DMBBL Season V: Da Rulez!

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DMBBL Season V: Da Rulez!

Postby Lucyth » Wed Aug 14, 2013 2:55 am

Another summer almost over... and that can only mean one thing. Time for another season of Blood Bowl!! The DMBBL will be starting up it's fifth season starting SEPTEMBER 12th.

The following are Da Rulez for Season V!

Any questions, PM me, Lucyth (Cody the ever-benevolent Commissioner), or simply ask me in person next time I see you.



LEAGUE RULES

- All teams and coaches will be welcome to play in Season V. There are no restrictions or prohibitions for Season V, save that each coach may only play one team.

- MVP's will be determined by a d3 roll. At the end of a game, each coach nominates 3 players from their team and designates a number (1,2, or 3) for each nominated player. Each coach then rolls a d3. The result on the die is the player who earns the MVP for their team.

- Season games will not be played on timed turns. Playoff games and the DorkaBowl, however, must be played on timed turns. Egregious offenders known to take 10 minutes a turn may be forced to play on timed turns at the discretion of the League Commissioner.

- Accidental illegal formations (i.e. 12 man team discovered during play) will be dealt as following: The guilty coach will randomly remove a player from his players on the pitch and make an Injury roll for him. Treat all Casualty (10-12) rolls as K.O. instead. Stunty, Niggling Injuries, and Thick Skull apply.

- Forfeits: There are two types of concessions: a Faultless Forfeit and a At-Fault Forfeit. The difference is simple:

Faultless Forfeit: A situation where two coaches simply cannot find a time and place to play their game. Despite active communication with the Commissioner and their opponent, the coaches cannot play their game within the allotted timeframe (due to conflicting schedules, real life emergencies, etc). In this situation, the Commissioner declares a Faultless Forfeit and a 0-0 tie is recorded for the two teams. No winnings, Fan Factor, or Star Player Points will be awarded to or deducted from either team. In addition, the player with the highest amount of SPPs on each team will be Missing Next Game (MNG). No further action is taken, and both coaches move on to their next match.

At-Fault Forfeit: A situation where it is apparent to either the League in general and/or to the Commissioner that a coach is "ducking" or not making a true effort to play his opponent for any number of reasons. This coach is considered to be at fault for the game not being played. His opponent is awarded a 2-0 Win and receives his opponents winnings and MVP roll for the match. In addition, the coach at fault automatically loses 1 Fan Factor and all players on his team with 51+ SPPs must each roll a D6. On a roll of 4+, nothing happens. On a roll of 1 that player is MNG for 3 games, on a roll of 2 that player is MNG for 2 games, and on a roll of 3 that player is MNG for one game.

*These rules would replace the rules for conceding in a League Match on page 29 of the Rulebook.

In most cases, with active communication between the coaches and with the Commissioner, potential forfeits fall neatly into one of the two categories. Rare cases will require a ruling from the Commissioner on which penalty is to be applied.

- There will be a "hard" time limit to each matchup. In certain circumstances, coaches may be granted a week extension (for a total of 3 weeks) in order for them to schedule their game. However, after the three weeks, a concession will be declared for that match. The type of concession will be decided by the Commissioner after communicating with both coaches.

- In the extreme case that a Team must withdraw from the season, the Commissioner (after discussing the situation with the team's Coach) will appoint a Ringer who will play the remainder of the games for the withdrawing Team. This Ringer team will be determined at the time of the withdrawal and will not be eligible to enter the playoffs.

- Bounties will be continued. All bounties cost 30k. The coach issuing the bounty will post who the bounty is on in the Bounties thread. Coaches may only have a maximum of 3 bounties active at a time.

- We will be incorporating "The Bank Rule" as intended by Tom Anders and the BBRC. Note however, that we will be using 150k as the Bank limit instead of 100k.
    BANK RULE

    - Please read Tom Anders' post here: http://fumbbl.com/index.php?name=PNphpBB2&file=viewtopic&t=19005 . If you have any further questions, simply talk to either myself (Cody) or any of the hardcore BB fanboys (Ian, Brad, Jim, etc.)

    - But if you can't be bothered to click on a link and read the information there, here are the rules:

Tom Anders wrote:Add this to the part of the rulebook discussing how to calcuate Team Value

Bank
The NAF offers a banking service which can save up to 150,000 gold pieces for a team so they do not have to risk carrying excess amounts of gold when travelling between matches. Gold saved in the bank should be recorded on the team roster but does not affect Team Value allowing your team to save for purchases without giving away inducements. You can only add to or remove gold from the bank during the Post-game sequence (see page 38).

