Author Topic: Thunderbowl BC-League Rules & Structure  (Read 14181 times)

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Offline General Jason

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Thunderbowl BC-League Rules & Structure
« on: January 13, 2010, 01:29:25 PM »
1. LRB 6.0

Thunderbowl endorses the LRB 6.0 with the inclusion of the 3 new teams: Chaos Pact, Slann and Underworld for league and tournament play, as Jervis Johnson, Tom Anders, Ian Williams, Paul Gegg and Steve Babbage intended the LRB 6.0 to be. Thunderbowl does not recognize the LRB 1.0 found in the Blood Bowl boxset or the "Competition" ruleset supplied by GW online as being the complete rules, and so neither are recognized for league or tournament play. 

2: Illegal Procedure

On page 7 of the LRB 6.0, 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 for the half. 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.

3: 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 LRB 6.0.

4: 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.

5: 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.

6: Bye Rounds

If a team has received a bye for a post-season round, then all MNG injuries are removed from the roster before this team plays its next game. All further injuries suffered throughout the play-offs are treated as normal.   

7: 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: ... 8_LRB5.pdf

8: Fan Factor

As per pg. 16 of the LRB 6.0, all Teams start with a Fan Factor of 0. When you create your team, you may purchase up to 9 additional Fan Factor for 10,000 gold pieces each. Each point of Fan Factor your team has adds 10,000 to the team's value.

9: Awarding the MVP during the Post-Game

As per Optional Rule #2 on pg. 34 of the LRB 6.0: 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. In the event of a forfeit win, randomly select two players eligible during the match that were not induced and have not been removed from the team by death by the end of the match. 

10: Time Limit

Thunderbowl endorses the 4-minute turn limit rule as found in the list of turnovers on pg. 7 of the LRB 6.0, 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 plus 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 we'd 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 6.0 4-minute Turn Limit Rules as found in the list of turnovers on pg. 7.
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 6.0 4-minute Turn Limit Rules as found in the list of turnovers on pg. 7.
2. Time Restrictions as per rulebook are in full use for sophomore coaches in regular season play, and applicable to all in play-offs and tournaments.
3. Time Out: once per half, a coach may extend their turn time by 4 minutes.
4. Last Move Rule in full effect.

10.1: Time Limit Terminology

Last Move: After a Coach runs out of their allotted 4 minutes for the Turn (see Time Outs) 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.

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 (No additional Time Outs are allotted, but any remaining Time Outs that Coaches have at the end of the Second Half may be used in Overtime).

10.2: Time Limit Pause Exceptions:
a: Kick-offs and Set-ups
b: K.O. rolls, Bribe rolls.
c: Paperwork: Record Completions, Interceptions, Casualties, Touchdowns, Injuries.
d: Rule inquiries during your Game or somebody elses game, roster inquiries.
e: Bathroom/Concession breaks - should be done either during a stoppage of play, or before your turn begins.
f: Phone calls
g: Emergencies

11: Dice:

1. Decide what constitutes a 'cocked dice' prior to the match and apply this all game. It is recommended that any dice that is not flat on the table or board is considered cocked to eliminate any confusion, but ultimately this is for the coaches to jointly decide.
2. Players are encouraged to roll their dice. Slamming, dice flipping, dice dropping or deliberate eyeballing before determining a result is frowned upon.   
3. Dice Sharing: Coaches must use the same set of dice for the duration of the match so long as one of the players involved wishes to observe this rule. The dice used are chosen by the Away Coach to begin the match, and switched to the Home Coach's choice at half time. This rule can only be waived if both coaches involved choose to disregard it.
4. Dice Towers: In the interest of increasing randomness, and keeping dice off of the tables and away from models, Coaches must employ the use of a Dice Tower provided by the League (or approved by the Commissioner) so long as one of the players involved wishes to observe this rule. This rule can only be waived if both coaches involved choose to disregard it. The tower should be the standardized 4 prong design or more if a coach wishes to bring their own:

12: 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. The commissioner alone will be the determining agency.
4. 2 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.

