Tables & Rules

Game sequences

Pre-game

1. Roll for stadium and referee (optional)

2. Roll for weather

3. Use the cash

4. Draw special cards (optional)

5.

Devoted fans
Each Coach rolls 1D3+ devotedfans to determine the Popularity Factor.

6. Flip a coin (Toss)

The game

1. Kickoffs

2. Play the game !

Post-game

1. Roll for JPV

2. Improvement rolls

3.

Calculate the gains
((Sum of Popularity Factors) / 2 + (TD scored by team)) x 10,000 If a coach conceded the game with a penalty, the PF is not halved, with the winner receiving the full payout.

4.

Mise à jour de la popularité
Le coach gagnant jette 1D6, le perdant 1D6 (pas de jet en cas de match nul). Si le coach gagnant obtient un résultat supérieur ou égal à son niveau de Fans Dévoués, il augmente ce dernier d’un point.Si le perdant fait un jet inférieur à son niveau de Fans Dévoués, il diminue ce dernier d’un point.

5. Hire and fire

6. Prepare for next game

Pass Template

Pass Template
13
12
11
10
9
8
7
6
5
4
3
2
1
T
1
2
3
4
5
6
7
8
9
10
11
12
13
Quick Pass 0
Short Pass -1
Long Pass -2
Long Bomb -3

Injuries

2D6 Result
2-7
Stunned Leave the player on the field but lay him on his stomach. All stunned players turn prone at the end of their team's next turn even if a turnover occurs. Note that a player cannot go prone the turn he was dtunned. Once prone, he may get up the next turn using the normal rules.
8-9
K.O. Take the player off the field and place him in the Knocked Out Box in the dugout. On the next kickoff, roll a die for each of your knocked-out players. On 1-3, the player remains knocked out and cannot be used, but you may roll again on the next kickoff. On 4-6, you must place the player back in the Reserves box, and you can use him normally.
10-12
Wounded Remove the player from the field and place him in the Dead & Wounded box in the Pit. Roll on the casualty table.
Stunty
2-6
Stunned Leave the player on the field but lay him on his stomach. All stunned players turn prone at the end of their team's next turn even if a turnover occurs. Note that a player cannot go prone the turn he was dtunned. Once prone, he may get up the next turn using the normal rules.
7-8
K.O. Take the player off the field and place him in the Knocked Out Box in the dugout. On the next kickoff, roll a die for each of your knocked-out players. On 1-3, the player remains knocked out and cannot be used, but you may roll again on the next kickoff. On 4-6, you must place the player back in the Reserves box, and you can use him normally.
9
Badly Hurt The player misses the rest of this game, but suffers no long term effect
10-12
Wounded Remove the player from the field and place him in the Dead & Wounded box in the Pit. Roll on the casualty table.

Casualties

D16 Effect
1-6
Badly Hurt The player misses the rest of this game, but suffers no long term effect
7-9
Seriously Hurt Miss Next Game
10-12
Serious Injury Rate le prochain match + Blessure persistante (+1 aux futurs jets de blessure)
13-14
Lasting Injury Characteristic reduction (1-2 -1AV, 3 -1MA, 4 -1PA, 5 -1AG, 6 -1ST) and Miss Next Game
15-16
Dead Dead

Level Up & SPP

Level Random Primary Chosen Primary or Random Secondary Chosen Secondary Random characteristic*
1 3 SPP 6 SPP 12 SPP 18 SPP
2 4 SPP 8 SPP 14 SPP 20 SPP
3 6 SPP 12 SPP 18 SPP 24 SPP
4 8 SPP 16 SPP 22 SPP 28 SPP
5 10 SPP 20 SPP 26 SPP 32 SPP
6 15 SPP 30 SPP 40 SPP 50 SPP
* The random characteristic can be ignored to choose a secondary skill, but the XP are spent as for a random characteristic advancement.

Random drawing of skills

1er D6 2e D6 Agility General Mutations Passing Strength
1-3 1 Catch Block Big Hand Accurate Arm Bar
1-3 2 Diving Catch Dauntless Claws Cannoneer Brawler
1-3 3 Diving Tackle Dirty Player (+1) Disturbing Presence Cloud Burster Break Tackle
1-3 4 Dodge Fend Extra Arms Dump-Off Grab
1-3 5 Defensive Frenzy Foul Appearance Fumblerooskie Guard
1-3 6 Jump up Kick Horns Hail Mary Pass Juggernaut
4-6 1 Leap Pro Iron Hard Skin Leader Mighty Blow (+1)
4-6 2 Safe Pair of Hands Shadowing Monstrous Mouth Nerves of Steel Multiple Block
4-6 3 Side Step Strip ball Prehensile Tail On The Ball Pile Driver
4-6 4 Sneaky Git Sure Hands Tentacles Pass Stand Firm
4-6 5 Sprint Tackle Two Heads Running Pass Strong Arm
4-6 6 Sure Feet Wrestle Very Long Legs Safe Pass Thick Skull

Players value

Random Primary
+10K
Compétence primaire choisie
+20K
Random Secondary
+20K
Chosen Secondary
+40K
+1 AV
+10K
+1 MA ou +1 PA
+20K
+1 AG
+40K
+1 ST
+80K