Short report:
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We still learn the game and we need about 90min for a game - I suppose to get this down to 45-60min once we are settled with the rules. Game feels fast, because of the alternate player movement (team a, team b,...). First I had the feeling you can't do very much on the tactics side - but after resolving some errors in our play (correct playing of guard, dodges on hits, throws,..) i can see a couple different tactics evolve. For a long term league I think there are to many permanent injuries.
Long report:
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To get a feel for the game mechanics (and not to overload a 12year with tons of information he can't read for himself) we started with a all Starter player team without any perk (BB compare: all lineman team with no skills). We worked out the basic movement/action sequence, tested hitting/dodging and a couple of throws. I won easily 2-0 (cousin said: only because you have bb expierence

Having the feeling we did a lot wrong I sat down reading the rules again (now with some ingame exp. I better understood a lot of rules).
For the second night we created a new team according to the rules, I had a pretty average team I would say, and my cousin had a monster thrower (he made him captain, and with exp + skills he had 100% sucess rate at score throws - and they couldn't be intercepted). Thanks to his young age and having almost no tabletop exp. he couldn't use him like others would do. We also played the rules correct now and from a pretty open formation on day 1 we pretty much caged at the beginning (taking care of line of sight so we don't get blindside hits - which can't be dodged - use guard correctly,...). Since we couldn't avoid everything, had some perks, slamed players in walls, hit knocked down players the injury rate went up. From the first feeling way to much for a team with just 4 players but after two games the permanent injuries were not as much as it felt. We played a follow up game to see the between the match sequence (nothing for us) and how permanent injuries tear down teams.
We had no decaptitation (although we tried hard) - so no multi ball game.
I like the concept, don't know about not beeing able to move in diagonals. Throwing is reduced to straight line or diagonals. Having this easy movement/passing and no need for rulers you can easily scale up the field as you like using whatever you like for a game filed (e.g. Hirstarts). I found (or can't remember now) no rules for balls hitting the wall (liked the BB Dungonbowl passing rules). Once you don't need more then the reference sheet games can get pretty fast and ideal for quick one-off games. For leagues, I am not sure, I have the feeling the injury rate is too high. Maybe having reserves would be nice.
Some rules I am not sure if we played correct:
- Page 2 says after a score return to setup phase. USing the same order as the opening setup we had the odd situation that my cousin got the ball and I started to move.
- Hit: there is no mention of an automatic follow up so we didn't (so if we moved to hit and it was successfull we have been 1 square away. First I thought this is a no brainer (no follow is mentioned, none is made) but since scatter roll 9,10 means that the attacker has the ball it felt weird to knock someone back and have the ball a square away.
- between game replacements: after 2 games a player will get veteran (getting 2xp), after 4 captain. If I read this correctly, after two games only the starter player can get 2xp because the other already have 2 or 3). After four games a player can get captain but only 1 is allowed, does this mean he stays veteran and get promoted whenever needed (and only then he gets the xp and perk?)
- Skills that mention adjacent squares. There a couple of them, some of them add +10 hit for every player adjacent, some +10 dodge but there is no mention if a player needs to be on his feet so we also added the modifiers for knocked down adjacent players)
- Toughness points: in the rules it it just mentioned that they are used to force re-rolls on injury rolls, but not if only 1 can be used or more (we played as many as are available - one time even 3 times because a critical hit rolled a catastrophic inj, rr catastrohic, rr catastrohic, rr knocked down - I guess this saved us from a lot of permanent injuries.
Pro:
- copyready and download versions of game sheets and team sheets,
- quickplay reference on the backside of the rulebook
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Con:
- No Team value, so not sure how a advanced team would play against a new team (they do have perks and stat increase but they will also have suffered a couple nasty injuries.
- For leagues I think the Beween game sequence is not suitable (just player replacement), after two games players are veterans, after four you can make one captain (up to a max of 1).