Clean - Page 94
SET-UP
As with regular games of Blood Bowl, both coaches place all of their available players on the pitch. If there are more than seven players available those not chosen to play the drive are placed in the Reserves box until the start of the next drive. A team may not set up more than seven players at the start of a drive.
The kicking team sets up first, followed by the receiving team, as follows:
Note that should a team find itself reduced to only three players or fewer, it may concede without penalty before setting up, as described in the Blood Bowl rulebook. Should you wish to play on, the available player should be set up on the Line of Scrimmage, as described above.
THE KICK-OFF EVENT
SET-UP
with the Prayers to Nuffle table, the Kick-off Event table used for for Blood
As with the Prayers to Nufle table, the
As with regular games of Blood
Bowl Sevens differs slightly from the standard Kick-off Event table:
Bowl, both coaches place all ot thei
available players on the pitch. If there
100D BOWL SEVENS KICK-OFF EVENT TABLE
are
those
placed in the Reserves box until the
This Inducement must be used before the end of the garnegame or it is lost,
start
Time-out: lfIf the kicking team's turn marker is on turn 4, 5 or 6
If
not set up more than seven players
for the half, both coaches move their turn marker back one space.
at the start ot a drive.
a
Otherwise, both coaches move their turn marker forward one space.
4 Solid Defence:The Aicking team sets up first,
removed and set up again in different locations, following all of the
followved by the receiving team ,
usual set-up rules.
as
any number of squares, regardless of their MA, and placed in the
of
Both teams set up up fully within the
same square the ball will land in.
area
and their own Line of Scrimmage
cheerleaders on their Team Draft list. The coach with the highest
Neither team may set up any
total may immediately roll once on the Prayers to Nuffle table.
players in the area between the
In the case of a tie, neither coach rolls on the Prayers to Nuffle table.
two Lines of Scrimmage.
Each team can set up a maximum
Note that if you roll a result that is curentlycurrently in effect, you must
ofre-roll one player in each Wide Zone.
re-rollit.it. However, if you roll a result that has been rolled previously
In other words, each team can
but has since expired, there is no need to re-roll it.
set
providing they are split equally
of assistant coaches on their Team Draft list. The coach with the
with one player per Wide Zone.
highest total gains one extra team re-roll for the drive ahead.
A team must set up a minimum
If this team re-roll is not used before the end of this drive, it is lost.
of three players in. squares within
In the case of a tie, neither coach gains an extra team re-roll.
the
8
apply that result. If the weather conditions are Perfect Conditions'
to their Line of Scrimmage.
as a result of this roll, the ball will scatter before landing.
Note
itself reduced to only three players or
immediately move one square in any direction.
fewer,
Blitz: D3+1 Open players on the kicking team may immediately
activate to perform a Move action. One may perform a Blitz action and
before setting up, as described in the
Blood Bowl rulebook. Should you
one may perform a Throw Team-mate action. If a player Falls Over or
wish to play on, the available player
is Knocked Down, no further players can be activated and the Blitz
should be set up on the Line of
ends immediately.
Scrimmage,
ficious
to the result. The coach that rolls the lowest randomly selects
one of their players from among those on the pitch. In the case
of a tie, both coaches randomly select a player. Rol a D6 for the
selected player(s). On a roll of 2+, the player and the referee argue
and come to blows. The player is Placed Prone and becomes Stunned.
On a roll of 1 however, the player is immediately Sent-off.
12
tch Invasion: Both coaches roll a D6 and add their Fan Factor
to the result. The coach that rolls the lowest randomly selects D3
of their players from among those on the pitch. In the case of a tie,
both coaches randomly select a
player. Roll a D6 for the selected player(s). On a roll of 2+, the player and the referee argue and come to blows. The player is Placed Prone and becomes Stunned. On a roll of 1 however, the player is immediately Sent-off.
12 Pitch Invasion: Both coaches roll a D6 and add their Fan Factor to the result. The coach that rolls the lowest randomly selects D3 of their players from among those on the pitch. In the case of a tie, both coaches randomly select D3 of their playerson the pitch. All of the randomly selected players are Placed Prone
and become Stunned