Rules and Regulations
ore going further, it is worth establishing some general principles regarding some commonly used terms, dice and the game of Dungeon Bowl in general.
THE COACH AND THE PLAYERS
ungeon Bowl is a tabletop game and tabletop games are traditionally played by 'players'. But Dungeon Bowl is also a game that represents a sporting
fixture rather than a battle between rival armies. Whilst in other tabletop games the models might represent warriors, in Dungeon Bowl the models represent sports players. To avoid confusion, and to adhere to the theme of the game, the rules will always refer to the models as 'players' and to you, the person rolling the dice and making the decisions, as the 'coach'. In addition, players that belong to the same team are referred to as 'team-mates', whilst players that do not belong to their team are referred to as 'opposition players'.
TAKE-BACKS AND CHANGING ONE'S MIND
It is not uncommon for coaches to second-guess themselves occasionally, saying they are about to do something before immediately changing their mind. As a general rule, you should be tolerant of this in your opponents, as you will likely do it yourself - after all, we are playing a game and games should be fun and enjoyable for all! However, once dice have been rolled for any reason, you must abide by your
I decision; you can no longer go back and change anything that came before the dice roll!
RANDOMLY selecting a player
the rules will often require a coach to select a player at random. To do this, simply roll a D16 and check the team Draft list, which will have your players numbered from to 16. The number rolled is the player selected. If the
nber rolled doesn't correspond to a player or, as can be the case, if the number rolled doesn't meet the criteria of the । - ayer to be randomly selected (perhaps the number rolled corresponds to a player not in the dungeon, for example) simply re-roll the dice.
THE TURNOVER
One of the most important mechanics of the game of Dungeon Bowl is the 'Turnover'. Many unfortunate events will cause the active team's turn to end prematurely with a Turnover, regardless of how many players have been activated.
A Turnover is caused:
If a player on the active team Falls Over during their own activation.If a player on the active team is Knocked Down during their team turn.If a player on the active team that is in possession of the ball is Placed Prone during their team turn.If a player on the active team attempts to pick up the ball from the ground and fails, even if the bouncing ball is then caught by a player from the active team.If a player on the active team fumbles a Pass action, even if the bouncing ball is then caught by a player from the active team.If no player on the active team catches the ball after a Pass action or a Hand-off action and the ball comes to rest on the ground or in the possession of a player from the opposition team.If a Pass action is Deflected or Intercepted and the ball comes to rest either on the ground or in the possession of a player from the opposition team.If a player on the active team that is in possession of the ball is thrown by a team-mate and either fails to land safely, or is eaten, even if the bouncing ball is then caught by a player from the active team.If a player on the active team is Sent-off by the referee for committing a Foul.This list is not exhaustive; there may be other events that will cause a Turnover. Where this is the case, these will be detailed by the rules.
Should a Turnover occur, any dice rolls that must be made as a result of the event that caused it are made immediately, after which the current player's activation ends. The active team may not activate any more players and the current team turn ends.
For example, should one of your players Fall Over whilst moving, an Armour roll is made against them. If that player was in possession of the ball, the ball will then bounce. Once the ball has come to rest, the player's activation ends and you may activate no more players this turn. Finally, your team turn ends and the opposition team becomes the active team.
DICE ROLLING
The game of Dungeon Bowl uses dice rolls a great deal. The roll of a dice determines everything, be it a simple attempt to pick up he ball, which portal a player teleports to, or the c - -ness of a particularly sneaky foul.
SINGLE DICE ROLL
The rules will often require you to roil a single dice, in which case the rules will say 'roll a D6', or 'roll a D8', for example.
MULTIPLE DICE ROLLS
Often the rules will state 'roll 2D6'. In such cases, two D6 are rolled and the results added together to give a total between 2 and 12. This is a multiple dice roll.
DICE POOLS
Sometimes the game may require two or more dice be rolled and a single result selected - for example, a coach might roll two or three block dice and select one result to apply. In this case a 'pool' of dice has been rolled.
TARGET NUMBER ROLLS
Often, when making a single dice roll or a multiple dice roll, the rules will require you to roll a specific number followed by a '+'. This indicates that the roll is a 'target number roll'. Making a target number roll is simple. If you are required to roll a 4+ on a single D6, for example, a roll of 4, 5 or 6 would be a success, but a roll of 1, 2 or 3 would not be.
