
1.0 New Teams | |||
| 1.01 | Starting cash for new teams will be 1 million Gold Coins except for new
BigGuy teams. Bigguy teams start with 1.5 million. | ||
| 1.02 | Teams will consist of those found in the Bloodbowl and DeathZone
handbooks, the Bigguy teams listed below and new OLBBL approved teams.
A Complete list of allowed teams can be found on the Races Page. | ||
| 1.03 | A coach may add a second team so long as their current team's TR is
greater than 150. In the case of BigGuy teams, the TR must be greater
than 200. A coach may add a third team if one of his other teams has a TR above 300. | ||
| 1.04 | During a season, and coach may choose to retire a team if that team is unable
to field at least 8 players for the next match, or if that team has played
at least 5 matches. A coach may retire a maximum of 2 teams during a season. | ||
2.0 Star Players | |||
| 2.01 | Star players in the OLBBL are unique. No Star may be used by more than a
single team at a time. Should a Star die, they will be removed from the
league. A complete list of OLBBL Star players can be found on the
Stars page. | ||
| 2.02 | Before a Star player may be used, the coach desiring the star must submit
a request by Email for the player to the league Commish. The first
coach, based on date and time received, to get a message to the Commish
will be given the option to buy the Star.
(10/5/98) Stars are being removed from the league.
No new stars may be purchased. | ||
| 2.03 | No more than 2 star players will be allowed on any given team. The total
number of Star Players on a team in no way affects the maximum number of
BigGuys or position players allowed on that team.
(10/5/98) Stars now count against all applicable Ally/Big Guy/Position limits. | ||
| 2.04 | Should a coach desire a Star that is not currently listed on the Stars
page, they may submit the new player including stats and cost to the
league Commish for approval. Note that a Star submitted in this fashion
will not be available for the team until such a time as the player is
approved and acknowledgement is received through Email from the Commish.
(10/5/98) No new stars will be approved. | ||
3.0 Skills | ||||
| 3.01 | Diving Tackle | |||
| 3.011 | This skill may be used only during your opponent's team turn
and only ONCE per turn per player with the skill. Diving Tackle
may be used in conjunction with Dauntless. | |||
| 3.012 | Diving Tackle does NOT work in conjunction with the skill
Frenzy. | |||
| 3.013 | Diving Tackle may be used any time an opponent moves into
a square in the tackle zone of a player with the skill, so long as it is
also during the moving player's turn. It may be used against players making
normal movement, Berzerk players, and players following up a block (unless
the player with this skill was the target of the block being followed). | |||
| 3.02 | Frenzy | |||
| 3.021 | A player with Frenzy must follow up unless the results of the
die roll cause the opponent to be knocked over. Frenzy must be
used if the player has the skill. | |||
| 3.022 | When blocking a player with Stand Firm, a pushback result forces
another block attempt just as if the Stand Firm player had moved. | |||
| 3.023 | When a player with Horns and Frenzy is blitzing, in order to get
the +1 ST bonus from horns, the blizter must move a square for each hit. (He would
lose his horns bonus after the first hit against a Stand Firm player.) | |||
| 3.03 | Wild Animal | |||
| 3.031 | A player with this skill tends to get a bit, erm, carried away
during a match, and rather lets his natural enthusiasm overcome
him. Wild Animals must roll a D6 before taking an action first
of all during a turn. On a roll of '1' he goes berserk. Berserk
players immediately drop the ball if they have it, which causes
a turnover at the *end* of their action. The berserk player
will then attempt to block the _nearest_ player - friend or foe
- attacking them as if he were making a frenzied blitz move
(i.e. he keeps blocking on pushback results until the victim goes
down or he runs out of movement). Count the number of squares
to get to the player to identify which players are nearest. | |||
| 3.032 | The berserk player will always go for an opposing player if
there's a choice, but otherwise decide randomly who he goes
for. If the Wild Animal attacks a player from his own team, no
assists can be used for the attack. | |||
| 3.033 | The berserk move DOES count as the team's blitz action, so long
as the Wild Animal must move to hit a player with the exception
that it can be made even if another Wild Animal from the team
has already gone berserk and blitzed. | |||
| 3.034 | Berserk Wild Animals _do_ have to go for it in order to try and
knock their victim over. | |||
| 3.035 | If you move a player who is NOT a Wild Animal before rolling,
then your opponent can call you for illegal procedure exactly
as if you had forgotten to move the turn marker. | |||
| 3.036 | When a Wild Animal is Prone, they must be stood and the D6
rolled before any other player is moved. A stunned WA player may be
rolled over at any time with no penalty and no WA roll needs to be
made for them. | |||
| 3.037 | When a team has multiple Wild Animal players, the coach may
choose the order that the Wild Animal rolls are made. The
coach picks a Wild Animal player, rolls for the skill, moves
the player,then continues to the next Wild Animal player. No IP
may be called so long as all Wild Animal players are moved
previous to Non-WA players. | |||
| 3.038 | A Wild Animal is not required to move, however all Wild Animal
players must be rolled for before any normal player can be
moved. | |||
| 3.039 | A Wild Animal player must always take a 'Down' result on the
Blocking dice when one is available so long as it will not cause
the WA player himself to fall. He must also choose a 'Pushback' result
over a result that would end his frenzied block.
