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Made in gb
Prospector with Steamdrill






I like bloodbowl but there are certain aspects of it that just don't feel right. I was thinking how these could be improved and inadvertantly came up with an entirley new basic set of rules.
I have not play tested these yet at all. These are the proposed core rules and there would be a lot of extra stuff added for speficic races etc.

Board
The board is made up of a grid of hexagons, somewhere in the region of 30 wide by 60 long. There wouldn't need to be be an exact set of official dimensions, more likely a minimum and maximum. Each hexagon should be roughly half an inch in diameter. At each each is a try line, five sqaures behind this is the edge of the pitch. Five squares should be left all the way around, outside the pitch. On each try line is a set of posts. This are placed in the centre of the try line and consist of an 'h' shape, the two verticle posts having 7 complete sqaures between them.

coin toss
A coin is tossed, dice a rolled, what ever, the winner decides whether to kick or receive.

Set Up
The receiving player places one model on the board, then the kicking player and so on until both teams have 7 models on the board. The kicking player must nominate 1 model to have the ball, he must state this when he places that model on the board. All model must be placed in thier own half and at least 10 squares away from the half way line.

Kick Off
The kicking player decides which square he wants to kick the ball to. He measures the distance the ball must travel and then rolls 1 die for each whole or part inch the ball must travel upto 10" and two dice for each whole or part inch after this.

For example, if the distance is 8.5" then he rolls 9 dice. If it is 12" then he rolls 14 dice.

For each six he rolls he adds 1 to his margin of error.

For example, if rolling 14 dice he got four threes then his margin of error is 4.

He then determins a random direction by rolling a dice and the ball lands a number of hexegons in this direction equal to his margin of error.

Catching the Ball
After the balls landing location has been decided the recieving player may try to catch it. He may move any model onto the square in wich the ball lands. He counts the number of squares he moves to do this and rolls this many dice to decide his margin of error as above. If his margin of error is greater than 1 (ie 2 or more) he does not sucseed and the ball is placed one square away from him in a random direction.

Determin Initiative
The game is not played in a normal turn based way. Instead one player makes and action, then the other player makes a reaction. The player that gets to make the action is dtermined by who has the initiative. The initiative is detrmined in the following manner.

After kick off if the receiving team caught it they they have initiative, if not then the kicking team has initiative.
If a model picks up a loose ball then their team gains initiative.
If a model is prevented from moving the full distance because of a tackle then the tackling team gains initiative.
If a model intercepts a pass then his teams gains initiative.

Choose Turn Type
The player who has the initiative at the begining of the turn chooses what type of turn he plays he has three options:
Quick Snap - A very quick turn where only one action and one reaction are taken and options are very limited. This will take 1 minute to perform in game terms.
Fast Play - Only one action and reaction are taken but the options for both players are more open. This takes d3 minutes to perform in game terms
Normal Play - As many Actions and Reactions may be taken as the players wish. This takes d3+3 minutes to perform in game terms.
Slow Play - As many actions and Reactions may be taken as the players wish and both sides will receive bonuses to perform tasks as the models are taking more time and consideration over thier actions. This takes d6+4 minutes in game terms. Every Margin of error roll during a slow play turn uses 2 less dice, to a minimum of 1.

Roll for Time Elapsed
After the player with the initiative chooses which type of turn to take he/she rolls for the minutes that elapse. Although theoretically this should be done at the end it is easier to do it first than find out you didn't have time after all your rolls have been made. Add the result of the relivant die roll to the clock, if this takes the clock to over 40 then the first half is over. Re start as above but with kicking and recieving roles reversed. The second half always starts with 40 minutes on the clock. If the clock is took to 80 minutes or more then the game is over.

Move Players With Out The Ball
If the turn is Normal of Slow Play, then players who do not have the ball may be moved. The player with the iniative can move any player who does not have the ball any number of squares if the turn is slow play or upto 20 squares if the turn is normal play. A player may not be moved in this way so that he is 5 squares or closer to the ball. Once he/she has moved one model then the other player has three options. He can move a model of his own upto the distance moved by the first model, he can attempt to pick up the ball, if it is loose, or he can tackle the player with the ball. If he chooses to pick to up a loose ball follow the rules below. Is he tried to tackle the player with the ball then move him a number of squares until he is in the same square as the model he is tackling. Then roll a number of dice equal to the number of squares moved upto six, and two dice for each square there after.

For example if he moved 5 squares he would roll five dice, if he moved seven squares he would roll eight dice, if he moved ten squares he would roll forteen dice.