13: Sportsmanship and Conduct:

1. Respect your fellow coaches. The league can only function when coaches work together to ensure a fun and sporting environment.
2. Play your games on time and communicate early with your opponent re: makeup games.
3. Record and keep precise paper records
4. If you're having a bad game, be doubly respectful of your opponent and your club mates. Curse Nuffle, but complete your game and keep your frustration from being directed at your opponents or flinging dice, etc.
5. Before you commit to a season, ask yourself if you can cope with the pitfalls of your team (i.e player death, poor skills, dice-dependance). Nobody wants you to suffer for a whole season.
6. Any verbal attack on a coach whether it be in person or online is unacceptable and will be dealt with on a case to case basis.

League Structure:

A full season in the BC League is played over a 6 month period, with Game Days held once per month at the Sapperton Pensioners Hall in New Westminster. Regular season play takes place over the first 5 months and consists of 10 rounds of scheduled games, where 2 rounds take place each Game Day, and where every coach is given 5 home games and 5 away games. The final month consists of four different championship tournaments, all held on the same day. Which tournament a coach will go to, and seeding in the tournaments depend on the league the coach is in, and the season's final League Point standings.

Coaches MUST play the season matches they are scheduled to play in round order, and cannot refuse to play a match unless they forfeit. If a coach is forced to forfeit a match due to not playing or arranging to play said match, then his team must abide by all the Conceding rules on page 29 of the LRB 6.0 with the exception that he is not required to roll to see if players leave his team. If a coach forfeits a match during play, then ALL Conceding rules apply to his team. In either case, the 'winner' of the forfeited match receives the standard benefits.

Coaches are separated into two divisions based on their team's value. The B League consists of only established teams that have played at least one season, while the C League consists of only rookie teams. Both leagues respective schedules are set up based on team composition to ensure variety of play during the regular season.

Coaches are awarded 15 League Points for a win, 10 League Points for a tie, and 5 League Points for a loss. Any ties are resolved in the following order: Total wins, Touchdown +/-, then Head to Head record if applicable.

Game Day Default Start Times:

The default latest start times for scheduled matches on Game Days are as follows:

Rounds 01, 03, 05, 07, and 09: 10:00AM
Rounds 02, 04, 06, 08, and 10: 02:00PM

Note that these are default start times. If you need to play earlier or later on Game Day you will need contact your scheduled opponent and make arrangements. Without prior contact, coaches who arrive on Game Days should expect to play their opponents no later than the times posted above. Violations without prior notification may result in a Yellow Card being handed out and will be judged on a case to case basis.

Make-Up Games:

Coaches who cannot make Game Day must make prior arrangements with both their scheduled opponents to play their games off sight:

01. Odd numbered games must be played within 2 weeks prior to the upcoming Game Day
02. Even numbered games must be played no later than 2 weeks after said Game Day.
03. Onus is placed on the coach who cannot make the day to set this up, as well as conceding the make-up venue to the inconvenienced coach.
04. The coach who was able to make Game Day but received a Make-Up game request must be receptive and accommodating to the absent coach with regards to availability with all due diligence.
05. Both coaches are encouraged to include an Admin in their make-up email requests in order to show their work when assessing whether a Yellow Card needs to be issued and which direction blame should be placed. The Contact Player thread fulfills this as well (,22.0.html).
06. Both coaches need to use the phone list when all other forms of communication have failed, and if not a Game Forfeit may be issued where both coaches receive a Yellow Card.

Yellow Card/Red Card:

A Yellow Card/Red Card rule is in effect. If a coach forfeits a match due to not playing or arranging to play, he is issued a Yellow Card Warning. Their team forfeits their MVP and their earnings for the match and the game is recorded as a 2-0 loss. If a coach forfeits a second match under the same circumstances in the same season, he is issued a Red Card. This means that the coach will not be allowed to finish the season or participate in any finals tournament. All remaining uncontested games for that season are forfeited.

