We have 2 leagues.
First is no houserules and is based in divisions like:
Rookie - New Teams
Minor 0-150TR (no new teams)
Major 151-200TR
Super 201-250TR
SuperDuper 251-300TR (no teams yet!)
And a housedruled league with:
Chaos Cup
Extra Rules:
Divine Intervention! Roll a D8 before each match to see which Chaos God to be present.
1-2 Khorne
More blood for the blood god… and the fans!
It’s a spiked ball! Any failed pick up or catch roll (but not interception roll) is treated as the player being attacked with the Stab skill by an opponent. Last for the rest of the match.
If the match is tied then whoever caused most casualties gets an additional touchdown (only casualties that earns SPP counts). If both teams caused the same amount of casualties, the match is tied as normal.
Choose one opposing player from each team with the highest cost value (roll if there is two or more, Starplayers and Mercenaries counts!) For the remainder of this game, that player gains the Frenzy and Wild Animal skill and must be activated first every turn or not be activated at all.
3-4 Nurgle
The precense of Grandfather Nurgle is making everybody depressed.
Randomly select three players from each team. For the remainder of this game, each one must roll a D6 before every kick-off. On a roll of 1-3, he may not take part in this drive. On a roll of 4+, he may be set up normally.
The amount of rerolls (including induced, but not Leader or Kick-Off results) is halved, rounded down.
5-6 Slaanesh
The Prince of Chaos induces pride and selfishness in all players… and orgies are everywhere!
Choose one opposing player from each team with the highest cost value (roll if there is two or more, Starplayers and Mercenaries counts!) For the remainder of this game, that player gains the Loner skill and must be activated first every turn or not be activated at all.
All players and fans feel overly amorous. Before any Action is taken, roll a d6 for any player in a Wide Zone. On a 1 that player is overcome with longing and runs to the stands for some sweet lovin’! Place them in the Reserves as the overly-adoring fans attempt to have their way with the players. Bounce the ball from the square where the player was standing.
7-8 Tzeentch
The random chaos of Tzeentch has effected the match.
If the ball is on the ground after a Kick-Off, a 2nd ball materializes in the square and one of them is bounced from it. The first player that crosses into the end zone with one of the balls rolls a D6. On a 1-3, the ball vanishes and a touchdown is not scored. Last for the rest of the match. Players may not pick-up, catch, or intercept a ball if they already are carrying one. A ball bouncing into the square with the other ball will bounce again.
Roll on Weather Table for every Kick-Off!
The Spike! Magazine Tournament
Weather Table:
2-3 Sweltering Heat
4-7 Very Sunny
8-11 Nice
12 Pouring Rain
The Dungeonbowl League
Weather Table:
Always Nice!
Kick-Off Table:
Standard: Changing Weather = Bouncing Ball. The ball bounces twice.
Extra Rules:
Astrogranite Dungeon. Only Quick or Short passes can be attempted and the use of Kick and Hail Mary Pass is not allowed . The hard playing surface is much more dangerous than playing on grass. Add +1 to the Armour roll for any player that is knocked over whether by a block or a failed dodge or GFI. When the ball scatters, bounce it twice. The ball may be caught if it bounces into an occupied square, but it scatters twice more if is not caught.
If a ball bounces into a wall during play then it will scatter D6 squares in a random direction using the standard Throw-in template, and then bounce twice upon hitting the ground as described above. Its not Touchback if the ball bounces into the wall after a kick, only when the ball enters the kicking teams half.
When a player is pushed back against a wall, but not knocked over, leave the player
standing, but make an Armour roll adding +1 because the wall is as hard as the surface! If the armour is penetrated the blocked player falls down, and you may roll for injury straight away. If a player is pushed back against a wall and knocked over, then the blocking player may add +2 to the Armour roll (+1 for the wall and +1 for the surface!).
The Far Albion Cup
Weather Table:
2 Very Sunny
3-7 Nice
8-12 Pouring Rain
Extra Rules:
Muddy Weathers! The extremely muddy conditions reduces all MA by 1. (Adjusted MA cannot be reduced below 3). All players suffer a -1 modifier when dodging, but knocked over players falls softly and have -1 to AV rolls. The ball won’t bounce any squares!
The Goblin Tribal Leeg
Kick-Off Table (2D8):
2-3 Get The Ref!
4 Riot
5 Perfect Defence
6 High Kick
7-8 Cheering Fans
9 Changing Weather
10 Brilliant Coaching
11 Quick Snap
12 Blitz!
13-14 Throw a rock
15-16 Pitch Invasion
Extra Rules:
Goblin Mayhem! Each coach is given 200,000 gold pieces useable solely for the purchase of Special Play Cards at the start of each match.
