To avoid the season dragging out too long, games are to be played on a weekly basis as much as possible.
It is the responsibility of the players from each match up to organise a suitable time during the week to do their game.
If both players cannot line up a time, then they can request an extension. We must keep on top of how long each round goes otherwise we run the risk of players losing interest and other priorities coming into play. We all work various times and have commitments but if the 8 other peoples in the league can find 2 hours a week, you can too.
If one player cannot find time during the entirety of the week but the other player has proposed multiple available times, the available player will play their game against the league substitute player. It is the responsibility of the player who cannot attend the fixture to organise their team for the substitute player.
3 missed games equal a forfeit from the league.
If equipment is an issue when organising your game ask for other host options. Again, just message beforehand to organise a suitable day and time.
Sometimes we will finish a round before the week is over. If this is the case the next round begins straight away. We will find that some rounds get smashed out quickly and other we need the full week.
The ladder is updated at the conclusion of every game week.
Team positions are determined by the number of League Points they have.
Every team will play a total of ## games.
If teams are tied on points their position is determined by the following, in order:
TD difference
Casualty difference
Most touchdowns
Least Touchdowns conceded
Most casualties inflicted
Least casualties conceded
These a just a few things that should be practiced during games to avoid arguments and so the enjoyment of both players is kept throughout the match.
Players should swap team sheets at the beginning of a match and check each other’s Current Team Value. This is also an opportunity to have a glance at your opposition team’s players and may help you decide what inducement to hire.
When purchasing inducements using your treasury, this does not increase your team value when working out petty cash before a game.
The kicking team is determined by the flip of the home team’s blood bowl token. If the blood bowl side lands face up, then it is the away team which gets to choose to kick off or not. If it lands on the home team’s symbol, then they choose to receive or kick.
The Home team gets 1 extra point of fan factor for the duration of that game
The Home team elects which weather table to use.
The home team must also roll the D8 after the initial weather roll to determine if a special ball is used. On a roll of 1, a random special ball will be used during the game. The home team player rolls a die to select one. If a 2 is rolled on the D8 then the home team may select any one special ball to use for the duration of the game.
The home team must also roll the D8 after the special ball roll to determine if a special Stadium is used. On a roll of 1, a random special stadium will be used during the game. The home team player rolls a die to select one. If a 2 is rolled on the D8 then the home team may select any one special stadium to use for the duration of the game.
Timed turns (Player option) -Time limits are not necessary but if both players agree you can play turns to a 4-minute limit. If halfway through the game you find you are pressed for time, it is getting late etc. and you haven’t been using 4-minute turns, then this is the time to employ them. When using 4-minute turns a player must conclude his turn when the timer goes off. If he is midway through a model’s activation, he may finish that activation then must end his turn. Predetermining order of activations does not mean your time is extended.
Decide with your opponent your position on cocked dice. It’s recommended you don’t count any roll unless it is completely flat on the board or in a dice tray. If you choose to count cocked dice, ensure you are both in agreement.
Move your turn marker up before the beginning of your turn. If you forget to do this, the moment after which you have moved a model, rolled a dice etc. your opponent may remind you to do so. (No Penalty)
Discourage gotcha moments - If you feel this happens to much in a game feel free to let the League commissioner know.
No mechanically dice rolling aids
One person should keep track of all awarded SPP and Fouls. Use the match report document to note down all in game events, injuries etc. Use this sheet at the end of the game to award SPP. Update digitally on website.
Players who are sent-off for two consecutive matches must miss their next game as a suspension. This does not include players sent off with secret weapons
Write down every Foul committed. Even those which do not force an injury roll. The dirtiest player doesn’t mean he is the most effective at actually hurting people!
When the game is finished follow the sequence below:
1. Choose each other’s MVP and worst players - no randomisation
2. Update MNG’s and other suspensions
3. Award Star Player Points
4. Earn winnings
5. Update Dedicated Fans
6. Roll for expensive mistakes if you qualify (consult crisis event table if an a mistake is rolled plus record who witnessed the roll)
7. Spend SPP (this can be done later however the match report must be updated accordingly)
8. Spend Treasury
9. Resolve any other ongoing effects from sponsors. For each additional minor sponsor add +1 to the D6 roll to see weather or not they are happy at the end of a game. e.g. If you have 3 minor sponsors when you roll see if each minor sponsor is happy you'll add +2, resulting in a seriously hurt player on a 3 or lower from each sponsor. (all rolls must be recorded on the match report document and list who witnessed the roll).
