I'd give you the link but we had to password the OBBLM site because we got hacked last season. Apparently the dead really do tell tales... and they're dirty ones.
Anyway, this is our full rules page. Everything that isn't covered by the LRB6:
1. GAME RULESET
1.1 LRB6
All rules for playing a game and drafting a team are covered in
Living Rulebook 6 (aka LRB6) verbatim unless otherwise contradicted in this ruleset, an errata released by Games Workshop, or a specific tournament rule clearly defined in the tournament's ruleset.
1.2 Teams
All teams defined in LRB6 are available for play. The
three experimental teams (Chaos Pact, Underworld and Slann) are also available for play. No other race may be entered without a 75% majority of the coaches.
1.3 Special Play Cards
No special play cards will be used in this league. This can be changed in the future with a vote resulting in a majority of the coaches passing.
1.4 Turn Duration
Timing of a turn will depend on what the experience of the coach is. New coaches will be given unlimited time to play their turn for their first 4 official games (including league and tournament games). After that, they will be able to finish out the current season with 6 minute turns. The start of their next season will be at the 4 minute turns prescribed in LRB6. This can be modified at the discretion of the commissioner on a case-by-case basis.
1.5 MVPs
Team MVPs are decided randomly between 6 elected players who were on the field during live play by the coach. This should be rolled in public. In the case that it cannot be, it should be done on a randomizer site such as Secure Dice where the results may be mailed to the opponent and/or commissioner. Note that the 6 players should be clearly defined before the dice roll is made.
1.6 Skill-Ups
Skill-ups should be rolled in public. In the case that they cannot be, they should be done on a randomizer site such as
Secure Dice where the results may be mailed to the opponent and/or commissioner. Note that the player with the skill up should be clearly identified before the dice roll is made. The skill does not have to be chosen in public though, it may be done at any time before the team's next match (even if the player is not eligible for that match due to an injury).
1.7 Bounties (Commissioner note: This replaces the previous rule 1.7 on bounties)
Any coach may submit a bounty to the commissioner for the death and/or maiming of a specific player (including one of his own). The funds will be removed from the coach's treasury at the time of the declaration of the bounty, not when a player is killed. There is a 10K minimum and no cap can be placed on the bounty. Upon injury or death and AFTER the apothecary or regeneration roll is made, the inflicting coach would receive 1/2 the pot (rounded down to the nearest 10K) if the final result of the injury is a "MNG" or worse. The inflicting coach would receive the full amount if the player is killed. This payout happens no matter how a player is hurt or dies (e.g. crowd surfing or foul is legal). Players who are regenerated or saved by the apothecary will not result in a payout of any portion of the bounty. If a bounty remains unclaimed by a coach when the original player retires or the team is removed from play, the bounty is lost. If the player should come out of retirement for any reason, this bounty is immediately reinstated.
1.8 Inducement order
The gold transfer will be moved to AFTER the team value calculation during the pre-match sequence. This allows coaches to spend their treasury on inducements without inflating their team value.
1.9 Extra Inducements
The following inducements will be added to the pre-game sequence.
1.9.1 THEY ARE PLAYING WITH A LOT OF HEART - A team may induce an extra MVP during the post-match sequence. This would cost 300K.
1.9.2 NEW TEAMS GET NEW CONTRACTS - A team may induce an extra 1d6 winnings roll without a reroll. This would cost 200K.
2. LEAGUE MATCHES
2.1 Team Points and Tie-breakers
Teams will be ranked for playoffs by points. Wins=3pts, ties=2pts, losses=1pt, forfeit=0pts.
2.1.1 Two-way ties in the division will be broken in order by: 1. Head-to-head play 2. Divisional record 3. Common opponents record 4. TD differential 5. Cas differential 6. Team ELO (on the OBBLM site) 7. Coin flip
2.1.2 Three-way ties (or more) in the division will be broken in order by: 1. Record against teams in the tie 2. Divisional record 3. Common opponents record 4. TD differential 5. Cas differential 6. Team ELO 7. Coin flip
2.1.3 Two-way ties for wild cards or playoff rank will be broken in order by: 1. Head-to-head play 2. Common opponents record 3. TD differential 4. Cas differential 5. Team ELO 6. Coin flip
2.1.4 Three-way ties (or more) for wild cards or playoff rank will be broken in order by: 1. Record against teams in the tie 2. Common opponents record 3. TD differential 4. Cas differential 5. Team ELO 6. Coin flip
2.2 Game Schedule
Each team will average approximately 2 matches per month. These matches are scheduled to be played on the monthly game day, however if a coach cannot make the game day, they can be made up at any time before the next game day.
2.2.1 Matches may be played out of order within a given month's schedule in order to facilitate scheduling conflicts.
2.2.2 Matches may be played before a game day as long as the previous month's matches are completed by both teams.
2.3 Game Forfeits
Teams must make best effort to get their games in before the next month's game day. Any coach having issues connecting with their opponents should contact the commissioner for assistance. If one team is unable to play their game, it will be marked as a forfeit as per LRB6 rules without the requirement to roll if players leave the team. Only the commissioner can assign a forfeit.
2.3.1 In the rare case where a team shows up on the game day, but can't complete their game in the month following, the commissioner will rule on the outcome based on the efforts of both teams.
2.4 The Dan Nielsen Rule: Restarting and Replacing Teams (Commissioner note: This replaces the previous rule 2.4 on restarting teams)
A team may be restarted by the coach playing the same race as they did when the season began. Teams may be restarted at any time during the season. If the coach does restart the team, they will be able to keep the points that the team accrued up until that point and just start with a fresh TV1000 roster. Team replacements occur when the coach wishes to play a different race than the one they started the season with. During a season, teams may be replaced with new teams only. If a team is replaced, that new team may not carry over the points that the original team accrued up until that point.