MODIFYING DICE ROLLS
The rules will often call for a dice roll to be modified, particularly when making a target number roll. To do this, simply roll the dice and then add or subtract the modifiers) shown, effectively changing the outcome of the dice roll. If the rules ever instruct you to divide a dice roll in any way, any fractions should be rounded up, unless the rules state otherwise.
ROLLING OFF
.nay vail ror 00th coaches to roll a dice (usually either a D6 or a D3). Often a characteristic of some sort will be added to the result. This is called 'rolling off and the highest score always wins a roll-off. In the case of a tie, roll again unless otherwise instructed.
NATURAL ROLLS "
A 'natural' roll is the actual number rolled on a dice, regardless of modifiers. It is not uncommon for a test to be passed if a natural 6 is rolled or failed if a natural 1 is rolled, even if modifiers might seemingly make success a certainty or failure seem impossible.
re-rolls
When rolling dice, it is common for filing wrong! Fortunately, Dungeon Bowl allows0 certain dice rolls to be re-rolled:
The second result must always be accepted wen if it is worse than the original result.A dice can never be re-rolled more than one regardless of the source of the re-roll.SKILL RE-ROLLS
Many players possess Skills that allow them to re-roll dice in a specific situation:
Skill re-rolls can only be used as detailed in the Skill's description.Skill re-rolls can be used during either team's turn, as appropriate.When a dice pool is rolled, a Skill re-roll will allow only certain results to be re-rolled, as detailed in the Skill's description.If a Skill re-roll is used to re-roll some, but not all, dice from a dice pool, then a team re-roll cannot be used to re-roll the rest.TEAM RE-ROLLS
Every Dungeon Bowl team will have a number of team re-rolls to use during a game. A team will start each game with its full complement of team re-rolls.
Team re-rolls can only be used when a team is active, during its own team turn.Team re-rolls cannot be used to re-roll:
Deviation, scatter and bounce rolls.
Or:
Armour, Injury and Casualty rolls.
When a dice pool is rolled, a team re-roll can be used- hen a team re-roll is used, all of the dice in the dice
Pool must be re-rolled (not just those dice that show an undesirable result)
A team can use as many team re-rolls as they wish in earn turn, so long as they have enough remainingemember, though, you can never re-roll a re-roll-
Line of sight
To determine if one player can see another, we ne«
determine if it has Line of Sight. A player is straiphr'd t0 haVe L'ne of Sight to another player ifa they are can be drawn from the centre of the square model kln' t0 the centre of the square that the other f the S 'ng as the line does not cross any this line f 8en' A Piayer can still see another player' "ne ,0Uch«. but does not cross, a wall.\ DE ATE, SCATTER OR BOUNCE
Tfootballs used in Dungeon Bowl are oddly shaped and can often behave quite erratically,- specially when they hit a flat surface. Throughout the i . reference will be made to the ball 'deviating', 'scaT or 'bouncing', and it is worth establishing
early ' hat is meant by each of these terms:
DEVI
This represents a desperate pass veering wildly off-target:
When the ball deviates, it moves a number of squares equal to the roll of a D6 from the square in which it was placed, in a direction determined by rolling a D8 and referring to the Random Direction template.
-
If the ball lands in a square that is occupied by a Standing player that has not lost their Tackle Zone (see page 12), that player must attempt to catch the ball (see page 43). If they fail, it will bounce as described opposite.
If the ball lands in an unoccupied square or a square that is occupied either by a Standing player that has lost their Tackle Zone or by a Prone or Stunned player, it will bounce before it comes to rest on the ground.SCATTER
i his happens whenever a ball (or a thrown player) in the air travels in an unexpected way:
When the ball scatters, it moves from the square in which it was placed three times before landing, each time moving one square in a direction determined by rolling a D8 and referring to the Random Direction template.
A player cannot attempt to catch the ball should it enter the square they occupy on the first or second scatter roll, as it is still high in the air at this point.h after the third scatter roll the ball lands in a square that is occupied by a Standing player that has not lost their Tackle Zone, that player must attempt to catch the ball. If they fail, it will bounce.If after the third scatter roll the ball lands in an unoccupied square or a square that is occupied by either a Standing player that has lost their Tackle Zone Or by a Prone or Stunned player, it will bounce before 't comes to rest on the ground.
