BLOOD BOWL Blood Bowl 7' - Gamingcorner

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BLOOD BOWLBlood bowl 7'sBy Tom Merrigan,with invaluable assitance from Andy Hall and Jervis JohnsonHouse Rules for an alternative version of the gameBB7’s has been hard to categorise, it cannot really be tagged as Experimental as it will notdirectly affect the main game. However, we have put a few rules in there that might find theirway into a future rules review as a tidying up exercise. The BB7’s concept is also a sound one,so although it is a variant house rules article (like Dungeonbowl), we might do somethingwith it at a future date.Welcome to Blood Bowl Sevens, the game ofFantasy Football in your lunchtime. Inspiredby the popular 40K in 40 minutes, Blood BowlSevens was created so staff at GamesWorkshop head office could enjoy a game ofBlood Bowl in their hour lunch break. Formany staff, family and other socialcommitments means that the only time theyget to play games is during their lunch break.Traditionally, this has meant playing one halfof Blood Bowl in one lunch break and theother in another. However, what usuallyhappens is you run out of time and end uprushing the last couple of turns or you getbusy the following day and the second halfcould take up to a week to be played. Not verysuitable for league commissioners trying torun an office league!So, the idea was to create a version of BloodBowl that could be played within an hour andthat would allow league commissioners toquite simply put together a Blood Bowl league.The easiest way I could envisage making thispossible was to do two things – to reduce thenumber of players taking part in a match andto also reduce the size of the pitch. Here I wasinspired again, by ‘Hong Kong’ Sevens – aseven aside rugby tournament.With fewer players and a smaller pitch earlyplay testing proved successful. However, thegame still didn’t feel quiet right. It neededsomething to tie everything together. What I hiton next was to make all the difference. Idecided to make Blood Bowl Sevens anamateur form of Blood Bowl. This would giveme greater ability to make the changes Ineeded to make the game flow appropriatelyand, all importantly, be able to be played in asingle lunchtime. So without further ado Ipresent Blood Bowl Sevens.Not UsedEnd ZoneNot UsedNew Line of ScrimmageEnd ZoneNew Line of Scrimmage

BLOOD BOWL Dwarf and Elf teams line up for the kick off.MAKING THE BOARDThe Blood Bowl Sevens board that was usedthroughout playtesting is very easy to make.Once I had decided on how big the boardactually needed to be (by no means an easytask and one that took more than a couple ofattempts) I marked out the area that would beused on a standard Blood Bowl board. Thediagram opposite shows the exactdimensions of the board.I then set about covering the playing area andany other areas on the board (Ie the scoretrackers) that would be used with newspaper.I also used duct tape to keep the newspaperfrom moving and to provide an airtight seal.With the useful areas covered, whatremained were all the parts of the originalboard that would not be used.The next step was to spray the remainder ofthe Blood Bowl board with Citadel ChaosBlack spray paint. I used two coats of spray,and when the second of these was dry I alsoadded a coating of Citadel Matt varnish sprayto add extra durability. When the varnish wasdry I carefully removed the newspaper andduck tape to reveal my brand new Blood BowlSevens gamin board.The final step was to paint two new lines ofscrimmage (see the diagram below) and thetwo end zones onto the pitch. This was doneby carefully painting a white dotted line in thefour appropriate places. Once this wascompleted the board was finished. However,as an additional touch to finish the board off Ihave also added two Blood Bowl Sevenslogos, one to each end of the board.GAME RULESThese are the core rules you will need inaddition to those in the Blood Bowl rulebookin order to play Blood Bowl Sevens. Exceptwhere noted below, players should use therules in the Blood Bowl Handbook and latestaddition of the Blood Bowl Annual.SETTING UP THE GAMEEach coach may set up 7 players betweentheir End Zone and their line of scrimmage. InBlood Bowl Sevens the teams set up apartfrom each other in a similar fashion to Rugby(there I go again, stealing ideas). This meansthat there are two lines of scrimmage (one foreach team), rather than just one in the middleof the pitch. The following other restrictionsalso apply:1. The kicking team always sets up first.2. At least three players must be set-up onthe line of scrimmage.THE KICK OFFAfter both players have set up, the coach ofthe kicking team places the football anywhereon the field in front of the kicking team’s Lineof Scrimmage. The kick then proceeds asusual but a ‘touchback’ only occurs if the ballgoes off the field (as normal) or crosses backover the kicking team’s Line of Scrimmage(not over the halfway line). Note: this mayresult in the ball finishing in front of thereceiving team.