2.5 Coach Vacancies
In the case that a coach is unable to complete their games for the rest of the season, the commissioner may rule at their discretion that another coach may take over that team (or slot if they want to restart). If there is no available coach for that team, then all unplayed games for that team will be considered a forfeit for that player.
2.6 Team Updates
Coaches must enter their team updates onto the website no more than one week after any given game. Teams that are unable to do this or do not make sufficient arrangements to do so will forfeit any inducements and MVP rolls for at least the next match and each of their successive opponents until the updates are made. This penalty will not be invoked if there are errors on the team that need to be corrected, only if the update has not occurred. If there is a discrepancy, the commissioner will make a judgment based on the intent of the rule.
2.7 Tie Games
Games may end in a tie. No overtime will be played for regular season games.
2.8 Unfinished Games
If a game cannot be completed, it may be picked up at another time. The board should be recorded and reconstructable at that designated time. If a coach cannot complete the game by the next game day, it may be forfeited according to rule 2.5. All statistics will be counted up to the point of the forfeit.
2.9 Injuries
Injuries to players reset at the beginning of a new season. All "miss next games" are removed from players. Niggling injuries and penalties to stats stay with the player for the rest of their careers.
2.9.1 Teams with a bye-week during the season cannot reset their injuries. They will hold until the next game.
3. PLAYOFFS AND TOURNAMENTS
3.1 Tournament Rulesets
All official tournaments of the LIBBL will utilize the same ruleset as the league unless contradicted by the tournament ruleset.
3.2 Team Experience and Eligibility
Teams registering for the tournaments will accrue experience as if they were a league team and therefore can be used in league play. League teams, if eligible, may also play in official LIBBL tournaments if they meet the entry criteria of the specific tournament.
3.3 Star Player and Mercenary Usage
Star players and mercenaries can be used in playoff and tournament games, including the finals unless specifically restricted by the tournament ruleset.
3.4 Prizes
All tournament and playoff prizes will be communicated before the beginning of play. Prizes are to be considered permanent to the team (e.g. additional reroll, cheerleader, etc.) unless otherwise stated.
3.5 Home Field Advantage
Playoff teams with home field advantage shall be granted +1 FAME for that match with a maximum of +2 in any single game.
3.6 Ties
Single elimination playoff or tournament games may not end in a tie. A new half will be started with a coin toss for receiving and the game will continue sudden death until a touchdown is scored.
3.7 Unfinished Games
If a game cannot be completed, it may be treated as described in rule 2.8.
3.8 Injuries
Injuries to players reset at the beginning of of the playoffs. All "miss next games" are removed from players. Niggling injuries and penalties to stats stay with the player for the rest of their careers.
3.8.1 Teams with a bye during the playoffs or tournaments cannot reset their injuries. They will hold until the next game. This may be overridden by a specific tournament ruleset.
4. GAMEPLAY AND SPORTSMANSHIP
4.1 Model Identification
All players on the team should be identifiable with either a number or easily discernable difference in the model. If a team is using anything other than a miniature model (e.g. paper/cardboard chit or marker), the same rule applies.
4.2 Rosters
Each coach should have a copy of the team roster of their opponent. If a roster is not available, each coach should clearly explain which models have which abilities (and should be written down for reference during the match).
4.3 Designating Players Finishing Their Turn
After a model has completed their action for the turn, they should be rotated such that it is easy to discern that they have moved.
4.4 Illegal Procedure
Illegal procedure can be called on a coach for all violations of the ruleset including not moving the turn marker. Coaches can agree to waive this at the beginning of the match (or during if applicable).
4.5 Dice Usage
Both players will use the same dice for the game
4.6 Poor Sportsmanship
Coaches exhibiting repeated displays of poor sportsmanship or generally unacceptable public behavior may be disciplined by the commissioner. An official written (emailed) warning, stating it as such a warning, will be issued first. Further issues will incur disciplinary action ranging from game forfeits to expulsion from the league.
4.7 Coach Disagreements
Disagreements between coaches on a rule interpretation or any other situation should be resolved amicably between the coaches. If they cannot come to a solution, they should contact the commissioner for resolution.
5. LEAGUE FEES
5.1 Web site
All coaches will pay $5 by the end of January in order to host the web site. This price may increase depending on hosting costs, however any increase will be communicated in advance.
5.2 OBBLM
All coaches will pay $5 by the end of July for usage of the software to run the web site. This price may increase, but will be communicated in advance.
5.3 Prizes or Other Costs
Other costs must be communicated to all players and should involve a majority vote if it is a specific option that results in the cost (e.g. trophies, site fees, etc.)
6. COMMISSIONER AND LEADERSHIP
6.1 Commissioner Responsibilities and Election
The commissioner is the final ruling on all disputes in the league. The commissioner shall be elected every 2 years before the Fall season. There are no term limits for the commissioner.
6.2 Commissioner Removal
If there is an issue with a commissioner, there can be a vote of no confidence of at least 75% majority of the coaches and the commissioner will be removed immediately. A new election will occur and will serve the rest of the term for the original commissioner
6.3 Tournament Directors
Any player in the league may be a tournament director, however special rulesets should be run by the commissioner to ensure that they do not affect the league in an adverse way (in accordance with rule 3.2)
7. LEAGUE MAINTENANCE
7.1 Rule Change Frequency
Any rule that was put up for vote and did not pass must wait one season before it goes up for a re-vote as is or any other versions of the same rule.
7.2 LIBBL Experience vs. Eligibility to Vote for Rules
New coaches must wait until they've played at least 5 games in the LIBBL before they can vote on rule changes.