BOUNCE
This happens for many reasons, most often when the ball (or the player in possession of it!) hits the ground or when a player drops it:
When the ball bounces, it moves one square in a direction determined by rolling a D8 and referring - the Random Direction template.If the ball bounces into a square that is occupied by a Standing player that has not lost their Tackle Zone, that player must attempt to catch the ball. If they fail, it will bounce again.If the ball bounces into a square that is occupied either by a Standing player that has lost their Tackle Zone or by a Prone or Stunned player, the ball will continue to bounce until it is caught by a Standing player or it comes to rest in an unoccupied square.BOUNCING OFF THE WALL
Sometimes the ball will hit the walls of the dungeon, causing it to veer off in a random direction. This could be due to the ball bouncing into the wall, a player fumbling the ball next to the wall, or various other reasons.
When the ball would hit the wall of the dungeon following a bounce, scatter or deviation, place the Ricochet template so that the Blood Bowl logo is theoretically where the ball would be if it hadn't hit the wall, and then roll a D6. The ball will be placed in the square corresponding to the roll, as determined by the Ricochet template.
If the ball would bounce into a corner, then it will bounce as shown in one of the diagrams below, depending on which is most appropriate.
Sometimes players may try to use the walls to their advantage, throwing the ball in such a way as to bounce it off the side of the dungeon into a more advantageous position. This works slightly differently and is described fully on page 43.
image33.png)
layers that are
the greatest freedom to move. Players that are Standing during the opposition's team turn are
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MARKING AND BEING MARKED
I'hyrm use llieir lacklu /one lo interfem\ playom, Milking' them and hindering Hi
.. :upl«s a square that is within an
; player's rackle Zone, they are being
Marked'by that opposition player.
,v,r has an opposition player within the\r Tackle\ they are 'Marking' that opposition player
ASI.indiiiH Player Marks aH PPosition P11' that are within their Tackle Zone.
A player can be Marked by multiple opposition playefs at the same time.
A Pi iyer that has lost their Tackle Zone for any reason cannot Mark an opposition player, though they can be Marked themselves.
Players never Mark team-mates - they will only Mark opposition players. Marking opposition players, and being Marked by them in turn, has multiple in-game effects.
THE TACKLE ZONE
A Standing player exerts control over the squares around them. This is called their 'Tackle Zone' and covers all of the eight squares adjacent to a Standing player, as shown m the diagram.
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OPEN PLAYERS
A player that is not being Marked, i.e., a player that is not within the Tackle Zone of any opposition players (as described previously), is said to be 'Open'. Open players can move freely and perform actions more easily, free
from the interference of opposition players.
LOSING TACKLE ZONES
and Stunned players lose their Tackle Zone. It may
or a that dUe t0 an ln-game effect, a special rule
J USed by an PPsition player, a Standing player lQses their Tackle Zone.
If a player has lost their Tackle Zone, they:
Cannot Mark other players.Cannot attempt to interfere with a Pass action.
i/nr. IImI .iH' iml '.binding will Ih- mllim 'fT'Hic' '.lunivd' All '.ii' li phyer, occupy om. '(qn;jrn
' dungeon Hi'- sqmim limy wore In when
\< Prone or Stunned no muller how hip
FALLING over
I'h/cr, ma / 'I all O/er' A/hen the/ attempt to U'/'j\< or Hi'"/ ma/ ',impl/ I all O/cr their own I" 1 /. - \<,/ *. , mound Hm dimgeoii loo quiokl/ //h'm ;/.:/\< m . ' il is cell inflicted, and it can only happen dsn ,g . . z;/ own acli /aliom
PRO "
When ' r r. Prone, Ilie model Is laid lace up on ip(. dung/' 'rone player cun do nothing uulil they have stood up A Prone player may be activated during their team turn t- perform any action that includes Movement. Allowanc\< Doing so allows the player Io sacrifice a portion of their movement to stand up (see page 36).
STUNNED
When a player is Stunned, the model is laid lace down on the dungeon. A Stunned player is not. eligible to be activated during their team turn. When a team's turn ends, even if it ends with a Turnover, any players that were Stunned when the turn began will automatically roll over and become Prone. If a player became Stunned during the course of their own team turn, they must remain Stunned until the end of their team's next turn, when they will automatically roll over and become Prone.
BECOMING PRONE OR STUNNED
If a playdr I alls O/er, a turnover is o, 7'
Ila player I alls Over, the/ become m, (., - \< . injury. The coach of the opposition team m;m- . Armour roll against them as deser / - , pas, - If the player's armour is broken as described onpage 52, an Injury roll is made against them and they will become Stunned or worse.