No offensive skills are optional when a player with this skill goes Berserk. | |||
| 3.04 | Regenerate | |||
| 3.041 | Regeneration is successful on a 3+ | |||
| 3.05 | Always Hungry | |||
| 3.051 | The player is always ravenously hungry - and what's more he'll
eat absolutely anything! Should a player with this skill ever
use the Throw Team-Mate skill, roll a D6 after he picks up the
player to be thrown, but before he throws them. On a roll of
1 he attempts to eat the unfortunate player! Roll the D6 again,
a second 1 means that he successfully scoffs the other player
down, with obviously fatal results for the latter. On a roll of
2-6 the other player squirms free and should be placed prone in
a randomly selected adjacent square (if the square is occupied
then the original occupant is pushed back and knocked over). | |||
| 3.06 | Bone Head | |||
| 3.061 | Roll a D6 before taking an action for a player with this skill.
On a roll of 1, they stand around trying to remember what it is
they're meant to be doing, which causes a Turnover. If a Bone Head
player is stunned, they may be rolled over without rolling the dice. | |||
| 3.07 | Really Stupid | |||
| 3.071 | This is treated in exactly the same way as the Bone-Head skill,
except that the player doesn't do anything except cause a
turnover on a roll of 1-3 instead of only a '1' _unless_ there
is a friendly player in an adjacent square who is not either a
Bone-Head or Really Stupid too (i.e. if there's a sneaky Goblin
next to the Troll, treat the Troll as a Bone-Headed rather than
really stupid.). If a Really Stupid player is stunned, they may
be rolled over without rolling the dice. | |||
| 3.08 | Off For a Bite | |||
| 3.081 | Roll a D6 for *each* player with this skill each time you want
to set them up on the pitch. On a roll of 4-6 they can be set
up normally, but on a roll of 1-3 they've popped into the crowd
to bite the lily-white neck of an attractive maiden (and who
can blame them!), and can't be used this drive. | |||
| 3.09 | Take Root | |||
| 3.091 | Roll a D6 for the player before the match starts. On a roll
of 1 the player is slumbering in a wood somewhere and misses
the match all together! On a roll of 4-6, the player is ready to play.
On a roll of 2-3 the player is napping and misses the first half -
roll a d6 again at halftime, and on a roll of
4-6 he makes it there in time for the second half. | |||
| 3.10 | Aspect | |||
| 3.101 | At the beginning of the game, the dryad player chooses one of
the following aspects: Oak: +1 strength and -1 movement for the game Birch: +2 movement and frenzy Willow: May choose which die is used when being blocked by an opponent with a higher strength. This does not apply on multiple dice blocks resulting from assists. | |||
| 3.11 | Side Step | |||
| 3.111 | A player with this skill may move into any adjacent square
when he is pushed back. However, he must choose an empty
square over an occupied square. If there are no empty
squares, he must choose out of bounds over an occupied
square. If all adjacent squares are occupied, he may choose
to move into any occupied square (pushing the current
occupant) that is adjacent except the square of the player
who pushed him. | |||
| 3.12 | Pro | |||
| 3.121 | A player with this skill may use it any time they perform an
action regardless of whether it is during their own or their
opponent's turns. | |||
| 3.13 | Piling On | |||
| 3.131 | When this skill is used in conjunction with Dauntless, the
TRUE Strength of the player will be used to determine bonuses. | |||
| 3.14 | Leap | |||
| 3.141 | A player using this skill must still roll under his Strength
to escape the Tackle Zone of a player with Tentacles. | |||
| 3.15 | Dump Off | |||
| 3.151 | A player with this skill may 'dump off' to Short range if
they also have the skill Strong Arm. | |||
| 3.16 | Foul Appearance | |||
| 3.161 | The die roll for passing and catching is cumulative
when multiple Foul Appearance players are within the required
3 squares. | |||
| 3.17 | Sure Feet | |||
| 3.171 | Sure feet may be used more than once a turn, but only once per extra
square entered. | |||
| 3.18 | Strong Arm | |||
| 3.181 | A player with this skill may 'dump off' to Short range if
they also have the skill Dump Off. | |||
| 3.182 | Strong Arm does NOT allow a player to throw long passes during
a Blizzard. | |||
| 3.19 | Cold-Blooded | |||
| 3.191 | A player with this skill may not play during Sweltering Heat.