BLOOD BOWLTHE KICK OFF TABLEThe following changes should be made to theKick Off table.1. A roll of a 2 (Riot) will result in the gamebeing stopped for D3 turns, rather than D6.2. A roll of 12 (Pitch Invasion) will result in D3rather than D6 players being injured.THE INJURY TABLEBlood Bowl Sevens uses the following Injurytable, rather than the one in the Blood BowlHandbook. This is a simpler version of thetable that is both quick and easy to use.2D6Result2-7STUNNED – Leave the player on thefield but turn him face down. All he maydo for his next action is turn face up.Once face up, he may stand up on anysubsequent turn using the normalrules.8-9KO’D – Take the player off the field andplace this in the dugout in the KO’dPlayers box. At the next Kick-Off,before you set up any players, roll foreach of your players that have beenKO’d. On a roll of 1-3 they must remainin the KO’d box and may not be used,although you may roll again for them atthe next kick-off. On a roll of 4-6, youmay return the player to the Reservesbox and can use them as normal fromthen on.10BADLY HURT – Take the player off thefield and place him in the Dead &Injured Players box. The player mustmiss the rest of the game.11SERIOUS INJURY – Take the playeroff the field and place him in theDugout in the Dead & Injured Playersbox. The Player must miss the rest ofthe game. If you are playing a Leaguematch, then the player must miss thenext game as well.12DEAD! – Take the player off the fieldand place him in the Dead & Injuredbox. The player won’t be playing BloodBowl anymore unless he joins anUndead team!SKILLSIn order to keep the game balanced using thenew Injury table, the following skills should beamended as follows:Dirty Player: The player with this skill mayadd 2 to the Armour roll when fouling.Mighty Blow: A player with this skill may add 1 to any Armour roll caused by a block orfoul.Piling On: A player with Piling On may re-rolla failed Armour roll against a victim caused bya block. If he does use the re-roll then he mustbe placed prone in his own square (althoughyou do not have to make an armour roll forhim). If the victim has been pushed back thenthe player must follow up to use this skill.Pilling on does not cause a turnover unlessthe player was also carrying the ball.Razor Sharp Claws or Fangs: A player withthis skill may add 2 to any Armour rolls thathe makes.Stunty: The 1 to the Injury roll is no longerused. Instead there is a 1 to the Armour rollwhenever a Stunty player is blocked. All otherStunty rules remain the same.FOULINGOne player per team turn is allowed to makea Foul action. This allows the player to movea number of squares equal to his MA and thenmake a foul against an opposing player who isboth prone and in an adjacent square. Thecoach nominates the victim and then makesan Armour roll for him.Other players that are adjacent to the victimmay assist the player making the foul; eachextra player joining in adds 1 to the Armourroll. Defending players may also give assiststo a player that is being fouled. Eachdefensive assist modifies the Armour roll by-1 per assist. No player may assist a foul ifthey are in the tackle zone of an opposing Did you know.That the current Blood Bowl 7’schampions of the World Amateurchampionship is a team that hails from asmall island called Fridgi somewhere inthe southern seas.The Fridgians are a plucky bunch whoexcell at the seven-man game. Their leadscorer, Qommie Bazzzard is a nationalhero after not only scoring a hat trick butalso beating up rival team captain, theSkink, Howzes Zat.Qommie is now trying to start up a fulleleven-man team!

BLOOD BOWL “Think Andy, think. don’t let them see that you’re crap.”player and no player may assist a foul if he isnot standing. If the score beats the victim’sArmour value then he is injured and a roll ismade on the Injury table to see what hashappened to him.If the coach rolls a double for the Armour rollthen, no matter what happens to the victim,the referee spots the foul and sends off theplayer who committed it for the rest of thematch. Assisting players are let off with asevere caution! If the ref spots a foul then theteam suffers a turnover and their turn endsimmediately. A coach may not replace aplayer who has been sent off until after atouchdown has been scored or a half hasended.THROWING THE BALLAs an unprofessional league, Blood BowlSevens players are not as athletic as theirprofessional counter parts. To represent this,all Blood Bowl Sevens players must increasethe range by one category when they make apass. This means a Quick Pass counts as aShort Pass, a Short Pass as a Long Pass, anda Long Pass as a Long Bomb. Players maynot attempt a Long Bomb at all as thedistance is just too great. If the player has theStunty skill then they must increase the rangeby two categories instead of just one.PICKING A BLOOD BOWLSEVENS TEAMA Coach has 600gp with which to pick theirBlood Bowl Sevens team. He may choose histeam from any of those in the Blood BowlHandbook or the latest edition of the BloodBowl Annual. Use the standard rules forchoosing your Blood Bowl Sevens team, butwith the following changes:1. All team costs are divided by 1,000. So if aplayer usually costs 80,000gp in Blood Bowl,they will cost a total of 80gp to sign to yourBlood Bowl Sevens team. Similarly, anApothecary will cost 50gp (50,000pg / 1000).This is done primarily to reflect theunprofessional nature (low sponsorship andlow pay) of the Blood Bowl Sevens leagues.2. You must have between three, but no morethan 10 players on your team roster.3. Each point of Fan Factor bought costs20gp each (instead of 10gp).4. Team re-rolls may not be purchased.5. Assistant Coaches and Cheerleaders cost50gp each (instead of 10gp).6. Star Players may not be purchased, noteven as freebooters. Blood Bowl Sevens isan unprofessional league and a Star Playerwouldn’t be seen dead in such a place, letalone playing for a Blood Bowl Sevensteam.CAMPAIGN RULESUse the following campaign rules instead ofthose printed in the Blood Bowl Handbook.THE GATEThe Gate for a match of Blood Bowl Sevens isworked out in the following way. Each coachrolls a D6 per point of Fan Factor (FF) theirteam has. The score for each team is thenadded together and multiplied by 5 to give thetotal number of people who turn up for amatch.