League Fees:

A full season of Thunderbowl is $60.00 CAD. This will be collected during the Registration phase of Opening Day. This fee covers the costs of renting our venue for 6 Saturdays: with time windows from 8AM until 6PM; Licensing Fees for Game Days; and League Gear. Members can either pay $60 in person on Opening Day or pre-pay $62 online (see Murray Campbell to arrange online payments)

Coaches who do not have their entire League Fees on Opening Day must pay the minimum portion of their Venue Fees for the month which is $10. Members must pay the minimum of $10 each month for 5 months or until they finish paying their League Fees for the season. Failure to pay the minimum $10 per month will result in a Yellow Card being issued against the offending coach on their first match of the day. Arrears in any subsequent month during the same season will result in a Red Card being issued.


Although Blood Bowl is a game played by Ages 12 and up, Thunderbowl is an adult Blood Bowl League. Members must be 19 years of age or older (tournaments exempt):

1) Members must be of an age where there are no concerns about alcohol consumption.
2) Members must be of an age where they can set up their own make-up games without buffers ever being involved. Members must be able to host their own make-up games.
3) Members must be of an age where adult Members still feel comfortable to still be themselves in the presence of a Minor.


A coach may opt to substitute himself out of a match, and instead have another coach play his team so long as the replacement coach is not currently enrolled in Thunderbowl. This could be anybody from the alumni list or anybody the coach deems fit so long as the replacement coach already understands the game and fits the rules for normal membership. Substitutions allow for coaches to avoid a forfeit of match due to emergencies, extended vacations ect. Moreover, 2 coaches may share a franchise so long as neither coach has an additional active team playing in either the B-League or C-League, and only one of the coaches involved in a shared franchise may also play in the Minors.

Championship Tournament Structure:

As mentioned above, there are five different finals tournaments a coach can possibly play in. Due to the numbers of coaches in either league changing from season to season, the number of coaches able to participate in any given tournament may change. With the exception of the Underbowl and Firebowl, attendance in the Finals Tournaments is mandatory if you qualify, and a coach may only compete in one of the 4 tournaments. All play-off games in all Cup Day tournaments are one round knock out, with each round seeded based on the remaining coaches left each round and their rank in the regular season.

The Thunderbowl Championship Tournament is an 8-16 man, 3-4 round KO style tournament to determine the overall winner of the B-League. 'The Thundercup' or 'Thunderbowl'  has the same rewards as The Blood Bowl, see page 33 of the LRB 6.0.

The Powerbowl Tournament is an 8-16 man, 3-4 round KO style tournament to determine the overall winner of the C-League. The Powerbowl holds the same rewards as The Chaos Cup tournament, see page 32 of the LRB 6.0.

The Firebowl Tournament is a 4-16 man, 2-4 round KO style tournament open to any coach who failed to qualify for the B-League or 'Thunderbowl' play-offs. The Firebowl holds the same rewards as The Dungeonbowl tournament, see page 32 of the LRB 6.0.

The Underbowl Tournament is a 4-16 man, 2-4 round KO style tournament open to any coach who failed to qualify for the C-League or 'Powerbowl' play-offs. The Underbowl holds the same rewards as Spike! Magazine Trophy tournament, see page 32 of the LRB 6.0.

The Far Sapperton Cup is a 2-man, 1 round playoff to close off the Minors Division. The Far Sapperton Cup holds the same rewards as the Far Albion Cup. See Lrb 6.0, pg 33.

In all semi final and final matches of all but the Far Sapperton Cup, the Gate and Winnings are doubled. (That is, your total earnings would be equal to ((D6 + Fame Bonus) * 2) + Win/Tie Bonus - Spiraling Expenses).  In addition, the winners of the Thunderbowl, Powerbowl, Firebowl, and the Underbowl final each receive a Trophy Re-roll at no cost, although it counts towards their team rating as if it were a normal team re-roll. At the end of the next seasons' championship tournaments, the trophy re-rolls are 'passed on' to the new champions and removed from the previous winners' rosters. Otherwise, trophy re-rolls work exactly like Team Re-rolls.

Minor League:

The Minor League is the "farm league" of Thunderbowl. Teams whose coaches feel they are unworthy to enter B League, or teams that have come from B League a little worse for wear, may enter the minors as a "Builder" or a "Rebuilder" Division. In order to qualify for the Minor League the coach and team must fit the following criteria.

