Out of turn Bonehead:

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DoubleSkulls
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Post by DoubleSkulls »

Skummy wrote: 1. Can a Big Guy "Pro" his "Bonehead" roll?
AH - I don't see why not.

2. Does a Big Guy Ogre that wishes to intercept a pass have to roll Bonehead before doing so?
AH - Yes.

3. Assuming the answer to #1 was yes, and the answer to #2 was yes, can the Big Guy use "Pro" to reroll his Bonehead roll, so he can attempt the interception.
AH - No.
Well I think the rules are:

Yes
No
(Yes - but not necessary).

I don't see how you can say
Yes
No
No
It just isn't consistent.

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Post by Zombie »

Byanose andahalf wrote:
Turning your player over when he's stunned isn't an action, but you still need to roll for bonehead first.
On a bit of a tangent from the topic, is this correct? Why does a bonehead player have to roll for this? He doesn't decide to become 'unstunned', and the player isn't physicaly turning over, that's just for the coaches benefit. Surely it's just a matter of time?
Yes, it's another stupid rule added recently by the BBRC.

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Post by plasmoid »

Hi,
house rules are welcome,
but IMO if you want to play by the current wording then:

You should only make a bonehead roll at the beginning of an action, of which there are 6. This includes turning from stunned.

Pro can definately be used on your opponents turn. There are 32 team turns in a normal blood bowl match.
(My dwarfs use pro on thick skull - they always fail though).

A pass block is not an action.
AFAIK, this is the reason why you can neither stand up or jump up when pass blocking. stand up/jump up both state that they can only be done at the beginning of an action.

Martin :)

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Post by Cervidal »

In the latest clarifications, didn't it state that a Pass Block is a move action that is restricted to no use of getting up or Jump Up?

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Post by plasmoid »

Hi Cervidal :)
actually, it said:

>Q: Which skills can I use during the movement part of a Pass Block?
>
>A: You can use all the skills you would normally use during a move >except for Jump Up, Sure Feet, and Sprint.

So they didn't say action.
Martin :)

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Post by Snew »

They stated, "The special move is free, and in no way affects the player's ability to move in the following turn. Apart from this, however, the move is made using all of the normal rules, and the player does have to dodge to leave opposing players' tackle zones." LRB 2.0 pg 36

It looks like you would need to roll Bonehead. I originally thought you wouldn't.

Bonehead says it must be rolled after you declare your action. This PB move is made using all the normal rules for a move. I guess you must treat it like a move action taking place during your opponent's turn. I don't think that the sentence stating that it's free in any way intended it to mean anything other than the fact that it doesn't subtract 3 squares movement from this player's movement the next turn.

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Post by Amon242 »

Sorry to get off the topic a bit, but since we are on the topic of Bone Head, our league roles Bonehead before any assists can be given, once passed it sticks, but is the way it should be played?

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Post by Skummy »

our league roles Bonehead before any assists can be given, once passed it sticks, but is the way it should be played?
Not quite. Players don't need to roll bonehead to provide assists or have a tackle zone. With the current rules, players who fail their Bonehead roll still provide assists, but do not have a tackle zone. From what I can tell, this will be up for review in the near future.

Basically, they only need to roll before they do something, which is where the confusion arises on the interception and pass block.

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Bonehead interceptions

Post by Babs »

Interceptions are not an action. Neither is Pass Block.

As such, no Bonehead roll should be required for either, as they do not constitute an action, nor are they in your own team turn.

However, if the player with Bonehead or Really Stupid has lost their tackle zone, I would consider them unable to perform either until they passed a successive roll, in one of their own team turns.

That's my take, however it is only an opinion, and not an official ruling.

Why? You want to minimise the number of rolls going on in your opponents team turn. More rolls mean less time for your opponent to take their turn. In a 4 minute team turn, this is critical stuff. Even if you don't play by that rule, it still adds to the length of the game.

Is there an official ruling on using Pro in an opposing team turn?
For the record I'd state you could not as I would want to be minimising the number of rolls made in an opponent's team turn. However, the wording of Pass Block skills & traits seems to state that Pro could be used in that situation....
Q: Which skills can I use during the movement part of a Pass Block?
A: You can use all the skills you would normally use during a move except for Jump Up, Sure Feet, and Sprint.

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Post by Sputnik »

Why? You want to minimise the number of rolls going on in your opponents team turn. More rolls mean less time for your opponent to take their turn. In a 4 minute team turn, this is critical stuff. Even if you don't play by that rule, it still adds to the length of the game.
No offense meant, Babs, but I think it is VERY critical to 'bend' rules or game mechanisms just to fit into a 'self-defined' time limit of turns. :o

Many skills may only be used in the opponents turn (shadow, diving tackle, sidesetp, dump off) and thus definetly cost time.

Now, if I manage to create an ogre with pro, stand firm, catch and pass block I may want to dodge as well to get into position to intercept the ball, use pro to reroll the dodge, then to reroll the interception atempt etc. This indeed is time consuming but in accordance with the rules. Wouldn't it be easier to stop the clock or allow my opponent to carry on with a bit more time????? :?:

Again, no offense meant ( :wink: :smoking: ), but I don't like your 'time' argumentation.

to post my opinion on the topic here as well (and I agree with Babs here, see :lol: )

I think you shouldn't make a bonehead roll for an interception and it should be made dependent from the status of your player being already boneheaded due to a failed roll or not.

Sputnik

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Post by Skummy »

I agree that time should not be a deciding factor here. Our group uses 4 minute team turns, and we always stop the clock when the opponent has a choice or a roll to make. Your time should not be used while waiting for them to decide where they are going to sidestep or whether they will use passblock. Even interceptions and thick skull are rolled off the clock.

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Post by slackman »

so, to state a general concensus, passing a previous bonehead/really stupid roll should allow the attempt of an interception. failing it means you should not be allowed to do so. in either case, a second roll should not be made. is this correct?

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Post by Darkson »

That's what I'd go with, and if it wasn't correct I'd house rule it that way.

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pro

Post by Byanose andahalf »

Is there an official ruling on using Pro in an opposing team turn?
For the record I'd state you could not as I would want to be minimising the number of rolls made in an opponent's team turn. However, the wording of Pass Block skills & traits seems to state that Pro could be used in that situation....
I could be misinterpreting, but because the Pro description says:
Once per team turn, a Pro is allowed to re-roll any one dice roll he has made.
and not:
Once during his own team turn, a Pro is allowed to...
doesn't that mean Pro can be used in the oppositions team turn?

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Time a valid argument?

Post by Babs »

Spiky stated:
No offense meant, Babs, but I think it is VERY critical to 'bend' rules or game mechanisms just to fit into a 'self-defined' time limit of turns.
Many skills may only be used in the opponents turn (shadow, diving tackle, sidesetp, dump off) and thus definetly cost time.
a) I'm not 'bending' the rules, I'm making a rules decision on a grey area like every commish has to do, and

b) I know something you don't:

The BBRC have worked hard to minimise the number of rolls happening in a team turn by your opponent.

Why?
Because it's Annoying
Because it disrupts the flow of the game
It takes time in a 4 turn time limit (and not everyone plays with Chess clocks!)
Play By E-Mail is downright impossible

So the rolls happening in an opposing team turn is a consideration. If in doubt, as a rules developer - I'd be trying to minimise oppsing coach rolls, and the people who write the rules are already doing that.

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