Non je parle pas d’un roster mais d’un ajout aux règles voire d’une variante…
Je suis navré comme je manque de temps j’ai pas le temps de traduire, je fais une version française complète et mise à jour après l’euro / semaine pro :
Imagine the following adaptation to the rules :
1- passing forward is forbidden. Only passes behind or on the same line are allowed.
2- same for “handoff”. Additionally you can now make as many handoff as you wish per turn.
3- the « pass » characteristic is replaced by the “kick” characteristic (passes are resolved based on the agility - like on the previous edition). Once per turn, the player controlling the ball can kick the ball. A kick is never accurate (just like thro team mate) and does not cause a turnover. Once the kick action is resolved, all the players that are located behind or on the same line than the kicking player can activate normally (if they haven’t already done so) while all the others cannot activate anymore (simply turn the miniatures like if they had already been activated this turn).
Here you go : Blood Bowl Rugby !!!! Who’s up to test ?!
🤩
#1 editing :
Additional rugby-like rule, regarding fouling in Bloodbowl :
In case a player commits a foul and is spotted by the ref, and if the foul is confirmed (bribe or argue the call don’t work) a turnover is caused. Three possible situations :
A) the team who committed the foul was in possession on the ball
>> in that case, the ball is put on the ground and on the square where the foul was committed. The team that committed the foul organizes its players first, like it would during a kick off but considering the line were the ball stands as a temporary LOS (no player can be put on that line). The opponent team then positions itself on his own side respecting the same rules (max 2 players on the wing, 3 minimum on that temporary LOS + no one in the same line as the ball). This second team can now play its turn normally.
B ) the team that suffered the foul was in possession of the ball.
>> Same rule as above BUT, after every team is positioned, the closest player (it has to be one square away max) from the team that suffered the foul can get the ball in his hands for free (it’s like a free pick up from one square away). The team can they decide to play as it wish… but it’s a good opportunity to form a pack for a strong team, or to organize a kick that could then be “followed” by the runners/catchers of the kicking team.
C) if no team was in possession of the ball. Nothing happens, business as usual.
This additional rules would bear consequences as it would make fouling more risky… but it would also give it some tactical advantages. We can imagine a roster-build where a strong team, which wishes to foul a lot, builds some very strong characters with tentacles/tacles to dispute the ball… but mostly we could now foul a player to bring back the ball and the game to the middle of the field, ex : let’s say four gutter runners have ran through your defense, abandoning their teammates behind: if you foul one of them (and get caught) everybody is brought back behind the line of where the foul was committed… which could mean back to the middle field ! Although they can now have a good kick that can be followed up by their gr and they still have a chance to score if the foul doesn’t bring them too much backward… this would invite fast team to move forward as a group/team so not to leave someone behind ! Foul then becomes a powerful tactical tool… At a cost of a player.
#2 editing (1:08pm 24th of sept)
Potential additional scoring rules :
A- a touchdown is now called a try and is worth 5pts.
B- additionally, bloodbowl fields are modified so to include two rugby posts at the end of each side of the field. The two rugby posts are located three squares appart, in the center of the endfield. (
THERE ARE THREE WAYS TO SCORE ADDITIONAL POINTS by kicking the ball between the posts :
1- TRANSFORMATION (2pts)
to score an additional 2 pts : after a try/touch down has been scored, the scoring team gets a free attempt to kick the ball between the posts. To do so, the kicking player must position himself at the crossing point between the column where the try/TD was scored and a direct diagonale toward the three squares between the posts (unless the try/TD was scored between the posts in which case he can place himself on that same column).
From there, the player (it doesn’t have to be the same player that scored the td) chose to aim at the middle of the three squares that are located outside the field, behind the two posts (those squares are imaginary as they are right outside the pitch - not to mistake them with those that are inside.) If the kick “succeeds” (there is no need to roll dice to see where the ball lands/no scatter rolls) 2 additional points are scored. If not, the two teams can proceed to a new kick off.
2- PENALTY KICK (3pts)
in case of a foul (read previous additional rules about fouling) that would be committed against the team in possession of the ball, the two teams would position themselves as previously explained (see the rules). The team against whom the foul was committed and which gets the free pickup can decide to kick the ball between the posts. a) this must be the first action of the team. b) the kicker must be on a diagonale or a column toward the three squares between the posts c) the opponent team can attempt to interfere with the kick d) the kick is aimed at one of the three squares between the post and, if successful, the scattering dice must be rolled. If, at any point during the scattering roll the ball exits the field between the two posts 3 pts points are scored and the two teams proceed to a new kick off. Otherwise the game plays on, and the crowd can throw the ball back on the field as usual if it exited elsewhere. No turnover is caused if the ball remains on the field (see the kicking rule above) but the turn of the kicking team is lost if the ball exits the field.
3) DROP-GOAL (3pts)
during the course of the game, any player with a kicking stat can try a “drop kick” to score 3pts. To do so he needs to comply with the same conditions stated in 2) and must, additionally, pass a successful agility test before he can roll ro kick the ball. If the agility test is successful, he can then proceed to kick the ball, otherwise it’s a fumbl with a turnover. If the ball successfully exits the field between the posts : 3 pts are scored.
Nb : regarding the malus :
Case 1) “Transformation” (2pts) no malus except météo malus
Case 2) “penalty kick” (3pts) météo malus and disturbing presence malus apply
Case 3) “drop-goal” (3pts) all malus (tackle zones as well) apply to both the agility roll AND the kicking roll.
MAIN TAKES :
It’s not only about making bloodbowl look like rugby : those rules would give room to some new strategy.
Heavy teams would foul less in offense and more in defense, with a tactical purpose.
Agility teams wouldn’t have it so easy when moving the ball forward while still benefiting more from the kicking addition than the other teams.
Teams would have to seriously consider kicking to score if the clock is ticking.
Also, getting more benefits from scoring midfield rather than on the wings would make stalling harder.
Étc.
Passing would be used much anymore, bringing few advantage compared to hand off, but still useful when willing to change wing without involving too many players. Passing would be used for long lateral passes, while handoff would become the basic way to navigate the ball, and kick would allow for special / fun / more risky plays (with the additional chance to score 3 pts instead of 5… if you’re too far to score, or there are too many dodges to your taste it’s better than nothing !! - and it adds excitement to the game.