01. Unlike the Challenger Series which is open to Alumni, the Minor League coach must be a current Thunderbowl member playing a different team in either the B or C League. If a team is being shared by more than one coach, then only one of the two (or more) coaches may enter a team in the Minors.
02. In order to be eligible for the Minors, a team must have a TV or 174 or lower. This TV will be calculated based on all players on the team  counting MNGs as present, and/or all Journeymen needed to build a roster of 11 players. All teams will be considered to have 3 RR for TV purposes, even if the team has not yet purchased its 3rd reroll.
03. Teams must apply to be in the Minors. The Minor League Commissioner will decide if they belong. "Min/max" teams in the eyes of the Minors Commissioner will be ineligible. The decision of the Minors Commissioner will be final.
04. In order to apply to play in the Minors, a team must have just completed a season in B or C. Consecutive seasons in the Minors will not generally be allowed.
     Caveat 1: The Minors Commissioner may decide to allow a second season in the Minors, if he thinks a team needs it.
     Caveat 2: Goblins and Halflings, regardless of number of seasons or TV, may play in the Minors indefinitely. Of course, even this can be overruled should there ever be a Goblin or Halfling team that the Minors Commissioner deems challenging to the spirit of the Minors Division.

05. A season in the Minors will consist of 5 games plus a two-team playoff. The deadline for Game 5 will be BEFORE Cup Day.
06. The Playoff game for the Minors Division will be the same as the Far Albion Cup (LRB 6.0, p33): the winner will receive 80K and the loser will receive 40K, before calculating FAME and  Spiraling Expenses. There is no trophy reroll or any other secondary benefit. We will be calling this the "Far Sapperton Cup." Ideally this game will be played before Cup Day, but the deadline will be before the first game day of the next season. If the game is not played before then, the cup will not be awarded.
07. Unlike the Challenger Series, the Minor League is scheduled. Your opponents will be chosen at random from among the teams entered. Make-up games are allowed. Home and Away will be decided randomly, and you are not guaranteed an equal distribution of either. You may in fact be scheduled all Home or all Away if that's how the dice roll.
08. Matches generally must be played in round order just like regular season play, however coaches may play ahead, even out of round order, provided they still meet their normal deadlines (eg - game one done in month one, game 2 done in month 2 etc).  Forfeited matches are resolved as normal, being recorded as 2-0 with the normal penalties. Coaches must play one Minor League game a month, although yellow cards and red cards in the Minors only affect the team and not the coach.
09. Should a team earn a Red Card in the Minors, that team may never play in the Minors again.
10. Each coach may only enter one former B or C-League team into the minors per season.
11. The Minors are a poorer division. As such, teams suffer more from Spiraling Expenses. The Minor League Spiraling Expenses chart advances in increments of 5 instead of 15:
<175: 0
175-179: -10
180-184: -20
185-189: -30
190-194: -40
195-199: -50
200-204: -60

Challenger Circuit:

The Thunderbowl Challenger Circuit is played bi-yearly on the Cup Day year end championship Game Days only in January and July. The games are not mere exhibition games - they carry the awards and permanent blood like any other official sponsored TB League match. There is no schedule in the Challenger Series - find another opponent that fits the criteria below and you are ready to rock. The Challenger Series is open to all current Thunderbowl members and alumni alike under the following conditions:

1. The coach has been knocked out of the Thunderbowl, Powerbowl, Firebowl or Underbowl play-offs. Under these conditions the player may choose to enter any team that has played in the BC-League at one time or another and can currently be found on TBSN.

2. The coach is still in the play-offs, has a bye-round with his present team, and is entering a team in the Challenger Series that is not currently participating in the TBL play-offs, in other words a retired team the bye-round coach owns.

3. The coach is an alumni player and has come out to play other alumni player in the Challenger Series with former TBL franchises owned by the respective coaches; or has come to play a current Thunderbowl member that has been knocked out of the play-offs where either coach can pick whatever TBSN franchise they own; or they play a current Thunderbowl member who is in a bye-round but is entering a retired team in the Challenger series.

