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:
Hard Cap
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
10: Pre-game Rules