Team Value
In League matches the "value" of a team affects whether it receives Inducements for playing a match (see pages 35 to 36) and if it suffers from Spiralling Expenses (see page 38). The value of a team (often abbreviated to "TV") is worked out by adding up the value of the players that will play for the team in its next match, including extra value from improvements, to the cost of coaching staff, team re-rolls, Fan Factor, and any gold in the treasury. Record the value of your team in the appropriate space on the team roster. Note that gold in the bank and any players that are missing the game due to injury do not count towards the
Team Value.


Pre-Game sequence change:

2. Inducements
Teams that are at a disadvantage are often given "inducements" to play that will help even the odds. Usually this takes the form of extra gold, offered by the stadium owner to help convince a team to take part in a match against a superior opponent (and thus allowing the stadium owner to recoup his losses and more through tickets sales and merchandise!). To represent this, an underdog in a match may be given a certain amount of gold that can be used to buy things for the team to help them in the upcoming match. The amount of gold the team receives is equal to the difference between the total value of the underdog team and the total value of the opposing team. For example, if one coach had a team worth 1,000,000 gold pieces while his opponent had a team worth 1,250,000 gold pieces, then the first coach would be allowed to spend 250,000 gold pieces on Inducements. Any of the gold that is not spent on Inducements is lost and may not be added to the team treasury. In addition, either coach may use gold from their treasury (but not their bank) to purchase Inducements. If the superior opponent wishes to purchase inducements with gold from his treasury, he must do so before the underdog purchases any of his inducements.


This is the Post Game sequence:

1. Delete any players that have been killed from the roster, and record any changes to a player's value for improvements.

2. Generate winnings for the match. Each coach rolls a D6 and adds their FAME (see page 18). Your team receives this amount x 10,000 gold pieces as winnings for the match. If you won or tied the match you receive an additional 10,000 gold pieces. If you won the match you may also choose to reroll your D6, but you must accept the second result even if it is worse than the first. Remember that teams that concede a match do not receive any winnings.

3. Each coach must now pay for spiralling expenses through gold in treasury and/or the bank (see the next section on this page).

4. If a coach lost or tied the match he should 2D6. The winning coach should roll 3d6. If a coach won or tied the match and his roll is greater than his team's current Fan Factor then his team's Fan Factor increases by one point. If the coach lost or tied the match and his roll is less than his team's current Fan Factor then his team's Fan Factor decreases by one point.

5. Each coach may now transfer gold from his treasury to his bank or to his treasury from the bank (remember that the bank cannot hold more than 150,000 gold pieces).

6. Each coach must decide if they wish to spend any gold in the team treasury to buy new players and coaching staff for their team, and/or let go (i.e. fire) any team re-rolls, players, or coaching staff from their team who are no longer wanted - however, you don't get your gold back. In addition, each coach can choose to spend gold from their treasury to increase their team's re-rolls. Adding a re-roll costs double the amount shown on the team list, but only adds the basic (un-doubled) cost to the total value of the team. NOTE: gold still in the bank cannot be used to purchase players, coaching staff, or team re-rolls.

7. If your team has any Journeymen (see step 8 below) on the roster you must either fire them from the team or you may permanently hire them by paying their rookie cost if you have less than 16 players on your roster. If you hire a Journeyman, he loses the Loner skill but may retain any Star Player Points he earned or skills learned from Improvement rolls.

8. If your team can only field 10 or less players for the next match, you may bring Journeymen onto your team for free until your team can field 11 players for the next match. A Journeyman is always a player from a 0-12 or 0-16 position on your team's roster, counts his normal rookie cost towards your total team value, but has the Loner skill as they are unused to playing with your team. Journeymen may take the total players on your team (including injured players) to more than 16 at this point.

9. Work out the total value of the team and record it on the roster. The value of a team is worked out by adding up the value of the team's players (including extra values for improvements), support staff, team re-rolls, Fan Factor, plus the gold in your treasury. Do not include the value of gold in the bank or any players that will be forced to miss their next match due to injury.


- As this is a league of friends and alleged men of good caliber, the League Administrator is trusting that Coaches will not simply buy and cut multiple players, team goods, etc. simply to bring their TV down. Remember, your treasury can be used to buy inducements! Go nuts![/list]


DORKACUP

- The top 4 coaches in each Conference (assuming 2 conferences) will go to the playoffs.

