What is the best way to teach newbies BloodBowl?
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- reservoirelves
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What is the best way to teach newbies BloodBowl?
The local game store it letting us have a learn to play BB table during one of their high traffic events and we want to actually do a good enough job that we get some new players to appreciate the game and perhaps even join the league.
Does anyone have a 1 or 2 sheet newbie reference to that makes it easier for them to pick up the game?
Any feedback on what works and what doesn't work for teaching the game?
Does anyone have a 1 or 2 sheet newbie reference to that makes it easier for them to pick up the game?
Any feedback on what works and what doesn't work for teaching the game?
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- TuernRedvenom
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Hi, I started a thread on this on the NAF forum a while back. It contains a few hints. But this I guess would be for after the event when you sit down and teach them face to face.
To get people interested just play a demo game with the out-of-the-box human and orc teams between two experienced coaches and explain what you're doing. Let go of natural competitiveness and avoid caging the ball and try to get a few interceptions in. It makes the game more interesting for onlookers. Then, if they are still interested to stick around teach them the basics. Blocking mainly.
As for reference, download the blue and red cards from specialist games. I don't know whether the AG table and block dice explanation are still on them, I hope they are. Otherwise use the reference card from the box.
To get people interested just play a demo game with the out-of-the-box human and orc teams between two experienced coaches and explain what you're doing. Let go of natural competitiveness and avoid caging the ball and try to get a few interceptions in. It makes the game more interesting for onlookers. Then, if they are still interested to stick around teach them the basics. Blocking mainly.
As for reference, download the blue and red cards from specialist games. I don't know whether the AG table and block dice explanation are still on them, I hope they are. Otherwise use the reference card from the box.
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- Joemanji
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Explain what a tackle zone is first. That is the thing most people seem to have trouble with when they are learning in my experience: "seeing" tackle zones. They are kinda the key to understanding what is going on on the board. Otherwise someone who has no experience of BB will be at somewhat of a loss as to what and why things are happening and people are rolling dice.
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If my experience with training newbies is any indication, give all new players the starter orc team. Not only will they out-Cas you in a near-embarassing fashion, they'll intercept any passes destined for the end zone and win by a touchdown or two.
Not that I'm bitter...
...but seriously, the orc team gives newbies the chance to roll block dice, see how blocking works and generally thump around with AV9-style impunity. If you're playing as human or another "generalist" team, they'll pick up on dodging, passing, etc. through your (clearly explained) actions.
Good job getting a demo table set up! Hope you bring in some new blood!


...but seriously, the orc team gives newbies the chance to roll block dice, see how blocking works and generally thump around with AV9-style impunity. If you're playing as human or another "generalist" team, they'll pick up on dodging, passing, etc. through your (clearly explained) actions.
Good job getting a demo table set up! Hope you bring in some new blood!

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- DesTroy
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One thing I like to do, and this is specific to the learning of the importance of moving the Turn Marker before ANYTHING else, is to allow one goof. Point out that the newbie has made a mistake and explain that moving the Turn Marker is important to the game, and how. Then, if they do it again, call Illegal Procedure. If they do it again, call IP again, and so on until it clicks. Learning by rote is sometimes the best way, especially if one hasn't nerfed the penalties for IP!
But that's just me...I also try to explain the role of the Nuffle Blasphemers' Association to newbies, just in case we get any new recruits out of sheer frustration...