BLOOD BOWLIt’s all gone pear-shaped.For example, the Worlds Edge Slayers have aFF of 1 and the Hellpit Hell Spawns a FF of 2.That means that between them the twocoaches roll a total of 3D6. In this case thetotal score comes to 11, which is thenmultiplied by 5 to give a total score of 55. Thismeans that a total of 55 fans have turned upto see the game between the Worlds EdgeSlayers and the Hellpit Hell Spawns.MATCH WINNINGSAfter a match, each coach must calculate theirteam’s match winnings. The coach that wonthe match receives (D6 1) x 10gp. Thecoach that lost the match receives D6 x 10gp.STAR PLAYER POINTSPlayers do not gain Star Player points inBlood Bowl Sevens. Instead, after everygame, choose one player on your teamrooster that took part in the match and roll aD6 and consult the Star Player Roll table asnormal. This roll is made automatically and isthe only manner in which a player can gainnew skills.You must pick a player on your roster aftereach match you play and make a roll for themon the Star Player Roll table. You are notallowed to decline choosing a player andmaking the roll. You may pick a player thathas already received a Star Player Roll (SPR)but the more skills a player receives, thegreater the chance of them being noticed by aprofessional team and drafted into theprofessional Blood Bowl league (see TheDraft below).THE DRAFTAs players become more experienced there isa chance they will be noticed by aprofessional major league team. When thishappens there is little a coach can do as theirbest player is poached on the promise of ahuge salary, all the beer they can drink and abevy of beautiful women. It is little wonder thatnot many players refuse such an offer.Every time you make a roll on the Star Playertable you must make an additional roll to seeif a professional Blood Bowl team has draftedthe player in question. Roll 1D6 and consultthe table below.SP ng StarStar PlayerSuper StarMega StarDraftNone2 3 4 5 6 AutomaticIf the score equals or beats the score shownon the Draft column then the player has notyet drawn the attention of a professional teamand will continue playing for his Blood BowlSevens team. If the roll is less than the scorerequired then the player is drafted into theprofessional Blood Bowl league and neverseen by his Blood Bowl Sevens team again.You should remove the player from yourRoster and adjust your Team Ratingaccordingly.TEAM RATINGA Blood Bowl Sevens Team Rating iscalculated in the following manner. Add up the