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If the player's armour is not broken, they remain Prone.
If a player Falls Over whilst in possession of the ball, the ball will bounce from the square in which the player Falls Over, after making an Armour roll (and possible Injury roll) against them.BEING KNOCKED DOWN
Players are often 'Knocked Down' as the result of a vicious Block action from an opposition player or when they attempt to perform a Block action against an opposition player who proves to be bigger, tougher or luckier than they are. Players can also be Knocked Down by other external factors (such as explosions or spells), or by a special rule or by a Skill used by an opposition player:
If a player is Knocked Down during their team turn, a Turnover is caused.When a player is Knocked Down, they become Prone and risk injury. The coach of the opposition team makes an Armour roll against them.-- If the player's armour is broken, an Injury roll is made against them and they will become Stunned
or worse.
- If the player's armour is not broken, they
tf a player is Placed Prone during their activation, th\ activation ends immediately. pmnpIf a player in possession of the ball is Place during their team turn, a Turnover is cause .* If a player that is in possession of the ba is Prone, the ball will bounce from the square in the player was Placed Prone. . ,
* When a player is Placed Prone, there is no ris '"jury and no Armour roll is made against them.
remain Prone.
If a player is Knocked Down whilst in possession of the ball, the ball will bounce from the square in which the player was Knocked Down, after making an Armour roll (and possible Injury roll) against them.
PLAYER\ CHARAC
k hose that take up the sport of Dungeon\ Bowl are a hardy breed. Powerfully built,
A athletic and agile individuals of all known races, they take to the dungeon to represent their chosen college and to attempt to impress the ever-watching Blood Bowl scouts. They play on in spite of all but the most serious of injuries - indeed, it must be noted that often even death isn't always a career ending event, more an... inconvenience!
PLAYER PROFILE
The strengths and weaknesses of the pia. make up a team are represented by a sen of characteristics, collectively known as T player's 'profile':
Movement Allowance (MA) and Strength (ST e both shown as simple values, in which case igher number is better.Agility (AG), Passing Ability (PA) and Armour Value (AV) are all shown as target numbers; a number followed by a ' + ' symbol, as described on page 10. In the case of AG and PA a lower number is better, whereas in the case of AV a higher number is better.MOV ALLI This ( of sqi. when turn, player to mo action dealt
No characteristic may ever be improved more than twice or be improved beyond the maximum shown on the table below. No characteristic may ever be reduced below the minimum shown on the table below.-
Characteristic MA ST AG PA AV Maximum 9 8 1+1+ 11 +
Minimum 1 16+6 + 3+
CHARACTERISTIC MODIFIERS
When making a test against any of a player's characteristics, there are a number of modifiers that may apply, some making success harder, some making it easier. Where modifiers apply to a Characteristic test, the rules will list and detail them:
If the characteristic is a simple value, the modifier ls applied as written - for example, if a player with a Strength characteristic of 3 is given a +1 Strength
- Whd'f'er' e'r trenb characteristic becomes 4. ere a characteristic is presented as a target
nU er, the modifier is always applied to the dice roll, as described on page 10.
wav rUleS eVer 'nstruct you to divide a dice roll in ar' aoDl+ni4IO('f'erS that also aPP to the ro should be
STRE
A play rep res\< are. St actions and wt
AGILI
A playe represe differen they cai ability ti
AGHJl
You will against; test is a single Df In additii the test I However, the test I;
passin This char, player's a In some c Perhaps e
PASSIN
You will of against a p A Passing , number rol ,n addition, the test is c However, if or 'f the roll 'Fumbled', ; and 45.
M( CNT
At *MICEjMA*
This acteristic shows the number
of sc; 'S the player may move Whe ivated during their team
turn re are several actions a
player can perform that allow them to move, ranging from a simple Move action to a dramatic Blitz (actions are dealt with in detail on page 35).
STRENGTH (ST)
A player's Strength characteristic represents how physically strong they are. Strength is used during Block actions, both when performing them and when defending against them.
AGILITY (AG)
A player's Agility characteristic represents their Skill and dexterity in different situations, be it how easily they can pick up the ball or their ability to break away from a scrum.
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***ARMOUR VALUE (AV) ***
A player's Armour Value is a hardworking characteristic. Most simply, it represents how the quality and durability of a player's sports kit protects them from harm. But AV can also represent how tough a player is. Some players may appear lightly armoured but have a high AV characteristic, indicating a high degree of physical durability.
