Norse Bowl 7’s Ruleset

Version 4.0
April 6, 2018

The Norse Bowl 7’s variant rules for Blood Bowl have been specifically developed for the Norse Bowl 7’s League. Authority to change the rules resides with the League Committee. The Norse Bowl 7’s variant rules have been designed to be used with the Blood Bowl Living Rulebook 6.

Note on versions: The main version number determines for which season the rules are valid. The second number denotes minor revisions and changes made in mid-season. New revisions are official from time of publication, unless otherwise decided by the League’s Committee.

THE PITCH

The Norse Bowl 7’s pitch is 20×11 squares, smaller than a normal Blood Bowl pitch. Instead of one, there are two Lines of Scrimmage spaced apart from each other, and the wide zones are only two squares wide. See the illustration below.

sevens_pitch.jpg

TEAM CHANGES

Starting teams are purchased from a balance of 650,000. A team roster consists of a minimum of 7 players and a maximum of 10 players. Furthermore, at least half of the players on a team (rounding down) must be amateurs, as detailed in table below. An amateur is any player that you could field 0-16 or 0-12 of in normal Blood Bowl.

Amateurs Table

  • 7 players: 3+ amateurs
  • 8 players: 4+ amateurs
  • 9 players: 4+ amateurs
  • 10 players: 5+ amateurs

If a team roster does not contain the required amount of amateurs, players must be hired or fired to satisfy the requirements (Journeymen count as players).

TEAM LISTS
The team lists used should be those from the Living Rulebook 6, i.e. those from the CRB as well as the Slann, Chaos Pact and Underworld teams. These are the team lists sanctioned by the NAF.

INDUCEMENTS
Money in a team’s Treasury does not count towards Team Value. Inducements can be purchased as normal, including Star Players.

FREE FAN FACTOR
Fan Factor does not count towards team value. New teams begin with a Fan Factor of 5 and cannot purchase more.

SETTING UP

In NorseBowl 7’s, the teams set up apart from each other before a kick-off. Each coach must set up 7 players between their End Zone and their own Line of Scrimmage. At least 3 players must be set up on the team’s Line of Scrimmage and in the center zone. A maximum of 1 player can be set up in each wide zone. The kicking player always sets up first. If a coach cannot field 7 players, the coach must field as many as possible.

WEATHER

If both players agree, a separate Norsca weather table can be used in league matches. In playoff matches, the Norsca weather table is non-optional and must always be used.

Norsca Weather Table

2d6 Result
2 Cold snap: Slippery ice means that all players may to Go For It one extra time per turn. Hard falls provide a +1 bonus to all injury rolls, and the ensuing threat of hypothermia imposes a -1 on rolls to recover from being KOed.
3 Mud and sludge: Players may Go For It one time less than normal each turn. The sludge softens falls, giving a -1 penalty to all Armour rolls.
4 Rain: Rainfall imposes -1 penalty on all rolls to pick up, catch or intercept the ball. If the weather changes as a result of a kick-off event, subtract 1 from the next weather roll.
5‑9 Nice: Perfect Norse Bowl weather.
10 Snowfall: Reduced visibility imposes a -1 to all pass rolls. If the weather changes as a result of a kick-off event, add 1 to the next weather roll.
11 Snow drifts: Soft piles of snow forms throughout the pitch, potentially breaking the fall when players go down. Each coach gets 1 Apothecary or Igor (whichever the team could normally induce) to represent that falls were not as bad as they seemed. However, the snow imposes -1 on all rolls made to Go For It.
12 Blizzard: Wind and flying snow reduces visibility to almost nothing. All short, long and long bomb passes are inaccurate (unless they were fumbled). Even other players are harder to see, adding +1 to all Dodge rolls.

THE KICK-OFF

The kick proceeds as usual, but the ball must be placed behind the receiving team’s Line of Scrimmage. A ‘touchback’ is only awarded if the ball crosses the kicking team’s own Line of Scrimmage (not the halfway line), or if the ball goes out of bounds.

NB7L kick-off table
The following table is used in all official NB7L events, and can be used in any match if both coaches agree.