If the weather should change to Sweltering Heat while this player is on the pitch,
he must immediately leave the pitch. | |||
| 3.20 | Horns | |||
| 3.201 | When a player with Horns and Frenzy is blitzing, in order to get
the +1 ST bonus from horns, the blizter must move a square for each hit. (He would
lose his horns bonus after the first hit against a Stand Firm player.) | |||
| 3.21 | Stand Firm | |||
| 3.211 | A dice roll result of PUSHBACK (or PUSHBACK/POW with Dodge) counts
as a Pushback result even though the player doesn't move. So, skills like Strip
Ball and Frenzy will work against a Stand Firm player, and if hit by a Diving
Tackler, a Pushback result ends the Stand Firm player's action. | |||
| 3.30 | Optional Skills | |||
| 3.301 | An optional skill is one in which the coach may opt NOT to use
the skill. Should the coach decide not to use the skill, he
must state so before taking the action that would cause the
skill to come into play. | |||
| 3.302 | Offensive skills such as Block and Mighty Blow are optional.
Frenzy is NOT optional. | |||
| 3.203 | Physical Mutations and defensive skills such as Dodge are NOT
optional. | |||
4.0 Injury Rules | |||||||||||||||||||||||
| 4.01 | Sigurd's Injury Rules will be used. When making an injury roll after a successful block,
check the following tables.
| ||||||||||||||||||||||
| 4.02 | Usage of a team's Apothecary must take place immediately
following the injury.
Should a situation occur where multiple players are knocked
down in the same ACTION, the coach may wait until all the AV and
INJ rolls are made before decided who gets the benefits of the
apothecary. An apothecary may be used to heal players who were not on the pitch when injured (Injured in Practice, Crowd injuries, etc.). Players who are healed when not on the pitch should be placed in the Reserves box. | ||||||||||||||||||||||
| 4.03 | Rerolling Injury rolls is only allowed when the coach
wishing to do so states it at the start of the game. Should the
opposing coach decide not to play at that point, they may step
out of the game with no penalty. No injury roll may be rerolled
unless agreed upon by both coaches at the start of the match.
The Casualty roll (Sigurd's Injury roll) is part of the injury roll.
It may never be rerolled separately. | ||||||||||||||||||||||
5.0 Kickoffs | |||
| 5.01 | Kickoffs will take place as follows:
1. Place the ball
2. Roll on kickoff table and apply results
3. Scatter the ball | ||
| 5.02 | Pitch Invasion and Throw A Rock target only players
who are on the pitch. | ||
6.0 Illegal Procedures | |||
| 6.01 | No IP's will be called for failing to move the turn marker.
| ||
| 6.02 | The 4 minute rule is optional.