    The method for team standings will be:
    Overall Record
    Conference Record
    Head to Head
    Total Touchdowns plus Total Casualties

- Teams will be competing for the glory and the honor of taking home the DorkaCup! The team who wins the whole shebang will earn the snarky jealousy and puppy-like fawning of his fellow coaches as well as the right to hoist the trophy above his head and roar his dominance for all to hear!!

- This is the DorkaCup! And in honor of the constant chaos that is DorkaMorka, Coaches participating in playoff games will receive a FREE 50k card randomly selected from their deck of choice before each game!! LET ANARCHY REIGN!!!

- The winning team of the DorkaBowl will not only receive a nifty trophy but will gain a Trophy Reroll (a free reroll that lasts all next season), 60k in gold pieces, automatically pass their Fan Factor roll, and a high five from the League Commissioner!

- The runner up will gain 30k in gold pieces, +1 Fan Factor (no FF roll needed after the match), and get an approving thumbs up from the Commissioner.

- Any eligible team may refuse to play in the playoffs at the conclusion of the regular season. In this situation, the next team down in the standings will take their place. Note: Once you begin playing in the playoffs, you cannot back out!

- There will also be awards given out at the completion of the Season:
    + League MVP - the player which contributed the most to their team during the course of the Season. Could be a CAS leader, or TD, or some player that time and time made superior plays. This player shall receive the Fan Favorite skill for the following season.
    + Coach of the Year - the coach who rose above his peers, had a great season or did something spectacular with his team. The team shall receive a bonus Assistant coach (no TVR adjustment) for the following season.
    + Team of the Year - for the regular season, the team that was both the best looking (painted) and/or most interestingly developed or just unique on the field. (i.e. Throwing Lizardmen) This team shall receive a free Cheerleader for the following season.

SCHEDULE

- Season V will be 8 games long. There will be two weeks allotted for each game to be played. So the 8 game season will be 16 weeks (4 months) long. There will be an extra "intermission" week allotted at the time of Thanksgiving and Christmas. Details to follow in the schedule.
Last edited by Lucyth on Mon Aug 26, 2013 12:24 am, edited 1 time in total.
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Re: DMBBL Season V: Da Rulez!

Postby Lucyth » Wed Aug 14, 2013 2:59 am

*Changes from Season IV

- Changed the section on Forfeits

- Increased the Bank to 150k.

- Inserted a section about a "hard" cutoff of 3 weeks maximum for all games.

- inserted the option for coaches to decline participating in the playoffs.
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Re: DMBBL Season V: Da Rulez!

Postby afeinman » Wed Aug 14, 2013 9:22 am

1. Can we change the word "week" to something that isn't 'week'? Maybe "matchup" or "round"? It got wicked confusing last season.

"But when is now? Is now then?"

2. Do bounties outstanding from last season remain? What about bounties offered by, or on, teams not in this season? Will there be refunds?
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Re: DMBBL Season V: Da Rulez!

Postby Lucyth » Mon Aug 26, 2013 12:20 am

afeinman wrote:1. Can we change the word "week" to something that isn't 'week'? Maybe "matchup" or "round"? It got wicked confusing last season.

"But when is now? Is now then?"

2. Do bounties outstanding from last season remain? What about bounties offered by, or on, teams not in this season? Will there be refunds?


1). Sure.

2). No. To everything. Toys for Snots does not give refunds. A
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Re: DMBBL Season V: Da Rulez!

Postby Zombie » Mon Aug 26, 2013 12:04 pm

What is the dead line for pre league games? I think I want to use a brand new team for the league but would like to get a couple of games in before the league starts.
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Re: DMBBL Season V: Da Rulez!

Postby Lucyth » Mon Aug 26, 2013 12:28 pm

In the past, there was a deadline. That won't be the case this time. So no deadline. However, you will be locked in to the team you sign up with (deadline being the 29th). So if your team gets trashed the day before the league starts, you'll be looking at an inducement filled season :P
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Re: DMBBL Season V: Da Rulez!

Postby agentorange » Mon Aug 26, 2013 2:18 pm

Considering he is using a new team and some of the returning teams, he is already facing an inducement-fest. I'd say try to get as many skills as you can before the season starts and if you get beat up a little you'll just have more cards and star players to buy come week 1.
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