Reserve Rumble 26: Brain Ball rules
Brain Bowl Rules (Stockbowl Style)
Rules:
Games will be played using Stockbowl Rules, this includes CRP, all house rules, rule clarifications and with the added rules outlined below.
Stadium:
The pitch is on an old graveyard and with Zombies coming and going on the pitch.
Ball:
The ball is replaced with the head of a Zombie (actually the brain of the Zombie).
Weather Table:
Sweltering Heat: Both the Brain and the walking Zombie gets the Foul Appearance skill and a successful roll is needed for Pick-up or Tackle (this skill is also added to the Brain Carrier). Normal roll for exhaustion is done after each drive.
Very Sunny: Only the Zombie gets the Foul Appearance skill, not the Brain. Normal rules for Very Sunny applies.
Nice: Normal rules applies.
Pouring Rain: The Brain gets extra slippery in the rain and it’s harder to hold on to the ball, any player tackling the brain carrier gets the Strip Ball skill for that block action.
Normal rules for catching, interception and pick-up applies.
Blizzard: The Brain is frozen and “sticks” to the carrier, brain carrier gets the Sure Hands skill while carrying the brain. Also, the brain is frozen solid and can be used as thrown weapon on opposing players; declare a pass action, a successful throw is needed to hit the victim, who has a slim chance of catching the projectile (-1 to catch, no skills (catch etc.) can be used due to the surprise attack). A successful catch causes a turnover, an unsuccessful catch roll causes an armor roll with a +1 modifier (if this sneak attack is performed on another brain carrier no catch roll is allowed…). The brain will scatter as normal after a failed catch. The Referee is busy checking his rulebook and will let the play continue, a thrown brain only causes a turnover if you don’t hold at least one brain at the end of the action. Normal GFI rules applies.
Kick-Off:
At the kick-off a Zombie digs itself out from the ground on the receiving half of the pitch (defensive teams choose where), stumbles about a bit (1D6 squares in a random direction, roll a D8 for the direction). The Zombie is in a very poor state and loses it’s head, which scatters twice and its body decompose (This replace the normal kick-off rules and doesn’t take in account of any weather changes).
Kick-off skill and also Kick-off return skill isn’t used.
Normal Kick-off table is being used (except for the extra scatter with a changing weather).
After the receiving coach have moved his turn marker a new Zombie arrives on the defensive teams half of the pitch, roll a D3 (1 = Left side, 2 = Short side, 3 = Right side and place the Zombie in the middle of rolled side, as seen from the defensive players short side), the Zombie has the following stats;
Move:3 Accourding to Ball & Chain rules
Str:3
AG2
AV8
Skills:No skills
This Zombies will move 3 steps towards the Brain at the start of each player turn, use Sideline scatter table with center towards the brain, before any other action is taken, controlled by the active coach. The Zombie will block any player in its path to the brain (without any assists) and with the rule of Ball & chain can Block up to three times, also no dodge roll is needed for the Zombie. The active coach will use the sideline throw-in table with the center (3-4) on the most straight line towards the Brain-. Any blocks from this Zombie cannot cause a turnover, no matter the damage to a player in the active team.
If the Zombie actually manage to be in the same square as the other Brain it will eat it (no roll required), a new Brain is needed and a successful Block/Blitz on the remaining Zombie will rip its head off (that is the new ball) and the body will decompose. The new Brain scatters once from the square the Zombie ended up in.
It is possible to Block/Blitz the walking Zombie and a successful tackle (where the Zombie gets prone/stunned) will result the attacker have ripped its head off and now have a second Brain in play. The first player to run in with the brain in the opposing end zone get the touchdown and a new drive is started, with one Brain.
It is not possible for a player already carrying a brain to pick up the second brain for a legendary 2 TD score!!
Rules:
Games will be played using Stockbowl Rules, this includes CRP, all house rules, rule clarifications and with the added rules outlined below.
Stadium:
The pitch is on an old graveyard and with Zombies coming and going on the pitch.
Ball:
The ball is replaced with the head of a Zombie (actually the brain of the Zombie).
Weather Table:
Sweltering Heat: Both the Brain and the walking Zombie gets the Foul Appearance skill and a successful roll is needed for Pick-up or Tackle (this skill is also added to the Brain Carrier). Normal roll for exhaustion is done after each drive.