4. No make-up Games. The Challenger Series is only endorsed by the TBL during Cup Day.
5. No coach may play more than 4 Games in the same day. If this means that the coach played 2 Play-off games before being eliminated they could only play 2 Challenger Series games.

6. Provided none of the coach's teams violate any of the legalities above, a coach can play up to 4 different teams in the Challenger Circuit if they wish. A coach is not bound to one team - they may play their current team once it's knocked out of play-offs in one Challenger match, then a formerly retired team they own, then switch back or whatever if they like.

7. The Challenger Circuit is voluntary - meaning both coaches have to agree to play each other, and they also have to agree to what teams they will choose beforehand. No coach needs to accept a challenge, and no coach will ever be penalized for doing so in any way shape or form. A coach may also skip a round of the Challenger Circuit only to play in the next round with the match and the team he really wanted to play. It's a live official round of legal cherry picking.

8. No two teams can play each other twice in one day, but 2 coaches can play each other multiple Challenger games provided one player is using a different team.

The Challenger Series rolls for money, experience, MVPS, Fan Factor, Gate and permanent injuries like any other official TBL game. Full inducements like Star Players, Cards, Babes, Wizards and the like are also in full use like any other game.

Exhibition Series:

The Thunderbowl Exhibition Series is played occasionally at local gaming stores with the intent of advertising the league, and the game itself.  The games are not mere exhibition games - they carry the awards and permanent blood like any other official sponsored TB League match.  These Exhibition Series games will be events set up by the TBRC where coaches are able to play a single match against other available coaches who will be randomly determined at the event.  There is no schedule, but attendance must be announced in advance through official forum threads pertaining to the specific date and location of the event.  The Exhibition Series is open to all Thunderbowl members under the following conditions:

1.  The coach may only use a team that is not currently active in either the B, C or Minor league.  If an event is held between Playoffs and Opening Day, teams that played the previous season are still considered to be active until opening game day.

2.  The coach is an alumni player and has come out to play in the Exhibition Series with former TBL franchises owned by the respective coach.
3.  No make-up Games. The Exhibition Series is only endorsed by the TBL during sanctioned events.

4.  The Exhibition Series is voluntary - meaning no coach is required to participate.  However coaches who wish to participate must announce the team they intend to play in the official event forum thread by the deadline set by the organizer.  There will be no TV limitations in the Exhibition Series, and there will be no attempt made to handicap matches based on TV, prior record or coaching ability.  Matches will always be randomly generated.  Low TV teams might play high TVs and all roster changes are permanent.  If your team gets crushed, that's Blood Bowl.

5.  A specific Exhibition Series event is first come, first served.  Unlike the regular TB venue, gaming space may be limited at other locations, so the organizer may deny a coach the chance to play based on how many other coaches have already signed up to play.

6.  The Exhibition Series has a mandatory $5 buy in.  The combined money will be raffled off in a draw, with the winner getting the pot in store credit at the end of the event.  This is our way of giving back to the stores that graciously offer us gaming space to promote our league. 

7. As the Exhibition Series is meant to showcase and promote the Thunderbowl League, coaches may only enter fully painted teams that fulfill the minimum tournament standard: 3 colour minimum base; flock and base rings preferred.

The Exhibition Series rolls for money, experience, MVPS, Fan Factor, Gate and permanent injuries like any other official TBL game. Full inducements like Star Players, Cards, Babes, Wizards and the like are also in full use like any other game.

Post Season:

After completion of a Thunderbowl season, coaches may either:

a. Keep their current team and remain in the B-League if they began there at the beginning of the Thunderbowl season.
b. Keep their current team and move from the rookie C-League if they began there at the beginning of the Thunderbowl season, and move to the veteran B-League for next season.
c. Drop their current team into moratorium which can be resurrected at the beginning of any future Thunderbowl season, and enter the C-League with a new TV100 team, or resurrect another veteran team in their possession out of moratorium to enter the B-League.
d. Any of the options a-c, but also take a graduated C-League league team and place it into the Minors.
« Last Edit: August 01, 2015, 10:37:34 PM by Blammaham »
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