Bowl, as mentioned above I try to make it an easy house rule to handle.

I have started a serious write up now even though I feel there is things that need revising, back to the drawing board.

cheers

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Post by adamcarl »

Raziel_Spry I mean as a whole write up for a Blood Bowl Campaign you are far ahead of me, I like your write up and I am stealing your d6 and tournament idea ;)
Which map are you going to use and will you gradually reveal or have it fully shown?

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Post by Raziel_Spry »

I mean as a whole write up for a Blood Bowl Campaign you are far ahead of me, I like your write up and I am stealing your d6 and tournament idea
Which map are you going to use and will you gradually reveal or have it fully shown?
In this respect you are far ahead of me :wink: - I haven't really got a group I can playtest this with at the moment, so it's all just theory! I think I would have it fully revealed: just to make things easier, really, although I can see how travelling off into the unknown could be interesting. Depending on the size you want, how about one of these (with stadiums and routes marked)?
http://www.warhammer.rs/maps/Old-World/4.html
http://www.warhammer.rs/maps/Empire/4.html

I like the idea of 'resting' teams: it would allow a much bigger league in a sense, even though there may be a much smaller number of active teams.
you might want to skip "movement items" to make for a easy controlled gameplay
yeah, I was probably getting carried away :D There is a bit more that could be done if you were that way inclined, though. Routes on the map that are more dangerous, for example.

mattgslater: I like your model. I like that teams literally have to be in the same place at the same time to play, but found it really difficult to work in with my own 'travelling' concept, without the same two teams continually bumping into each other for a game!

adamcarl, keep us updated on what you are doing here, you have my interest...

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