BLOOD BOWL entire cost of the team in gold pieces,including any money that is in the teamtreasury. This number is then divided by 10 togive the team’s base Team Rating score,which for starting teams will always be 60.have very expensive fees and so can rarelybe afforded for more than a single match.After a match, the Wizard will leave the teamto find new services unless you are willing tofork out an additional 90gp.In addition, an extra 10 points is added to theTeam Rating for every SPR a player on theteam roster has received. So if you had ateam where three players had received 1 SPReach and one player had received 2 SPR,then you would add an additional 50 (5 SPR x10) to your Team Rating. If a player is draftedout of your team you will need to make sureyou amend your team rating appropriately,subtracting the cost of the player and anySPR they may have had from your TeamRating.TEAM REROLLSA coach may not purchase any team re-rollswhen creating their team, nor may theypurchase any once the league has started.Being an unprofessional league, goodcoaching staff are hard to find and playersvery rarely turn up for training anyway. Thismeans that the chances of a Blood BowlSevens team being able to effectively trainand execute any form of set play isexceptionally rare. Re-rolls gained as a resultof the Kick-Off table may be used as normal.APOTHECARIESA coach may still buy an Apothecary for theirteam, but due to the fact Blood Bowl Sevensis an unprofessional league, an apothecaryusually amounts to little more than a fan onthe side of the pitch with a big bucket of waterand the ‘lucky’ team sponge. Because of thisan apothecary will only work on the D6 roll ofa 4 , rather than the standard roll of 2 whentrying to negate the effects of an injury orniggling injury.DESPERATE MEASURESWIZARDSThe standard Blood Bowl rules for addingwizards to your team are not used. Instead, acoach may hire a Wizard for a single match ata cost of 90gp. Although Wizards like theunprofessional leagues as it gives them theopportunity to try out a new spell or two, orpractice turning someone into a toad, theyIf the opposing team has a team rating that ismore than 50 points higher than your own,you may use a Desperate Measure to try toeven the odds in the match.It’s important that you are able to keep theDesperate Measure selected secret until youuse it, and because of this you will need touse one of the random number counterssupplied with the game to pick it. Take thecounters numbered from 1-12, and randomlyselect one. Keep the counter you havechosen secret from your opponent until youuse it. Note that this will mean that your set ofrandom number counters will no longer becomplete, so you will need to either use youropponent’s counters or use a different methodof selecting random players during the matchuntil the counter has been used.

BLOOD BOWLDesperate Measures (2D6)CounterResult1Action:Banana SkinOne of your players has been snackingon an energy-boosting banana.Declare:When an opposing player enters a tacklezone next to one of your players.Effect:The opposing player falls over and mustmake an Injury roll.2Action:Razzle-DazzleOne of your players has been practicinghard for the up-coming match because hehas heard a scout from a big professionalteam will be watching.8Action:Illegal DrugsOne of your players has been takingsome performance enhancing drugs priorto the match.DeclareAt the start of the game.Effect:Choose one player on your team. Thatplayer has either their strength or theiragility increased by 1 for the duration ofthe match. After a touchdown is scored orat the end of a half, roll a D6 for theplayer. On a 1 the player suffers anallergic reaction to the drugs. The playermust miss the rest of the match9Action:Grudge MatchBoth teams have an ugly history ofplaying against each other Declare:After a player has completed an action.Effect:The player may take a second action.Declare:At the start of the game.3Action:Hangover!One player on the opposing team hasbeen out celebrating the night before thematch and turns up late.Effect:Your team may take any number of foulactions per team turn, rather than justone.Declare:Before the match.Effect:One player on the other teams misses thefirst drive of the match.10Action:Knuckle-DustersOne of your players has smuggled someknuckle-dusters onto the pitch.4Action:SpyYou have hired a spy to steal youropponent’s playbook in order to give youthe edge in the match.Declare:When you suffer a turnover.Effect:5Action:Declare:Declare:When one of your players makes a block.Effect:The victim of the block is automaticallyknocked down and fails their Armour roll– no dice are rolled for the block orArmour roll.Counts as using a team re-roll.11Action:Biased RefereeThe referee has been bribed to turn ablind eye.Before an opponent rolls the dice to makea block or a foul.Set PieceIn preparation for the big match yourteam has been practicing some set pieceplays.DeclareWhen you pass the ball.Effect:The pass is automatically accurate and isautomatically caught, no dice roll isrequired for either. Opposing players maystill try to intercept the ball, and the playerthe ball is thrown to must be in range ofthe thrower.12Action:Magic ScrollA suspicious looking man from a bettingsyndicate gives you a spell scroll prior tothe match.Declare:At any point during the match.Effect:Counts as having a Wizard on your team,allowing you to cast one spell.Effect:Opponent is called for illegal procedureand immediately suffers a turnover unlessthey can successfully argue the call.6Action:Is It A Touchdown?The referee’s view is momentarilyobscured.Declare:When an opposing player scores atouchdown.Effect:The opposing team suffers a turnoverand will only score a touchdown if theplayer with the ball is still standing in theEnd Zone at the end of their next turn.7Action:AssassinYou have hired an assassin before thematch to take one opposing player out ofthe match.Declare:At the start of one of your turns.Effect:The assassin hits an opposing player witha poison dart. Pick one player on theopposing team and place them in theKnocked-Out box in their dugout.

addition to those in the Blood Bowl rulebook in order to play Blood Bowl Sevens. Except where noted below, players should use the rules in the Blood Bowl Handbook and latest addition of the Blood Bowl Annual. SETTING UP THE GAME Each coach may set up 7 players between their End Zone and th

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