Thunderbowl's BC League follows the LRB5 rules with a few notable exceptions:

1: Illegal Procedure
On page 7 of the LRB5, replace the second paragraph under Moving the Turn Marker with the following:

A coach who is called for illegal procedure suffers no penalty to his team. However the opposing coach immediately gains one re-roll. If a coach forgets to move the Turn marker, but rectifies his mistake before the opposing coach spots the error, then he cannot be called for an illegal procedure.

2: Special Play Cards added to Inducement List
The Special Play Cards are available as inducements as per option #1 under the Special Play cards optional rules on pg. 34 of the LRB5.

3: No Coin Toss
All scheduled league matches in the BC league include set Home and Away matches No coin toss is necessary because the Home team is given the choice of kicking first or receiving first.

4: No Overtime in Regular Season Play
Matches in the Championship Tournaments will always go into overtime if the end of the second half results in a tie.

5: Playoff Break
Prior to the first round of the championship tournaments, players who were injured to the point of Missing Next Game after Week 10 of the regular season do not miss the first round of playoffs as if a game had be played between season round 10 and playoffs round 1. All further injuries suffered throughout the play-offs are treated as normal. 

6: Legal Teams
We allow all the teams from the Living Rule Book, as well as the three new "Experimental" teams in the 2008 Rules Review. We'll be allowing these this coming season as they've been accepted at all sanctioned tournaments worldwide. So far the only reason they're not "official" is that GW has yet to make models for them. So essentially, like House rule #2 above, this is more an acknowledged option than a house rule. You can find these teams, the Chaos Pact, the Slann and the Underworld, here:http://www.blood-bowl.net/LRB_PBBL/NewT ... 8_LRB5.pdf

7: Free Fan Factor
As per the optional rule-set for Fan Factor found on pg. 34 of the LRB 5.0: Instead of using the rules for purchasing Fan Factor on pg. 16, the league may have Fan Factor be free. All teams under this optional rule would start with a Fan Factor of 5 for no cost. Fan Factor never adds to the team's value and changes in Fan Factor from Post-game rolls do not affect team value.

8: Awarding the MVP during the Post-Game
As per Optional Rule #2 on pg. 34 of the LRB 5.0: At the end of the match, one randomly selected player eligible to play during the match that was not induced and has not been removed from the team by death by the end of the match is awarded a Most Valuable Player award.  

8.1: Awarding the MVP(s) in a Yellow/Red Card Forfeit Win

As per Optional Rule #1 on pg. 34 of the LRB 5.0: One player from each team, chosen by his coach, is awarded a Most Valuable Player award at the end of the match.

9: Time Limit   
Thunderbowl endorses the 4-minute turn limit rule as found in the list of turnovers on pg. 7 of the LRB 5.0, plus one 4-minute time out per half per coach. 4/4 Time is applied in 2 formats: Hard Cap and Open Cap. Hard Cap applies to all sophomore coaches for regular season play. The 4/4 Hard Cap also applies to all post-season matches as well as tournament play. As much as wed like coaches to play their turns in a timely fashion, rookie coaches are exempt from the Hard Cap rule for regular season play only and may play the Open Cap no-time limit rules for the duration of their first regular season.

Open Cap:

  1. Straight LRB 5.0 4-minute Turn Limit Rules
  2. Time Restrictions as per the rulebook are in full use, but we will not enforce it. In other words, the offending coach may continue their turn even after their 4-minutes of turn time has expired. Ignore the Last Move rule.

Hard Cap

  1. Straight LRB 5.0 4-minute Turn Limit Rules.
  2. Time Restrictions as per rulebook are in full use.
  3. Once per half, a coach may pause the clock and adjust their turn time by 4 minutes.
  4. Last Move Rule in full effect.

9.1: Time Limit Terminology

Last Move:
Last Move: After a Coach runs out of their allotted 4 minutes for the Turn (see Banks, or Timeouts) they are allowed to complete the last action they began before their turn expired: Move (including dodges/pick-ups), Block (including Armour/Injury rolls), Blitz (including the Block, Armour/Injury rolls, additional Movement, possible pick-up), Pass/Hand-off (including pick-up, move/dodge, pass action, resulting catch). All catches and armour/injury rolls are automatic.

Overtime:
Overtime: In the event that a Play-Off Game goes into Overtime, each coach will be given 4 minutes for each turn up to 8 additional turns. 

9.2: Time Limit Pause Exceptions

  1. Kick-offs and Set-ups
  2. K.O. rolls, Bribe rolls.
  3. Paperwork: Record Completions, Interceptions, Casualties, Touchdowns, Injuries.
  4. Rule inquiries during your Game or somebody elses game, roster inquiries.
  5. Bathroom/Concession breaks - must be done either during a stoppage of play, or before your turn begins.
  6. Phone calls
  7. Emergencies
  8. You are a Commissioner or Deputy.

10: Pre-game Rules

 

  1. All models in Game Play must have clearly visible numbers on the front and back of each base.
  2. All players on a Coach's roster must be named prior to being fielded.
  3. All models must obviously represent the position or race they are supposed to be. Obvious proxies are fine. I alone will be the determining agency.
  4. current rosters of your team must be brought to Game Day - 1 for yourself and one for your opponent. No exceptions. We have plenty of blank rosters available on Game Days if you forget.
  5. All paperwork - your experience sheet, your opponent's experience sheet, and the Game Sheet must have all players participating in the match filled in prior to the opening kick-off. A completed Game Sheet must be given to the League after each match.