2d6 Result
2 Get the ref: The fans exact gruesome revenge on the referee for some of the dubious decisions he has made either during this match or in the past. His replacement is so intimidated that he can be more easily persuaded to look the other way. Each team receives 1 additional Bribe to use during the game. A bribe allows you to attempt to ignore one call by the referee for a player who has committed a foul to be sent off or a player armed with a secret weapon. Roll a D6, on a 2-6 the bribe is effective (preventing a Turnover if the player was ejected for fouling) but on a roll of a 1 the bribe is wasted and the call still stands. Each Bribe may be used once per match.
3 Riot: The trash talk between two opposing players explodes and rapidly degenerates involving the rest of the players. If the receiving team’s turn marker is on turn 6 for the half, both teams move their turn marker back one space as the referee resets the clock back to before the fight started. If the receiving team has not yet taken a turn this half the referee lets the clock run on during the fight and both teams’ turn markers are moved forward one space. Otherwise roll a D6. On a 1-3, both teams’ turn markers are moved forward one space. On a 4-6, both team’s turn markers are moved back one space.
4 Defensive shift: The players on the kicking team are allowed to move up to a total of 7 squares, divided among them as the coach decides. No single player may move more than 3 squares. This is a free move and may be used to cross the Line of Scrimmage.
5 Perfect offense: The receiving team’s coach may reorganize his players (the new setup must still be a legal setup).
6 Cheering fans: Each team rolls a d6 and adds their FAME modifier and number of Cheerleaders. The team with a higher score gains a Team Reroll. In the case of a tie, neither side gets a reroll.
7 Changing weather: Make a new roll on the Weather table. Apply the new Weather roll. If the new Weather roll was a ‘Nice’ result then a gentle gust of wind makes the ball scatter one extra square in a random direction before landing.
8 Brilliant coaching: Each team rolls a D6 and adds their FAME modifier and number of Assistant Coaches. The team with a higher score gains a Team Re-roll. In the case of a tie, neither side gets a re-roll.
9 Quick snap: The offence start their drive a fraction before the defense is ready, catching the kicking team flat footed. All of the players on the receiving team are allowed to move one square. This is a free move and may be made into an adjacent empty square, ignoring tackle zones. It may be used to cross the recievers line of scrimmage.
10 Blitz!: The defence start their drive a fraction before the offence is ready, catching the receiving team flat-footed. The kicking team receives a free ‘bonus’ turn: however, the coach may only choose three players to perform an Action. The kicking team may use team re-rolls during a Blitz. If any player suffers a turnover then the bonus turn ends immediately.
11 Raging fans: Enraged fans fail to get onto the pitch, and instead attack the teams dugouts. Make an injury roll for each player in the KO and reserves boxes of both teams. A result of Stunned has no effect, a KO moves the player to the KO recovery box unless they were there already, and a Casualty moves the player to the Dead and Injured box as if they were Badly Hurt. Do not roll armour.
12 Bad habits: One player has partied a little too hard the night before the match and fails to get onto the pitch in time for the kick-off. Roll a d6, on a 1-3 the kicking team is affected, on 4-6 the recieving team is. Determine at random which of the teams players to remove from the pitch, the coach plays with the remaining players in whatever positions they were set up in. The removed player is placed in the reserves.

GAME RULES

The game rules are substantially the same as in regular Blood Bowl, except for the changes noted below. These rules assume that you are using the Blood Bowl rules from the Competitive Rule Book (CRB) or Living Rulebook 6.

NUMBER OF TURNS
Each half of the match lasts 6 turns.

PASSING RANGES
Passing ranges are measured in squares and not with the pass template. A quick pass is 2 squares, a short pass is 3–4 squares, a long pass is 5–6 squares and a long bomb is 7–8 squares. The squares are counted by your opponent as if the passing player was moving, except that the shortest possible route available must be chosen. Any opposing player on a square along this route is eligible to attempt an interception, subject to the normal restrictions for attempting interceptions.

POST-MATCH SEQUENCE
The post-match sequence is slightly altered. Winnings and Fan Factor are calculated as usual. Furthermore, the rules for Journeymen and spiraling expenses have been changed.

SPIRALING EXPENSES
If your Team Value exceeds the spiraling expenses threshold for the competition it’s in, you must pay 10,000 in spiraling expenses. In addition, you must pay an additional 10,000 for every step of your Team Value above the spiraling expenses threshold. Spiraling expenses thresholds and step size are specified in the rules of individual tournaments and leagues. The default for the Norse Bowl7’s league is a threshold of 800 000 and a step size of 100 000. Spiraling expenses are deducted during the post-match sequence after rolling for winnings.

JOURNEYMEN
If you end the post-game sequence with less than 7 players available for the next match, you receive free Journeymen until you are able to field 7 or more players for the next match.

CONCEDING
A team that concedes a game does not give up its winnings or MVP. The winnings are simply lost and no MVP is awarded for the conceding team. The winner receives Winnings and Advancements as normal.

FINAL WORDS

Norse Bowl 7’s is a lightweight variant ruleset inspired by the Blood Bowl 7’s family of variant rules. Due to editorial oversight, certain rules from the CRB or Living Rulebook 6 may turn out to work completely contrary to the spirit of Norse Bowl 7’s, even if the rule has not been explicitly changed.

In such situations, players are encouraged to use their best judgement in bending the rules as written to conform to the spirit of Norse Bowl 7’s. If a dispute arises as a result of this, a dice roll to settle the dispute of rules bending is preferable to falling back on a rule that is patently incompatible with the intentions of Norse Bowl 7’s.

 

 

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