But that's just me...I also try to explain the role of the Nuffle Blasphemers' Association to newbies, just in case we get any new recruits out of sheer frustration...
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It is very important they learn, like the 4 minute rule. Tourneys can only function without IPs and 4 minute rules if people have learned the hard way to move their turn marker and make quick decisions in the game.Lychanthrope wrote:Happily we've already nerfed that!! I would remind them, but it's really low on what they need to learn. No tourneys in the area, not even GenCon, calls IP thank God.DesTroy wrote:especially if one hasn't nerfed the penalties for IP!![]()
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I agree that they need to learn to move the turn marker, but noone is calling IP. Noone gets the penalty! It's written as a gentlemans agreement in all the tourneys, the rules pack, in the Great Lakes area that I've been too.
I won't comment again as that's not what this topic was about, but IP penalties just stink. We don't do it.
I'll be starting to teach my daughter, age 12, next Sunday. So I'll be glad to listen to suggestions, ideas, etc.
I won't comment again as that's not what this topic was about, but IP penalties just stink. We don't do it.
I'll be starting to teach my daughter, age 12, next Sunday. So I'll be glad to listen to suggestions, ideas, etc.
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You should probably start by telling a new player the goal of the game: scoring more Touch Downs than your opponent and then explain what a TD is.
The last few times I taught the game, I then explained tackle-zones, the AG characteristic, and agility tests. "You need to roll equal or better than 7 minus your AG." I then moved some models about to better illustrate agility tests pointing out the modifiers and those skills which let you re-roll certain tests.
Next I showed them the block dice, explained how they function, and pointed out the ST charateristic. Used models again to show what happens with push-backs, knock-downs, etc. This leads us to AV and a glance at the the injury table. (I wouldn't mention assists yet.)
Then I explained that durring your turn, each of your players may take an action. The four basic actions where then discussed, the MA characteristic, as well as what causes a turn-over. It was then time to start.
I let the other player choose to recieve or kick. We each chose 11 players and then looked at legal starting formations. After set-up, we kicked the ball without using the Kick-off table, moved the turn marker, and got started.
I suggest you play a drive without any Team Re-rolls or any of the "Extra Rules" from p16 and after. After that, with each successive drive, add in another pair of "Extra Rules."
I usually introduce them in the following order:
Assisting Blocks and Going For It
Team Re-rolls and The Kick-off Table (I would skip FAME for now though)
Hand-offs and Fouls
The Weather, Interceptions, and Fumbles
Everything else (starting rosters, apothecaries, FAME, league play, the skill list, etc.) should probably only be looked at after the game is over. Though IP and time limits can be good fun against other veteran coaches, I would not use them when teaching someone the game.
Hope this helps.
The last few times I taught the game, I then explained tackle-zones, the AG characteristic, and agility tests. "You need to roll equal or better than 7 minus your AG." I then moved some models about to better illustrate agility tests pointing out the modifiers and those skills which let you re-roll certain tests.
Next I showed them the block dice, explained how they function, and pointed out the ST charateristic. Used models again to show what happens with push-backs, knock-downs, etc. This leads us to AV and a glance at the the injury table. (I wouldn't mention assists yet.)
Then I explained that durring your turn, each of your players may take an action. The four basic actions where then discussed, the MA characteristic, as well as what causes a turn-over. It was then time to start.
I let the other player choose to recieve or kick. We each chose 11 players and then looked at legal starting formations. After set-up, we kicked the ball without using the Kick-off table, moved the turn marker, and got started.
I suggest you play a drive without any Team Re-rolls or any of the "Extra Rules" from p16 and after. After that, with each successive drive, add in another pair of "Extra Rules."
I usually introduce them in the following order:
Assisting Blocks and Going For It
Team Re-rolls and The Kick-off Table (I would skip FAME for now though)
Hand-offs and Fouls
The Weather, Interceptions, and Fumbles
Everything else (starting rosters, apothecaries, FAME, league play, the skill list, etc.) should probably only be looked at after the game is over. Though IP and time limits can be good fun against other veteran coaches, I would not use them when teaching someone the game.
Hope this helps.
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Big Hand:
Good for ball handling, basd for tyyyyping
Good for ball handling, basd for tyyyyping
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Of course. Of course. I also suggest you rehearse a few times on your own, just to make certain you have everything down pat. Get it all sorted in your own head (sometimes difficult for me), and it makes it so much easier to teach it to someone else.
As they say, "You never have a second chance to make a first impression."
As they say, "You never have a second chance to make a first impression."
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Big Hand:
Good for ball handling, basd for tyyyyping
Good for ball handling, basd for tyyyyping
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The best way to learn Bloodbowl, is to find a copy of the original 3rd edition rules (it's a soft back book), and play a few games using those rules. They cover all the basics in a friendly to learn, simple format. The basics haven't changed.
Then, once you have thoroughly enjoyed that, as we ALL did for many many many wonderful bloodbowl filled years, with no GW support - keeping the game alive for over a decade - You should then decide to host a tournament and suddenly decide the game isn't working properly because people have started to play 'seriously', and need to have every paragraph rewritten by a load of analytical rules-lawyers to prevent any possible misunderstanding... sadly to the point when NOBODY can understand what ANY of the rules are talking about (my favourite was the rewritten bouncing ball rule, so many pointless words)... Sorry, i meant to say 'then download the living rulebook' to play with the current rules set.
THEN turn into a werewolf... i.e. start frothing at the mouth, gargling incoherent groans and spitting teeth.
(just joking, everybody)...
Then, once you have thoroughly enjoyed that, as we ALL did for many many many wonderful bloodbowl filled years, with no GW support - keeping the game alive for over a decade - You should then decide to host a tournament and suddenly decide the game isn't working properly because people have started to play 'seriously', and need to have every paragraph rewritten by a load of analytical rules-lawyers to prevent any possible misunderstanding... sadly to the point when NOBODY can understand what ANY of the rules are talking about (my favourite was the rewritten bouncing ball rule, so many pointless words)... Sorry, i meant to say 'then download the living rulebook' to play with the current rules set.
THEN turn into a werewolf... i.e. start frothing at the mouth, gargling incoherent groans and spitting teeth.
(just joking, everybody)...
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Joking in a ranty sort of wayiknowmatt wrote:The best way to learn Bloodbowl, is to find a copy of the original 3rd edition rules (it's a soft back book), and play a few games using those rules. They cover all the basics in a friendly to learn, simple format. The basics haven't changed.
Then, once you have thoroughly enjoyed that, as we ALL did for many many many wonderful bloodbowl filled years, with no GW support - keeping the game alive for over a decade - You should then decide to host a tournament and suddenly decide the game isn't working properly because people have started to play 'seriously', and need to have every paragraph rewritten by a load of analytical rules-lawyers to prevent any possible misunderstanding... sadly to the point when NOBODY can understand what ANY of the rules are talking about (my favourite was the rewritten bouncing ball rule, so many pointless words)... Sorry, i meant to say 'then download the living rulebook' to play with the current rules set.
THEN turn into a werewolf... i.e. start frothing at the mouth, gargling incoherent groans and spitting teeth.
(just joking, everybody)...

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