With the 4 minute rule in place, a coach taking more than 4
minutes to finish his or her turn may be called for Illegal
Procedure. | ||
| 6.03 | Failing to make a negative skill roll in the manner proscribed
under the skill description will result in an Illegal
Procedure. | ||
7.0 Overtime | |||
| 7.01 | During the normal season, no overtime will be used.
| ||
| 7.02 | During the Playoff season, overtime will be used in the following
manner: 1. Any Team or Leader rerolls left at the end of the second half may be used during overtime play. 2. Possession of the ball at the beginning of the overtime round will be determined by coin-toss,the coach winning the toss will receive. 3. Play will continue until a team scores. The first team to score, wins the match. | ||
8.0 Challenges | |||
| 8.01 | A team may only challenge and play another team one time. If the
challenged player wishes, they may return the challenge and play the
team again. | ||
| 8.02 | A team may not challenge when the opponent is 20 or more points of TR
under the team you wish to challenge with, unless the team is TR200 or
higher. | ||
| 8.03 | Two teams may not play each other twice in a row. They must play at least
one other game each before they can play the rematch. | ||
| 8.03 | Two teams may not play each other more than twice during the regular
season. | ||
9.0 Assists | |||
| 9.01 | All assits will be assumed, both for blocking and defense. | ||
10.0 Disputes and Rulings | |||
| 10.01 | Any rules dispute that is not explicitly covered by the
Blood Bowl or Death Zone books, or this document, that last over 5 minutes
should be settled by a league commissioner if one is available online.
If no commissioner is available, then flip a coin to decide the issue
and email the league commissioners for an official league ruling. | ||
11.0 Bribes, Loans and Selling Players | ||||
| 11.01 | Bribing your opponent to withhold playing a card, etc. is acceptable as
is selling the services of your team's apothecary. | |||
| 11.02 | Money may be loaned to any team so long as it is before players are
placed on the pitch and the receiving team is not also your own. No
loans may be given to a second team played by the same coach. *NOTE*
There will be no guarantees of a payback on any loan given. | |||
| 11.03 | Selling Players (This section added 10/5/98) | |||
| 11.031 | The minimum sell price for a player is rookie cost plus
2,000gc/spp rounded up to the next 10,000. 20,000gc per stat loss or
niggling injury may be subtracted from the minimum price. | |||
| 11.032 | Every coach that sells a player must pay a 10,000gc transaction fee
to the league. | |||
| 11.033 | Players may not be traded between teams. | |||
| 11.034 | Coaches may also release players to free agency. To do this, the
coach must remove that player from the roster, so that he can be
placed on the free agents list. When that player is signed by a new
team, the old team will be given the signing amount minus a 10,000gc
transaction fee. | |||
12.0 Pick Ups, Push Backs, Follows, and Dice Order | ||||
| 12.01 | Pick Ups | |||
| 12.011 | If a player moves into a square in which the football is lying, he
MUST attempt to pick it up. Failing to pick up the ball causes a
turnover. | |||
| 12.012 | A player who is pushed back into a square in which the football
is lying, does NOT get to attempt to pick it up. The ball scatters. | |||
| 12.013 | A player who does a follow up of a diving tackle into a square
in which the football is lying, does NOT get to attempt to pick
it up. The ball scatters. | |||
| 12.02 | Push Backs | |||
| 12.021 | When choosing the square that a player is pushed into, Empty squares
must be chosen over occupied squares or out of bounds. Out of Bounds
must be chosen over an occupied square. A square containing a
non-Stand Firm player must be chosen over a square containing a
Stand Firm player. | |||
| 12.022 | When one player is pushed into another player, the coach of the
player who made the block should choose where that third player is
pushed following the normal rules for choosing push back location. | |||
| 12.03 | Follows | |||
| 12.031 | The blocker must choose whether or not to follow up before making the
armor roll against his victim. | |||
| 12.032 | The blocker must choose whether or not to follow up before making the
scatter roll when blocking the ball carrier. | |||
| 12.033 | A player need not roll to escape Tentacles on a follow. | |||
| 12.034 | A player following a block into a tackle zone of a player with
Diving Tackle may be hit by a DT block provided that the Diving Tackler was not the
target of the block being followed. | |||
| 12.04 | Dice Order | |||
| 12.041 | Dodge rolls and Going For It rolls must be made as a player attempts
to move into a square. If both a dodge roll and a go for it roll both
need to be made, the order is not important as long as the coach
specifies which roll he is making first. | |||
| 12.042 | Diving Tackle block rolls are made as soon as a player moves into
a square. | |||
| 12.043 | If a player moves into a square where the ball is lying, and is blitzing
another player simultaneously, the pickup must be resolved before the
player may continue with the blitz. Failure to pick up the ball causes a turnover. | |||
13.0 Passing and Interceptions | ||||
| 13.01 | Throw-ins | |||
| 13.011 | Players may intercept throw ins if the ball crosses the player's
square. One player on each teams may attempt to intercept a throw-in.