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SKILLS&TRAITS
In addition to their characteristics, a player may possess one or more Skills or Traits.
SKILLS
Skills improve a player's performance in key areas, be it granting them a free re-roll in specific situations, or allowing them to modify a dice roll.
Some players begin their career with
AGILITY TESTS
You will often be required to test against a player's Agility. An Agility test is a target number roll made on a single D6, as described on page 10. In addition, if the roll is a natural 6, the test is automatically passed. However, if the roll is a natural 1, the test is automatically failed.
pASSTNG ABILITY (PA)**
f his characteristic represents the P'ayer s ability to pass the ball (and tn some cases other players and Pehiapseven bombs!).
S abilTty tests
Will often be required to test
X. ' d player's Passing Ability. " 'ty test is a target
In aoTt made On a single D6' the u V00, lf the ro11 ls a natural 6, passed'
or if th! ' u p ayer has a PA of '-' Ambled ls a natural l,the test is and 45 ' as described on pages 41
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Others may appear very heavily armoured yet have a low AV characteristic, showing that in spite of their kit, they are delicate and prone to injury!
ARMOUR ROLLS
Whenever a test is required against a player's Armour Value, it is the coach of the opposition team that makes it. This is referred to as an 'Armour roll'. An Armour roll is a target number roll made on 2D6. If the roll is successful, the player's armour is 'broken'. If the roll is unsuccessful, the player's armour is not broken and protects them from harm.
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natural talents that are represented in this way - others develop new Skills as they improve during the course of a college league.
TRAITS
Whilst a player can learn Skills during a college league, Traits represent a unique ability a player brings to the game. Traits can be both positive and negative. Whatever the case, it is most unusual for a player to develop a new Trait during a league (though not impossible); players possess Traits when hired and retain them over their entire career.
image39.png)
£111X11 * -- dungeon bowl Before the colleges can face off 1 temporary magical supremacy, need to put together a team of plc to enter the dungeon. It doesn't matter il are playing an exhibition or league game, fundamentals of creating your team remain the same. Here we present the rules for putting together a Dungeon Bowl team ready to enter the dungeons of the Old World and compete for the honour of their college!
TEAM ROSTERS
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TEAMDRAFTLISTS
hen you draft your team, you will also need to complete a 'Team Draft list. This contains spaces in which to record each player permanently hired to your team, their name, position, Hirjng pee and player profile, along with spaces to record experience gained in the form of 'Star Player Points' (see page 58) and advancements earned during league play. The 'Current Value' of each player is recorded, which is equal to their Hiring Fee plus the 'Value Increase' of any advancements they gain over the course of a league (see page 60).
There is also space to list other important team details, such as the number of team re-rolls bought, as well as the College of Magic the team represents, team name
and the name of the coach.
image40.png)
Dungeon Bowl is played between the eight Colleges of Magic, and each of the colleges are made up of different races and player types that have pledged themselves to their college. Each College of Magic has its own unique team roster used to create their team, which includes the player types they can hire, each player's profile, and their Hiring Fee. These can be found on pages 88-103.
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Finally, the Team Draft list contains spaces to record how many gold pieces the team has in its Treasury (see page 20) and the total value of the team when all of the players, team re-rolls and player advances are accounted for.
GAME RECORD SHEET
The reverse of the Team Draft list features the Game
Record sheet. This is used to keep track of any league
fixtures and friendlies played over the course of a league, including details of opposition teams, the names of their coaches, along with any petty cash awarded, Inducements hired (see page 76), Current Team Value and any other notes coaches wish to keep.
Once the game is over, this is also where the outcome ecorded along with winnings and various other notable vents as described on page 57.
POSITION
CURRENT VALUE
10
PerSsiOl
'ntOphotPyfor
UAGUo,NTSi TE''Mw«oUs, AM VALUE:
,1
14
16
NAME
FIRING FEE
12
13
IS
TReasury: ""'"Spans' TO"CHoJ% t--UAlT,:
Team badge.-
TEAM NAME: team ROSTER
COACH:
unspent spp mng
*Persnal Use , se on/y. *
--Copyright mesWorksh
OPPONENT
LEAGUE FIXTURE/ NEW CURRENT
FRIENDLY FAN FACTOR PETTY CASH INDUCEMENTS HIRED TEAM VALUE
W/UD
LEAGUE
SCORE WINNINGS POINTS
- lw*
NOTES
image43.png)image46.png)
earn Draft Budget is the amount of gold
is (GP) you have to spend on your fledgling Dungeon Bowl team-.