The number of sixes rolled is his margin of error. If his margin of error is greater than 1 (ie 2 or more) then he fails the tackle and is placed in a random square next to the model he was trying to tackle. If he sucseeds then roll on the tackling table below.

If the player without iniative chose to tackle or pick up ball then this phase is over and the player who now has the iniative must move the player with the ball, or tackle him (if the opposing team has the ball). If not then the player with the initiative can move another model, and so on.

Picking up the ball
I the ball is loose then it can be picked up by either player. This action may be taken by the player with the initiative as part of any turn type, though if it is Fast Play or Quick Snap then he may do nothing after this, or by the player with out the initiative instead of moving a player with out the ball. The first player counts how many sqaures he would need to move to get to the same square as the ball. The second player then does the same. Each player then rolls 1 die for each square moved upto six and two dice there after, as above. Which ever player has the lowest margin of error gets to the ball and picks it up. The other model is placed a number of squares equal to the difference in margins of error back from the ball. If it is a draw then both players roll again, but this time they roll half the number of dice they did previosuly (rounding up).

Tackling the Player with the Ball
If the team with out the ball has the iniative they may choose to tackle the player with the ball as an action. There is no reaction to this action. This action is performed as described above. A model may not tackle if he has already moved this turn.

Moving the Player with the Ball
This is an action and may only be performed by a player with initiative. The model with the ball is moved a number of squares. If the turn is a quick snap they may only move six, otherwise they may move as many as they wish. Plan the route of thier movement on the board with counters, placing black counters on the first six squares and red counters there after. The opposing player may then nominate one model who has not moved this turn to tackle the model with the ball. Move him onto the planned route of the model with the ball.
The player with the ball then decides if he wants to dodge the tackle or pass the ball. If he chooses to dodge then determin the tackle as follows. If he chooses to pass the ball then determin the tackle as follows except whether or not the tackle was succsessful the ball is passed, see below for how to do this.
Determin the margin of error for the tackling player as above. Move then model with the ball along his route until he gets to the tackling player. Determin his margin of error as above. If the player with the ball has the smaller margin of error then the tackle is failed. Move the player who tried to tackle him one square away in a random diection. If the tackling player has the smaller margin of error then the tackle was sucsessful roll a die and refer to the following table
1- The player with the ball is pushed into a random adjoining square.
2- The player with the ball is knocked down into a random adjoining square. The ball stays with the original player but is now free to be picked up.
3- As above but the model is knocked back d3+1 sqaures.
4- The model with the ball is knocked back d3+1 squares and the ball scatters d3 squares in a random direction.
5- As above but the tackling player may chase the ball. To do this move him onto the sqaure where the ball ends up and determin margin of error based on how far he chases it. They must get a margin of error of 0.
6- The model with the ball is knocked back d3+1 sqaures and the tackling player takes the ball off him.

Dirty Tackle.
A tackling player may make a dirty tackle. To do this they devide the dice they would roll for thier tackling margin of error into two piles, one for the tackle and one for the foul. The tackle is then resolved as above but a margin of error is also rolled for the foul and the following table is referred to.
Margin of error=:
0- Jobs a good un, the foul goes un noticed.
1- Penalty awarded, play is stopped and a penalty is awarded as below.
2- Penalty and Yellow Card awarded. Play is stopped and a penalty is awarded as below. In addition the fouling model is sent off. He may return to the game after 10 minutes. A player returns to the game during the turn in which his 10 minutes elapsed. He starts the turn on the half way line on right hand edge of the board from his own players perspective. If this would place him with in 10 squares of the ball then move him up or down the field the shortest distance needed for him to be more than 10 squares away from the ball.
3- Penalty and Red Card awarded. The play is stopped and a penalty is awarded as below. In addidion the modle si sent off and may not return.

Penalties
If a penalty is awarded the turn automatically finishes and a new one is started. The player who was awarded the penalty has the initiative. If this new turn would take the game into half time or the end then it is still played but i a long play was taken it becomes a normal play.
All players are reset up in the following manner. The square on which the foul happened become the penalty line. If this would be with in five sqaures of the oppositions try line then it is moved back so it is five sqaures away from the line. The player who committed the foul places upto three players three sqaures back from the penalty line. Then the other player places upto three players on the penalty line. Then the original player places the rest of his players at least five sqaures back from the penalty line. Then the other player places the rest of his models at least three squares back from the penalty line. The ball si given to one of the players on the penalty line and play commences.

Catching loose balls.
If the ball lands on the same square as a player they may try and catch it. They roll for margin of error based on how far the ball moved and must get 0.