| |||
| 13.012 | If 2 players both successfully roll for to intercept the throw-in,
the player closer to where the ball was thrown from is awarded the
interception.
| |||
| 13.013 | If successful, a player intercepting a throw-in earns 2 star player
points. | |||
| 13.02 | Handoffs | |||
| 13.021 | A player may voluntarily handoff into the crowd.
| |||
| 13.03 | Throw-ins | |||
| 13.031 | A player may voluntarily throw the ball into the crowd.
| |||
| 13.04 | Interceptions | |||
| 13.041 | The interception roll is made after the pass roll,
but before the catch roll.
| |||
14.0 Cards | |||
| 14.01 | Cards causing a player to fall on the moving team result in a turnover
unless expressly stated otherwise on the card. | ||
| 14.02 | Cards may be sold to your opponent, but to no other coaches or teams. | ||
| 14.03 | Cards which force the target into the crowd cause a Turnover unless
unless expressly stated otherwise on the card. | ||
| 14.04 | Cards which cause penalties may be argued, however arguing the call will
always fail.
| ||
15.0 Fouling | |||
| 15.01 | Assists for fouling are the same as assists for blocking. A player with
Dirty Player may assist a foul in the same manner a player with Guard
may assist a block. | ||
16.0 Allies | |||||||||||||||||||||||||||||||||||
| 16.01 | All teams now have a list of allied races, as shown on the table
below. A team can draw allied players from any allied race.
Allied players can be selected from the appropriate team
list, or be a star player of the appropriate race. | ||||||||||||||||||||||||||||||||||
| 16.02 | The limits on the number of players allowed in a team must be
_quartered_ when selecting allied players for a mixed race
team rounded down. For example, an Orc team can normally have up to 4
Black Orcs. This means that a team selecting Black Orc allies
could have 1/4 this total (1 Black Orc) in the team. Also,
you may have no more than four allies on your team at any one
time. | ||||||||||||||||||||||||||||||||||
| 16.03 | Allied players are hired using the normal rules. However, if you
take a second or subsequent allied player for your team while
there is still another alive and kicking in the ranks, then your
fan factor is _immediately_ reduced by 1 point to represent fans
giving up on the team for hiring 'foreign' players. Fan factors
lost in this way are gone for good, and can't be got back if the
player latter leaves or is killed (although you can still gain
fan factors after a match by rolling on the fan factor table). The
only exception to this rule are 'stunty' players. Because fans
don't mind the little guys so much (they're kind of like team
mascots), you can include up to 4 in the team before its fan factor
will go down (i.e. each stunty player only counts a 1/4 when
reducing fan factors). A team with a fan factor of 1 can *try* and hire allied players if the coach wants. Pay out the money for the player and then roll a D6: 1-3 = the player is intimidated by the hate mail he receives and runs off (with his hiring fee, the git!); 4-6 = the player sticks it out and remains with the team. In either case the teams fan factor remains at 1 point. | ||||||||||||||||||||||||||||||||||
| 16.04 | There is no denying that mixed race teams are simply not as efficient
and well trained as other teams. To represent this the coach of mixed
race team must roll 1D6 for each allied player in his team at the start
of each half (and at the start of overtime if it occurs). Each dice that
comes up with a '1' reduces the number or team re-rolls the coach has
for that period by 1. If a team doesn't have enough team re-rolls to meet
the loss, then the opposing team gains re-rolls equal to the shortfall.
For example, a team with 4 allied players and only one re-roll manages to
get three 1's at the start of a half. This reduces its re-rolls to none,
and gives the opposing team an extra two re-rolls to use for the half!