10. Re-calculate Current and overall Team Values
11. Update Treasury
12. Ensure data is entered on the fixtures page
SPP and treasury must be spent in the Post-Game sequence. You cannot do this before a game. This is to avoid, people hiring and getting skills tailored to the opposition’s team and will stop players forgetting to do their Expensive Mistakes roll.
Expensive mistakes must use the house rule table as well
If you spend star play points and make a random skill/characteristic roll you must ensure someone witnesses the roll otherwise the roll is void and the SPP lost. This goes for updating the match report. If it is not done the above comes into effect.
You can't sell/get rid of team re-rolls
This season the rules for on-field refs will be used as per the Spike! Almanac book.
If after a game you qualify to purchase a stadium as per the Deathzone rules, you keep this as your home stadium. All home games use that specific stadium rules until a different stadium is bought or it is sold.
Finals are played at the conclusion of the season between the top 4 teams off the league ladder.
Top 4 teams qualify for the finals. If you can't make finals, the next highest team on the ladder gets promoted
Special balls are not used in finals
Suspensions and injuries are all carried over into finals however apply a rest week in between finals games.
Players continue to earn SPP into finals however, the awards tables are finalised at the end of round 21 of the league. Finals do not count towards the awards.
Games are encouraged to be played outside of the league, but these do not count towards player awards.
Only two friendly games can be registered as official friendlies. In these games the official rules for friendlies are followed. No MVP or winnings are awarded. SPP is awarded but any actions area not counted towards the player awards table.
Any injuries etc. are carried over into the regular season. MNG results do not carry over into friendlies, only League games.
Only 1 friendly per league round and they can only be played after the first league match.
Star player actions are tracked on the awards chart
If a star player receives a ‘dead’ result they may not be hired again. Every other injury result still stands. MNG’s mean that they may not be hired in the next game. Injured Star players need to be announced immediately in the group chat
If a star player is on top of an awards table at the end of the season, no player wins the prize.
If two players wish to use the same player concurrently, they must bid with the hire cost as the starting bid value.
Team sheets are not player managed.
Playing each game with the correctly calculated team value and keeping correct records of SPP accumulation and spending creates an enjoyable league based on trust. The match reports are the master document for all conflicts about value changes be it for teams or individual players. The league commissioner uses these to keep accurate records for the league table and SPP awards.
Any incorrect match report incurs a standard 50k GP fine in addition to further consequences depending on the offence.
Sponsorships and other ongoing events must be recorded on the match report sheets. If these are not the sponsorship or event is cancelled.
n the days of the NAF the transfer market was a thriving industry that secured an equal amount of attention as the various leagues themselves. Today the professional marketing side of the business is gone but lucrative nature of the industry remains. Back alley dealings and dodgy scams are all too familiar for those with a stake in any Blood Bowl club. A player whom may well be a marketed as a prodigy in the making may attract attention from punters across the Old World; deals may be struck for his future only for the big spending club to find he is not quite made out to be the star he was born to be. Coaches and players, welcome to the Transfer Market!
The transfer market adds a new dimension to the role of a Blood Bowl coach. Simple inhouse spending and training is gone; replaced by the much grander need for fiscal management on an inter-club basis. Widespread negotiations with other coaches about the future of players is an essential part of any coaches’ dealings. Coaches may buy and sell players to other clubs similar to the way they hire fresh players for their own roster. There are several different options for coaches to engage with on the transfer market and these are detailed below.
Player contracts: this is divided into a wide range of options from the outright sale of a player to the loaning of a player for a number of games. The shady business of every deal is as unique as it is profitable. A coach may choose to negotiate about the future of one of their rostered players with another club. He may propose a fixed sale for the player to the other club for a negotiated set fee at or below market value (the current value of the player), or a long-term payment plan with add-ons for the lack of immediate financial gain to the selling club. How this works is as follows. Coaches are free to deal with players as they wish as long as the following conditions are met.
