Rerolls and limits

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keith_reed
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Rerolls and limits

Post by keith_reed »

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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Colin
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Post by Colin »

As far as I know, you are restricted by the reroll track, which has 8 spaces. This, of course, makes sense since you can only use one RR per team turn (not sure if that includes leader RR and trophy RR, but too lazy to look it up).

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Post by Zombie »

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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Post by Korhil »

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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Post by GalakStarscraper »

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
Yes, you can use a team reroll during a blitz action. Although the turn marker doesn't move, it is a team turn.

Galak

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Colin
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Post by Colin »

I suppose a blitz kick-off result is the only time you can use up more than 8 RRs during a half?

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Or...

Post by Cervidal »

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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Post by Zombie »

Also when playing against halflings and the master chef steals 2 or 3 rerolls from you for the half.

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Post by Heiper »

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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Post by Longshot »

ok,as a league commish, if you succeed in having 8 TRR, i will let you pay for more of them if you want...

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Buy as many rerollsas you want

Post by Bevan »

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. :lol:

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Post by GalakStarscraper »

I agree I don't see any reason to create a house rule that 8 TRR is the max.

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.

Galak

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Post by Darkson »

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.
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.

A combination of experiance and mind over dice rolls I believe.

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Post by Kri »

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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Post by Heiper »

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.
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.

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