Note that this is especially cruel if you go into overtime, as you are
unlikely to have any team re-rolls left to give up! | ||||||||||||||||||||||||||||||||||
| 16.05 | Star players simply count as a player of their race, they do not
take a specific position. So for example, if Griff Oberwald
was hired by a Human team he would simply count as one of the
teams players (all be it a very special one!), taking none of
the team's Blitzer positions. If he was hired by a High Elf
team he would count as a Human ally. (10/5/98) Stars now count against all applicable Ally/Big Guy/Position limits. | ||||||||||||||||||||||||||||||||||
| 16.06 | The Ally Table
** The Fan Factor of a Chaos team is _NOT_ reduced for hiring allies. However, the special rules about team rerolls DO apply. *** Undead players cannot be hired by other teams as they need a Necromancer to remain active. | ||||||||||||||||||||||||||||||||||
17.0 Big Guys | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| 17.01 | Starting cost for all new Big Guy teams is 1,500,000 gc
rather than 1,000,000 gc. ReRolls for big guy teams cost 80,000 gc. | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| 17.02 | Single race Big Guy teams must be chosen from
a single line on the list below (i.e. all Ogres, or all Vampires, etc.) and
can't take any allied players themselves apart from Star Players of the
same race (so you could include Count Luthor Von Drakenborg on a team of
Vampires, for example). Note that all Big Guys are limited to a
maximum qty of 12., which means that you can't have more than a 12 man Big
Guy squad. | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| 17.03 | Big Guys hired into a team follow the normal allies rules
with the exception of Rat Ogres, Trolls, and Bull Centaurs. These
Big Guys have been incorporated into the Skaven, Goblin and Chaos Dwarf teams
respectively and as such, are not penalized as normal allied players. | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| 17.04 | The maximum number of allied Big Guys allowed for any team is 2.
This means that the only type of team allowed to include more than 2
Big Guys in its line-up is a team of Big Guys (i.e an Oge team, or a
Treeman team etc). | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| 17.05 | Big Guy Stats
| |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| 17.06 | Most Big Guys are very slow learners and so must earn _double_ the
SPP's to gain a Star Player Roll. For example, a rookie Big Guy needs to earn 11
SPP's to become 'experienced' and gains his first roll.
| |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| 17.07 | All Big Guys, with the exception of Vampires and Dryads
are limited to taking Strength and General skills only. Vampires can take
Agility and general skills only.
Big Guys are _not_ allowed to use doubles on star player rolls to pick skills from categories not normally allowed to them. Instead a Big Guy can use a double on a star player roll to do _one_ of the following: 1. Add +1 to his strength 2. Add +1 to his armour value 3. _Remove_ any one skill he doesn't want any more! Note that strength and armour values still can't be improved by more than 2 points over their starting value, or to greater than 10 no matter what. Dryads have their own special skills selections. Dryads may choose from general and strength skills or from the following physical mutations on doubles: Thorns: the dryad sprouts rose-like thorns all over their body when 'psyching up' for the game. acts as horns. Stone Bark: acts as spikes Tendrils: particularly suited to the willow aspect. acts as Tentacles. | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
18.0 Tables | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| 18.01 |
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| 18.02 |
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| 18.03 |
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20.0 Post Game | |||
| 20.01 | Match results are to be posted to the league within 24 hours.
Please use the match report form to submit reports. | ||
| 20.02 | Team standings are genrally updated daily, Monday through Friday. | ||
| 20.03 | Team standings will be determined by Team Index. Team Index is
determined as follows: Win% * Win% * (1-(1/N)) * (1-(30/TR)) * 1000 where N = number of games played Win% = (number of wins + 1/2 number of ties)/N | ||
| 20.04 | Forfeiture is acceptable under these conditions only:
1. If a team cannot field at least 3 players for a kickoff, they may forfeit with no penalty. 2. Should a coach who is down to less than 3 players decide NOT to forfeit, they may continue playing. They are not required to forfeit. 3. If a coach decides to forfeit a game before the team is below the 3 player threshold, then the following penalties will occur: a) The forfeiting team receives no winnings for playing the game (including no money from Special Play cards). b) The forfeiting team's Fan Factor will be reduced by 1. No Fan Factor roll needs to be made. c) No MVP(s) will be awarded to the forfeiting team although SPPs normally accrued up until the point of forfeiting will still be applied. d) The forfeit will count as TWO losses for purposes of league standings. | ||
| 20.05 | Bounties may be anonymously placed on any coach, player or
team in the league. The funds for the bounty, and a
description of who the bounty is for must be posted by Email to
the league Assistant, who will place the target's information
on the league's Most Wanted List. To collect, the target MUST
be killed without regenerating or being revived by an apothecary.
*NOTE* Once a bounty is placed, it WILL NOT be removed. | ||
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