House Ruleset: See problems?
Posted: Thu Jun 09, 2011 11:21 pm
Edits in italics
League Structure
Each coach may have one primary team and as many secondary teams as desired, so long as all secondary teams are of different races. Secondary teams may play up to two matches per month against different coaches; no team may play the same team in consecutive months. Primary teams are given two matches to play each month, and earn an additional game (with the same rules as secondary teams) for each scheduled match played. Every sixth month (June and December), there is a tournament instead of scheduled matches.
Turnovers
1) Time Limit: If you notice your opponent has exceeded the four-minute time limit, you may not call for an immediate turnover. Instead, you must give your opponent 60 seconds' notice, beginning no sooner than the expiration of his time limit. This means that the practical minimum turn limit is five minutes.
2) Illegal Procedure: If your opponent fails to move his turn marker, you must warn him before calling an illegal procedure.
Injury
1) Apothecary: The Apothecary has two effects. You may use both effects on a player who has just suffered a Casualty, or the second effect only on any player in your Dead and Injured bin.
Effect 1: Re-roll the Casualty result. Choose which roll to select.
Effect 2: The last game that the injured player would miss is not missed instead. Badly Hurt players go to the Reserves; Seriously Injured Players remain in Dead and Injured, but do not miss the next game; Dead players are still dead.
Actions
1) Declarations: If you do not declare your action type before rolling any dice, you are taking a Move action.
2) Fouling: When calculating foul assists, include the fouling player.
3) The Ref's Big Hairy Eyeball: If a player is caught fouling and no Bribe is used (or the Bribe fails), he is not necessarily ejected. The opposing coach should roll 1d6, and add +1 for each Warning counter the fouling coach has.
1-2: Warning. The team suffers a turnover, and the moving team's coach gains a Warning counter.
3-5: Ejection. The player is ejected, as if he had been caught with a Secret Weapon.
6+: Suspension. The player is ejected, and must miss the next match as well!
Skills
1)Loner: A player with Loner may remove the Loner skill from his profile if he rolls 8+ on a Star Player roll. If he does, he must select a normal skill. Add 10,000 gold to the player's value if this happens.
2) Piling On: If the Piling On skill is used, the player may not use any skills on the re-roll.
3) Sneaky Git: The player's assist may not be pulled off during a Foul action.
Pre-Match Sequence
1) Petty Cash: There is no Petty Cash. Instead, inducements may be hired out of Treasury, so long as each inducement is paid for either entirely in Treasury or entirely in handicap fund. Inducements taken this way have no effect on TV.
2) New Inducements.
2a) Free Beer! Money can't buy you love, but it can buy you beer, so what's the difference? For 100k times your (FAME+1), add +1 to your FAME. You may do this as many times as you like, but it keeps getting more expensive.
2b) 0-1 Inspiration. For 150k, you may randomly select a player. That player feels extra-motivated and gains an additional normal skill for use in this match. At the end of the match, the player gains an automatic MVP award, in addition to remaining eligible for the MVP normally. If you take this inducement with Treasury, you must pay double.
Improvement
1) General Skills: If a player without Loner or Stunty rolls 8+ on a Star Player roll, he may take a General skill. If he does not have normal access to General Skills, this adds 30k to the team's value, as if it were a double.
2) Dirty Casualties: A Dirty Casualty (DC) is a casualty inflicted as a result of a foul, a push into the crowd, or the use of the Stab or Chainsaw skill. It is worth one Star Player Point.
3) Immaculate Receptions: When a player on either team attempts to pass the ball, if the pass is not intercepted and the intended receiver does not catch the ball, and if any player on either side catches the ball before it touches the ground, that player earns one SPP for an Immaculate Reception.
4) MVPs: When selecting your MVP, nominate three players from your team. Then your opponent will select three of your players, including exactly one Journeyman, Mercenary or Star Player if possible. Line your six nominated players up from left to right however you like, and roll 1d6 to see which player gets the improvement.
Winnings
1) Share of the Gate: Each team collects one gold per fan in attendance, friendly or opposed, rounded up to the nearest 10,000 GC.
2) The Bank: In lieu of petty cash, each team can hold up to 100,000 GC in the Bank after each match. Transfer all money from the Bank to Treasury before making purchases, then after making purchases transfer up to 100,000 GC to the Bank.
3) TV: Treasury adds to TV. The Bank does not.
