Rerolls and limits
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Rerolls and limits
I can not find where the rules talk about the maximum number of rerolls available to a team. Is there a cap? A maximum number allowable?
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I think you're only allowed to buy 8 rerolls, but you can have more through leader reroll, trophey reroll, master chef and handicap events. It could be useful to have more than 8 when you get an extra turn or two with the blitz result on the kickoff event, but i would still advise against it. Actually, i find that more than 6 is a waste.
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Yes, you can use a team reroll during a blitz action. Although the turn marker doesn't move, it is a team turn.Korhil wrote:Huh?
Are you allowed to use TRR during a Blitz turn?
I didnt think this was possible since you dont more the turn marker its technically not a team turn.
---Korhil
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Or...
There's overtime, certain handicap events that take away rerolls... uh... can't think of much else. OT is when you're most likely to wish you had more than 8 rerolls on your team, though, I suppose.
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Hmm pretty intresting that its nothing in the rules about this. I guess they just forgot it, cuz rule lawyers can use this to keep TR down, buy for double, but still get only half of that in TR. Since its nothing in the rules about it, you would have to houserule max 8. At least that is how i see it atm.
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Buy as many rerollsas you want
There is nothing in the rules to prevent you buying as many rerolls as you want.
If you play overtime then obviously 16 is the minimum you might need, but if you have handicaps that take half your rerolls then 32 would be a good idea. Possibly more if you play against halflings.
The only logical limit is the effect on team rating of having all those rerolls that you might not use every game.
If you play overtime then obviously 16 is the minimum you might need, but if you have handicaps that take half your rerolls then 32 would be a good idea. Possibly more if you play against halflings.
The only logical limit is the effect on team rating of having all those rerolls that you might not use every game.

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that's a good point. I found when I started with just 2TRR's I always needed them in the first 2-3 turns, but as I purchaesed more the need for them came down, to the point when I had 5 i regularly finished the half with 4 unused ones.GalakStarscraper wrote:Most teams with 8 finds a lot of unused rerolls most turns. I have a halfling team with 5 and most halfs I have 2 to 3 left over.
A combination of experiance and mind over dice rolls I believe.
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Well its "smarter" to buy that than say Assisting Coach staff as it keeps you TR down for more handicap rolls. Thats basicly the only added thing this does, other than having excess of rerolls after each half.Kri wrote:Some Leagues still use the Ally rules and there you could lose several TRR so that was an argument for having more than eight. Otherwise I agree with Galak. More than five is just unnecessary team rating.
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