All transfers must be signed off by the league commissioner.
No trade may leave a club with a treasury that is in debt to the league organisation.
Any transfer must be signed off prior to the traded player participating in a match fixture.
Once a transfer is signed and concluded, both coaches must apply to the contract agreement. If a contract agreement is broken i.e. a repayment is not made, they must immediately pay the other club the total market value of the player in question (follow the rules for selling players in the fines section)
Trading of players must be between clubs who share the same region special rule; i.e. Old World Classic
Traded players keep all SPP and skills on their profile. In the case of loaned players, they continue to accumulate SPP however this may only be spent according to the specifications on the loan contract agreement. E.g. Club who has the player on loan is unable to spend SPP of the player.
Players or those on lone have 4+ loner (So do start players). This can be improved by 1 for every 5 games they play (with the same team) or by paying 100k and Missing there next game.
The number of players in circulation in the total number available on team draft roasters.
Teams may hire new players to their roosters after their first match in the league has been played.
Star Player Contracts: whilst star players enjoy the casual nature of their work, some clubs can offer immense financial gain for a more permanent option. At any time a player may hire a star player at market value +50k hiring fee (tax and insurance premiums). Unlike a regular player contract, star players require a much higher financial reimbursement. This comes in the form of royalties. Royalties are paid after each game to ensure the Star Player stays on with the team, even after a game where a Star player has missed the game for any reason (and is still on the roster). The coach my opt to not pay the Star player if they have missed the game, but will roll a D6 on a 1 - 3 the Star player wanted his royalties even though they didn't play. The Star Player packs his bags and leaves the club, remove the Star player from the team's roster. On a 4+ the Star player has forgotten to collect their royalties. Royalties paid are equal to 25% of the Star Player’s market value +10k transaction fee. If this cannot be paid, the Star Player packs up and will wait for another club to hire his/her services; he is removed from the team’s roster. Remember Star Players do not gain SPP. Unlike other player’s Star Players have no loyalty for one club; they work for the money. In this way, when a rival club approaches a Star Player already on the roster of another team, they are not averse to leaving; all for the right price. For a rival club to buy a Star Player from another team, they must pay his/her market value +25% in full, in addition to the standard 50k hiring fee (neither of these payments go to the owning club). They must also however offer some form of compensation to the club who currently owns the services of the Star Player. This comes in the form of a separate transaction fee equal to 50% of the Star Player’s market value, paid directly to the selling club. This fee may be negotiated on a separate deal; be it a repayment over a number of match weeks with an added interest or the trading of a player with equal value. The options are up to the coaches but must be signed off by the league commissioner. In this way players will find that once a star player has signed for a rival team it is quite hard to get the Star Player to break that contract. However, whilst the high buy in acts somewhat as a buffer, there is no security in purchasing star player contracts for if another club can afford the costs, there is no stopping the star player leaving; they must be bought back exactly as described above. Star Players cannot be loaned.
Loaning from the bank: Clubs often require the financial aid of a more fiscally minded organisation. Luckily for clubs, the Blood Bowl Bank is a major sponsor of the various leagues across the Old World and will gladly offer a loan to any club. Loan deals are always signed off by the league commission and follow the same rules for fines when a repayment is unable to be made. A club may take out a loan equal to the following equation: fan factor x100k + no. of sponsors x100k, the loan must be a minimum of 100k. The repayment amount is always equal to a minimum of 10% of the loan amount after each game plus a 10k transaction fee. In addition, interest must always be paid. No bank is willing to fund an enterprise for no financial gain. As such each loan taken out will owe 30% interest. After the loan is taken out this is added to the total amount of the loan. E.g. 200k loan will have 60k interest to be paid back. Thus making the total repayment amount after each game 26k.
Loans must be paid back in full prior to finals. Any loans unable to be paid back will incur a deduction of league points: 1 point for each 50K rounded up.