4) Spiraling Expenses: Spiraling Expenses levels are as follows:
Up to 0.99 million gold: 0
1.00 to 1.39 million: 1
1.40 to 1.59 million: 2
1.60 to 1.79 million: 3
1.80 to 1.99 million: 4
2.00 to 2.09 million: 5
2.10 to 2.19 million: 6
2.20 to 2.29 million: 7
2.30 to 2.39 million: 8
2.40 to 2.49 million: 9
2.50 million or more: 10
League Structure
Each coach may have one primary team and as many secondary teams as desired, so long as all secondary teams are of different races. Secondary teams may play up to two matches per month against different coaches; no team may play the same team in consecutive months. Primary teams are given two matches to play each month, and earn an additional game (with the same rules as secondary teams) for each scheduled match played. Every sixth month (June and December), there is a tournament instead of scheduled matches.
Turnovers
1) Time Limit: If you notice your opponent has exceeded the four-minute time limit, you may not call for an immediate turnover. Instead, you must give your opponent 60 seconds' notice, beginning no sooner than the expiration of his time limit. This means that the practical minimum turn limit is five minutes.
2) Illegal Procedure: If your opponent fails to move his turn marker, you must warn him before calling an illegal procedure.
Injury
1) Apothecary: The Apothecary has two effects. You may use both effects on a player who has just suffered a Casualty, or the second effect only on any player in your Dead and Injured bin.
Effect 1: Re-roll the Casualty result. Choose which roll to select.
Effect 2: The last game that the injured player would miss is not missed instead. Badly Hurt players go to the Reserves; Seriously Injured Players remain in Dead and Injured, but do not miss the next game; Dead players are still dead.
Actions
1) Declarations: If you do not declare your action type before rolling any dice, you are taking a Move action.
2) Fouling: When calculating foul assists, include the fouling player.
3) The Ref's Big Hairy Eyeball: If a player is caught fouling and no Bribe is used (or the Bribe fails), he is not necessarily ejected. The opposing coach should roll 1d6, and add +1 for each Warning counter the fouling coach has.
1-2: Warning. The team suffers a turnover, and the moving team's coach gains a Warning counter.
3-5: Ejection. The player is ejected, as if he had been caught with a Secret Weapon.
6+: Suspension. The player is ejected, and must miss the next match as well!
Skills
1)Loner: A player with Loner may remove the Loner skill from his profile if he rolls 8+ on a Star Player roll. If he does, he must select a normal skill. Add 10,000 gold to the player's value if this happens.
2) Piling On: If the Piling On skill is used, the player may not use any skills on the re-roll.
3) Sneaky Git: The player's assist may not be pulled off during a Foul action.
Pre-Match Sequence
1) Petty Cash: There is no Petty Cash. Instead, inducements may be hired out of Treasury, so long as each inducement is paid for either entirely in Treasury or entirely in handicap fund. Inducements taken this way have no effect on TV.
2) New Inducements.
2a) Free Beer! Money can't buy you love, but it can buy you beer, so what's the difference? For 100k times your (FAME+1), add +1 to your FAME. You may do this as many times as you like, but it keeps getting more expensive.
2b) 0-1 Inspiration. For 150k, you may randomly select a player. That player feels extra-motivated and gains an additional normal skill for use in this match. At the end of the match, the player gains an automatic MVP award, in addition to remaining eligible for the MVP normally. If you take this inducement with Treasury, you must pay double.
Improvement
1) General Skills: If a player without Loner or Stunty rolls 8+ on a Star Player roll, he may take a General skill. If he does not have normal access to General Skills, this adds 30k to the team's value, as if it were a double.
2) Dirty Casualties: A Dirty Casualty (DC) is a casualty inflicted as a result of a foul, a push into the crowd, or the use of the Stab or Chainsaw skill. It is worth one Star Player Point.
3) Immaculate Receptions: When a player on either team attempts to pass the ball, if the pass is not intercepted and the intended receiver does not catch the ball, and if any player on either side catches the ball before it touches the ground, that player earns one SPP for an Immaculate Reception.
4) MVPs: When selecting your MVP, nominate three players from your team. Then your opponent will select three of your players, including exactly one Journeyman, Mercenary or Star Player if possible. Line your six nominated players up from left to right however you like, and roll 1d6 to see which player gets the improvement.
Winnings
1) Share of the Gate: Each team collects one gold per fan in attendance, friendly or opposed, rounded up to the nearest 10,000 GC.
2) The Bank: In lieu of petty cash, each team can hold up to 100,000 GC in the Bank after each match. Transfer all money from the Bank to Treasury before making purchases, then after making purchases transfer up to 100,000 GC to the Bank.
3) TV: Treasury adds to TV. The Bank does not.
4) Spiraling Expenses: Spiraling Expenses levels are as follows:
Up to 0.99 million gold: 0
1.00 to 1.39 million: 1
1.40 to 1.59 million: 2
1.60 to 1.79 million: 3
1.80 to 1.99 million: 4
2.00 to 2.09 million: 5
2.10 to 2.19 million: 6
2.20 to 2.29 million: 7
2.30 to 2.39 million: 8
2.40 to 2.49 million: 9
2.50 million or more: 10