Fouling Rules for house league -- what do you think?
Posted: Sat Sep 08, 2007 7:55 pm
I want fouling to be harsher and more brutal on both sides than it is in LRB5, in a set of rules that otherwise is pretty LRB5-derived. 10-game fixed season followed by bowl game and tournament, 6-8 teams. I want to see more fouling than I'm seeing in 5th, but less than in 3rd and with a less clear-cut impact than in 4th. I have players complaining that there's not enough Blood in the Bowl, and are used to more winnings, more player turnover and faster player development than in the current rules.
1) Whenever a player commits a foul, if that player is not in an enemy tackle zone, he may add +1 to the armor roll.
2) Dirty Player gives +1 to both rolls (MB too, but not on a foul; this is so MB competes with Guard a little better as a doubles result).
3) Casualties from a foul, stab or secret weapon are worth SPP.
4) If the armor or injury roll from a foul is a double, or if an injury roll from a stab is a double, the referee spots the foul/stab. Rather than ejecting the player, the referee, who carries a big weapon like a sword or axe to defend himself from rampaging Blood Bowl players, is allowed to take a swing at the player! The opposing (victim) team's coach rolls 1d6: on a 2+, the ref hits the fouler/stabber and scores an automatic casualty. Roll on the casualty table. On a 1, the ref misses and may not swing again.
An accompanying rules change would be a price increase on Skeletons (40k) and a couple of other changes, like making the Apothecary better and improving the Necromancer a bit. Regenerating teams will have an advantage fouling, but I think the price bump should keep it from becoming too too much. Also, there will be more money flowing around than there is in 5th as written, so a small increase in the body count isn't really a bad thing.
If you think these fouling rules will make the game more than (or other than) a little more bloody and a little faster-developing, let me know. I'd rather work out as many kinks as possible before testing it in a season.
1) Whenever a player commits a foul, if that player is not in an enemy tackle zone, he may add +1 to the armor roll.
2) Dirty Player gives +1 to both rolls (MB too, but not on a foul; this is so MB competes with Guard a little better as a doubles result).
3) Casualties from a foul, stab or secret weapon are worth SPP.
4) If the armor or injury roll from a foul is a double, or if an injury roll from a stab is a double, the referee spots the foul/stab. Rather than ejecting the player, the referee, who carries a big weapon like a sword or axe to defend himself from rampaging Blood Bowl players, is allowed to take a swing at the player! The opposing (victim) team's coach rolls 1d6: on a 2+, the ref hits the fouler/stabber and scores an automatic casualty. Roll on the casualty table. On a 1, the ref misses and may not swing again.
An accompanying rules change would be a price increase on Skeletons (40k) and a couple of other changes, like making the Apothecary better and improving the Necromancer a bit. Regenerating teams will have an advantage fouling, but I think the price bump should keep it from becoming too too much. Also, there will be more money flowing around than there is in 5th as written, so a small increase in the body count isn't really a bad thing.
If you think these fouling rules will make the game more than (or other than) a little more bloody and a little faster-developing, let me know. I'd rather work out as many kinks as possible before testing it in a season.