The Naggaroth Open
Weather Table:
2 Very Sunny
3-7 Nice
8-12 Blizzard
Extra Rules:
Its Freezing Cold. Any player that falls over on a dodge or a failed go for it, will be moved one extra squares in the same direction as the move that caused them to fall over. The slide will be blocked if the square which the player is going to enter is occupied - unless the "square" was a sideline. In this case the player will slide off the pitch. The ice on the pitch means that any player attempting to GFI will slip and be Knocked Down on a roll of 1-2. The pitch is slippery as an eal and each player have to roll a D6 after any action. On a roll of 1, that player loses their balance and falls over. No armour roll is made – players are simply placed prone and its not a turn-over because of this unless it was the ballcarrier.
Does your league house-rule LRB5?
Moderator: TFF Mods
- Axtklinge
- Legend
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- Location: Porto, Portugal
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- mattgslater
- King of Comedy
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- Joined: Thu Dec 15, 2005 5:18 pm
- Location: Far to the west, across the great desert, in the fabled Land of Comedy
I have no idea where to start. I'm de-4th-editionizing the 5th edition, creating something that uses some of the improvements over the years (the new FF rules, something akin to inducements) on a 3rd-ed. chassis (special actions are declared when their non-movement elements occur, +1 AV/inj modifiers usually replace instances of "either" with "both" (except Piling On), etc.
I've attempted several half-measures between 3rd and 5th, like allowing SPP on fouling and allowing a wacky ATC-type roll, but making ejection not the worst possible consequence of getting caught. Hand-offs are a sticky point, and will probably end up being a discrete action (i.e. on the making/receiving player's action) with a lot more options than in the current rules as a compromise.
I've redone the cards with a whole new deck of 156 unique cards (3 playing card decks in 3 decks of 26 and 6 decks of 13), and replaced induced coaching staff with permanent ones that a) can be induced, and b) serve only to allow draws from special decks.
I'm working on rules to fix petty cash: I have a few ideas that have been bounced around here, plus some retreads of old editions with a few tweaks, and I'm not sure which to run there. I'm also redoing the weather table, so the home team (or one coach) rolls 1d6, and on a 1, the visiting team (or the other coach) "brings the weather" on another 1d6, with the same basic 6 perms as the extreme 4 results on the Weather Table, but with a -1 (towards hot) in the preseason and a +1 (towards cold) in the postseason.
I have cool ideas regarding types of injuries and number of missed games over a fixed season, plus the development of a journeyman squad to develop and improve over the time they spend at their position (this would probably include a "starts" mechanic for SPP and a restructuring of SPP rules). Some year... nah. Probably not. Too ambitious.
I've attempted several half-measures between 3rd and 5th, like allowing SPP on fouling and allowing a wacky ATC-type roll, but making ejection not the worst possible consequence of getting caught. Hand-offs are a sticky point, and will probably end up being a discrete action (i.e. on the making/receiving player's action) with a lot more options than in the current rules as a compromise.
I've redone the cards with a whole new deck of 156 unique cards (3 playing card decks in 3 decks of 26 and 6 decks of 13), and replaced induced coaching staff with permanent ones that a) can be induced, and b) serve only to allow draws from special decks.
I'm working on rules to fix petty cash: I have a few ideas that have been bounced around here, plus some retreads of old editions with a few tweaks, and I'm not sure which to run there. I'm also redoing the weather table, so the home team (or one coach) rolls 1d6, and on a 1, the visiting team (or the other coach) "brings the weather" on another 1d6, with the same basic 6 perms as the extreme 4 results on the Weather Table, but with a -1 (towards hot) in the preseason and a +1 (towards cold) in the postseason.
I have cool ideas regarding types of injuries and number of missed games over a fixed season, plus the development of a journeyman squad to develop and improve over the time they spend at their position (this would probably include a "starts" mechanic for SPP and a restructuring of SPP rules). Some year... nah. Probably not. Too ambitious.
Reason: ''
What is Nuffle's view? Through a window, two-by-three. He peers through snake eyes.
What is Nuffle's lawn? Inches, squares, and tackle zones: Reddened blades of grass.
What is Nuffle's tree? Risk its trunk, space the branches. Touchdowns are its fruit.
What is Nuffle's lawn? Inches, squares, and tackle zones: Reddened blades of grass.
What is Nuffle's tree? Risk its trunk, space the branches. Touchdowns are its fruit.
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- Super Star
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So far, I'm really surprised that the "no house rules" contingent is so high. I thought everyone just naturally tailors the game to their playing group.
BTW, just wondering: amongst the open league players, what system do you use to determine the top teams in a season?
BTW, just wondering: amongst the open league players, what system do you use to determine the top teams in a season?
Reason: ''
Spike! Magazine Major Tournament - September @ Vancouver, BC, Canada
Thunderbowl Sports Network - Head Coach of the Leaps of Faith.
Thunderbowl Sports Network - Head Coach of the Leaps of Faith.
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- Legend
- Posts: 2112
- Joined: Thu Apr 21, 2005 2:49 am
Oops, good point. We play a fixed schedule too (official alternate rule.)
Dark Lord wrote:You should ask in this poll if those 19 people consider not using the Challenge system a house rule. Or if they think that league structure is not house rules.
I bet you'd get at least 1/3rd more house ruled leagues in there.
Reason: ''