Passing the ball
To pass the ball nominate a sqaure into which you are throwing the ball. Measure the distance and roll for margin of error rolling two dice for each whole or part inch up to 6 squares and four thereafter. If you get 0 then the pass is sucsessful. If you get 1 or 2 and the tackle was unsuccsessful then the pass still reaches its target square. If you get more than 2 or the tackle was succsessful then the pass was not made. Instead roll a die and concult the following table
1-2 The ball goes d3 squares towards its target.
3-4 The ball scatters d3 squares in a random direction. It may not be chased.
5-6 The tackler hangs onto the ball.

If the pass was succsessful then you may move a model, who has not moved this turn in to catch it, roll of margin of error on the distance the move and if you get 1 or less they catch it, otherwise it scatters d3 sqaures from them in a random direction.

Throwing the ball
A model with the ball may throw the ball either instead of moving or after they have moved n.b throwign the ball counts as a sepereate action and so may not be done in conjunction with moving on a quick snap or fast play move. To throw the ball nominate a square to throw to. Measure the distance and roll for margin of error based on one dice for each whole or part inch upto 6 inches and 2 dice there after. If you get a margin of error of 0 then the ball lands on its target, if you get a margin of error of 1 or 2 then the ball scatters 1 or 2 sqaures in a random direction but you may still move someone to catch it as above. If you roll a margin of error of 3 or above the ball scatters that many squares in a random direction and you may not move anyone to catch it.

Whether or not the pass was sucsesful, as a reaction the opposition player can move 1 player to intercept the ball. This works exactly the same as catching it except the model can move into any sqaure in the balls path to catch it and they ned a margin or error of 0 to catch it. Ineterception rolls should be made before any other throwing rolls, if they are succsesful no other rolls need be made.

Kicking the ball
Kicking the ball is less accurate than throwing it but may not be intercepted. To kick the ball follow the rules above for throwing except 2 dice per inch are rolled for margin or error no matter what the distance.

Out of Bounds
The ball may go out of bounds during play, either acidentally or deliberatly. If this happens the turn end imediatly and a new turn is begun. All the models are re set up in the following manner. One model from the team who did not touch the ball last before it went out of bounds is placed with the ball at the point on the sideline where the ball passed out of play. The line on which he is placed becomes the line out line. The otehr team then set up at least three players two sqaures back from the line out line. The first player then does the same. The other player then puts the rest of thier models anywhere on the pitch at least ten squares back from the line out line. Then the first player does the same.
The line out line can not be less than five squares away from either try line. The team with the balls has the initiative.
If the ball goes out of bounds behind the try line then it is set up 10 squares from the try line.

Scoring
There are two ways of scoring either a field goal for two points or a try for five. To score a field go a kick must be completed as above with the following differences. Instead of nominating the square where the kick will land, nominate a square on the posts where it will pass over. If the margin of error is 1 or less then a field goal is scored. If the margin of error is greater than 1 roll a die and consult the table below.
1 or 2 - the ball scatters a number of sqaures equal to your margin of error to the left, if this is still over the post then you score if not then it lands in the square 6d+3 squeares directly behind the point on the try line it passes.
3 or 4 - the ball scatters a number of sqaures equal to your margin of error to the right, if this is still over the post then you score if not then it lands in the square 6d+3 squeares directly behind the point on the try line it passes.
5 or 6 - If you were kicking from a distance of more than 10 inches the ball falls short and scatters d6 sqaures in a random direction from the sqaure at which you were aiming. If you were kicking from less than 10" then the ball misses and goes out of play behind the try line.

To score a try a model must enter the oppositions try area with the ball. The opposition always gets a last ditch tackle as soon as a player enters their try area. This is exactly the same as a normal tackle, as is made even if the model with the ball has already got passed one tackle.

The team with the most points at the end of the match wins.

So thats the basics, there are lots of holes in it yet. I will try and get them ironed out. And then onto specific rules for different races etc. I haven't given much thougt to the background yet but i am thinking of having it set in a basic classic mythology world and probbaly having the teams set up according to geography, so having a greek team with cyclops and fauns and what not and a scandanavian team with trolls. I don't want to make the teams to proscriptive though and I would like to leave in the option to mix and match.

So, ideas please.




   
Made in us
[DCM]
Dankhold Troggoth






Shadeglass Maze

Wow, these are some extensive ideas! I haven't played blood bowl so I can't really compare. You might get some more feedback by posting this up in the "Alternate Games" forum, where blood bowl and other games are discussed more.
   
 
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