When drafting your team for league play, you have a budget of 1,000,000 gold pieces to spend on players, team re-rolls and so forth.
When drafting a team for exhibition play, you may have a higher budget (see page 85).
HIRING PLAYERS Players are the only compulsory element on any Dungeon Bowl team. Each team roster details all of the players available to a team of that type and their Hiring Fee. When drafting a team, you should select the players you want to permanently hire for your team, pay their Hiring Fee from your Team Draft Budget and make a record of the player on the Team Draft list.
Each college team roster is divided up into sections, based on the positions of the players. Each section will contain a list of player types that can play for that college, and will also state how many players in tota a team can select from this section of the roster, in any combination. For example, a College of Shadow team can have 0-2 players from their Blitzer section. This means they could have two Skaven Blitzers and no Dark Blitzers; two Dark Elf Blitzers and no Skaven Blitzers;
or one of each.
number of players --t--'
The first and most important thing to be aware o w drafting a Dungeon Bowl team is the minimum an maximum number of players permitted:
- Every Dungeon Bowl team must contain a h1101 of eleven (11) permanently hired players when i first drafted. .
* No Dungeon Bowl team can ever contain more sixteen (16) permanently hired players.
'f is important to note that, during the course of a 'Wie season, the number of players a team can rn*y fall below 11 due to injury and death. This is. Permitted (jf not ideal!) and is covered in more e fhe Take on Journeymen section on page 25.
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PLAYER POSITIONS
There are distinctions to be made between the players within a team, separating them by their role within the ; game, from the humble Lineman to the more specialised roles performed by the 'positional' players.
LINEMEN: The backbone of any team:
All colleges will have a player type, sometimes more than one, that they are permitted to take 0-12 or 0-16 of. Regardless of name (for many races call their Linemen by another name), this Player type is the team's 'Lineman' positional.
BLITZERS: On offence, Blitzers force gaps through the opposition, or ram them into the walls of the dungeon. In defence, they will violently target key opposition players.
THROWERS: It is often the Thrower that takes the role of capiain Alling the plays, making split second demons, and attempting to locate the ball in the various chests.
CATCHERS The safe pair of hands or, any *
SS "" Wi'hin * of the dungeon.
ROHRERS: Several cl'= xtx"
BLOCKERS- a popular position on the line of any team n a more Physical Play style-
OTHER POSITION
do not fit into any specif particularly spongy form assassin or a Sno« There is almost no
Ogre, Minotaur, Troll P * this heading.
PUR IN G1AMRi
Any team can purchase team re-rolls. These represen time spent training and the team's ability to read in a split second to mistakes to turn their fortunes around. The cost reflects the time and effort college teams must invest to achieve this level of training:
Every college may purchase 0-8 team re-rolls when it is first drafted, for the cost of 50,000 gold pieces each, paid for from the Team Draft Budget.During the course of a league, additional team re-rolls may be purchased at a later date, in the Hiring, Firing and Temporarily Retiring step of the post-game sequence (see page 60), but the team must pay double. For example, if a team wishes to purchase team re-rolls during the course of the league, it will cost them 100,000 gold pieces rather than the usual 50,000.When calculating Team Value (see as follows), team re-rolls add only the cost of 50,000 gold pieces, even if they are purchased at double the cost later on' in a league.
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HER INFORMATION 2
As mentioned previously, the Team Draft list contair spaces to record several other important details. Th includes the team Treasury, the size of their fan fo : * ng, and the cash value of the team as a whole.
TREASURY
Any gold pieces not spent when drafting the team are recorded in the Treasury section of the Team Draft list. Over the course of a league season, winnings are added to this. The Treasury is used to purchase Inducements (see page 76) as well as new additions to the team, such as new players.
cost f the Players on e team, Plus the
pieces the team has- e amount of gold
ln t e Treasury does not add anything to TV.
as abovebut VALUE(C7V): This is worked out exactly suffered a MisXt Current Va,ue of anV Pers that the team's last ame Casua,ty table result during game (see pageT)6 WHI be unavaHable to P1 neXt used to work out h h'S 'S the version of Team Value team with the loweXl Petty CaSh 'S granted t0 as described on page 2 Urin e Pre-game sequence,
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