Custom League Rules for Christmas
Posted: Tue Nov 03, 2015 1:36 pm
In my local TT league we often have theme rounds. Please can I get some feedback on the following before sharing with the group.
Sandy Claws is coming to town
It is the season to be jolly and Sandy Claws has some special gifts for each team.
Prior to setting up the teams each coach places a present marker in the opposing teams half. When a player moves onto the gift they roll a d6 and discover what Sandy Claws has given them.
1- Your player has been naughty, very naughty indeed and the gift explodes. Treat it as if a fireball has gone off in the square.
2- A lump of coal. A ticking lump of coal. A red hot ticking lump of coal! your player gains bombadier and no hands
3- My what a red nose you have! All the better to hypnotise you with my dear. Your players nose grows large and red and he may use it to distract opponents. He gains hypno gaze and loner.
4- Mistletoe and Whine. Your player is determined to give a kiss with a fist to his opponents. Gains dauntless and frenzy.
5- Let it snow, let it snow, Mighty Blow. Your player gains Mighty Blow and a Blizzard sweeps over the pitch for the remainder of the game. (Ignore any other weather results for the rest of the game). The MB player ignores the effects of the blizzard
6- I saw mummy kissing Sandy Claws. Ho Ho Ho. The spirit of Christmas descends upon your player. They gain claw, regeneration, pro but lose 1ma due to the mince pies and brandy they consume as the game continues. Halflings do not suffer from the loss in ma as the extra grub is only a light snack to them.
Sandy Claws doesn't just give gifts though. Some of the boys and girls deserve a special visit so...
At the start of each drive, the coach about to play rolls 2D6. If the total rolled is less than the turn number (1-16), Sandy Claws comes to town! The non-playing coach places Sandy Claws anywhere on the field and scatters him D6 in a random direction (D8) to determine where he lands. If a player is in this square resolve as though they had been hit with a bomb, randomly scattering them 1 square. At the start of each drive, the non playing coach moves Sandy Claws D6 in a random direction (using the throw-in template). If Sandy's movement would take him into another player's square, resolve as a normal block. Sandy keeps blocking until all his D6 moves are spent. Once Sandy is in play he remains in play until he either walks off the field or the game ends. Do not re-set Sandy between drives (he remains in the same square). If Sandy moves off the field he is out for the remainder of the game spreading joy and love amongst the crowd. The magic of Christmas protects Sandy so even if his armour is broken (from a skull/both down), he will remain on the pitch as though he were stunned. As everyone loves Sandy Claws, he may not be blocked and no assists can be used against him. Sandy Claws uses snow troll stats.
Sandy Claws is coming to town
It is the season to be jolly and Sandy Claws has some special gifts for each team.
Prior to setting up the teams each coach places a present marker in the opposing teams half. When a player moves onto the gift they roll a d6 and discover what Sandy Claws has given them.
1- Your player has been naughty, very naughty indeed and the gift explodes. Treat it as if a fireball has gone off in the square.
2- A lump of coal. A ticking lump of coal. A red hot ticking lump of coal! your player gains bombadier and no hands
3- My what a red nose you have! All the better to hypnotise you with my dear. Your players nose grows large and red and he may use it to distract opponents. He gains hypno gaze and loner.
4- Mistletoe and Whine. Your player is determined to give a kiss with a fist to his opponents. Gains dauntless and frenzy.
5- Let it snow, let it snow, Mighty Blow. Your player gains Mighty Blow and a Blizzard sweeps over the pitch for the remainder of the game. (Ignore any other weather results for the rest of the game). The MB player ignores the effects of the blizzard
6- I saw mummy kissing Sandy Claws. Ho Ho Ho. The spirit of Christmas descends upon your player. They gain claw, regeneration, pro but lose 1ma due to the mince pies and brandy they consume as the game continues. Halflings do not suffer from the loss in ma as the extra grub is only a light snack to them.
Sandy Claws doesn't just give gifts though. Some of the boys and girls deserve a special visit so...
At the start of each drive, the coach about to play rolls 2D6. If the total rolled is less than the turn number (1-16), Sandy Claws comes to town! The non-playing coach places Sandy Claws anywhere on the field and scatters him D6 in a random direction (D8) to determine where he lands. If a player is in this square resolve as though they had been hit with a bomb, randomly scattering them 1 square. At the start of each drive, the non playing coach moves Sandy Claws D6 in a random direction (using the throw-in template). If Sandy's movement would take him into another player's square, resolve as a normal block. Sandy keeps blocking until all his D6 moves are spent. Once Sandy is in play he remains in play until he either walks off the field or the game ends. Do not re-set Sandy between drives (he remains in the same square). If Sandy moves off the field he is out for the remainder of the game spreading joy and love amongst the crowd. The magic of Christmas protects Sandy so even if his armour is broken (from a skull/both down), he will remain on the pitch as though he were stunned. As everyone loves Sandy Claws, he may not be blocked and no assists can be used against him. Sandy Claws uses snow troll stats.