Very Sunny: Only the Zombie gets the Foul Appearance skill, not the Brain. Normal rules for Very Sunny applies.
Nice: Normal rules applies.
Pouring Rain: The Brain gets extra slippery in the rain and it’s harder to hold on to the ball, any player tackling the brain carrier gets the Strip Ball skill for that block action.
Normal rules for catching, interception and pick-up applies.
Blizzard: The Brain is frozen and “sticks” to the carrier, brain carrier gets the Sure Hands skill while carrying the brain. Also, the brain is frozen solid and can be used as thrown weapon on opposing players; declare a pass action, a successful throw is needed to hit the victim, who has a slim chance of catching the projectile (-1 to catch, no skills (catch etc.) can be used due to the surprise attack). A successful catch causes a turnover, an unsuccessful catch roll causes an armor roll with a +1 modifier (if this sneak attack is performed on another brain carrier no catch roll is allowed…). The brain will scatter as normal after a failed catch. The Referee is busy checking his rulebook and will let the play continue, a thrown brain only causes a turnover if you don’t hold at least one brain at the end of the action. Normal GFI rules applies.
Kick-Off:
At the kick-off a Zombie digs itself out from the ground on the receiving half of the pitch (defensive teams choose where), stumbles about a bit (1D6 squares in a random direction, roll a D8 for the direction). The Zombie is in a very poor state and loses it’s head, which scatters twice and its body decompose (This replace the normal kick-off rules and doesn’t take in account of any weather changes).
Kick-off skill and also Kick-off return skill isn’t used.
Normal Kick-off table is being used (except for the extra scatter with a changing weather).
After the receiving coach have moved his turn marker a new Zombie arrives on the defensive teams half of the pitch, roll a D3 (1 = Left side, 2 = Short side, 3 = Right side and place the Zombie in the middle of rolled side, as seen from the defensive players short side), the Zombie has the following stats;
Move:3 Accourding to Ball & Chain rules
Str:3
AG2
AV8
Skills:No skills
This Zombies will move 3 steps towards the Brain at the start of each player turn, use Sideline scatter table with center towards the brain, before any other action is taken, controlled by the active coach. The Zombie will block any player in its path to the brain (without any assists) and with the rule of Ball & chain can Block up to three times, also no dodge roll is needed for the Zombie. The active coach will use the sideline throw-in table with the center (3-4) on the most straight line towards the Brain-. Any blocks from this Zombie cannot cause a turnover, no matter the damage to a player in the active team.
If the Zombie actually manage to be in the same square as the other Brain it will eat it (no roll required), a new Brain is needed and a successful Block/Blitz on the remaining Zombie will rip its head off (that is the new ball) and the body will decompose. The new Brain scatters once from the square the Zombie ended up in.
It is possible to Block/Blitz the walking Zombie and a successful tackle (where the Zombie gets prone/stunned) will result the attacker have ripped its head off and now have a second Brain in play. The first player to run in with the brain in the opposing end zone get the touchdown and a new drive is started, with one Brain.
It is not possible for a player already carrying a brain to pick up the second brain for a legendary 2 TD score!!

Comments
Kan Necromantiker ressurecta zombien?
Kan ens egna zombies äta upp hjärnan??
Både "Brain" och Zombie
Men det är inte glasklart, så det vore nog bra med ett förtydligande där @Juiblex.
Räcker det att blocka BC sista "move" ?
Innebär detta även defensiva assists?
2. Jag tolkar pouring rain regeln som att det inte är -1 på pick up, catch mm. Är det rätt uppfattat?
3. Händer det något om kick-off-zombien passerar genom en ruta med en spelare?
4. Vad händer om någon av zombierna materialiseras i samma ruta som en spelare?
5. Är det en turn-over om man misslyckas med foul appereance slaget för att plocka upp bollen?
Ja
Nej, Den väljer automatiskt Blitz och har den sedan några extra steg så Dodgar den till närmaste rutan mot bollen
Den Blitzar BC första steget och får den inte loss The Brain så står den kvar i TZ på BC.
Får den loss The Brain så kommer den att röra sig mot rutan i frågan (om den har några steg kvar).
Ja
Förstår hur du tänker!
Men vem räknar med att man kastar "bollen" som ett vapen??? (är ett stort fan av första Benknäckargänget, där detta vapen används)... så Nej :-D
(öppen för att ändra denna regel efter speltestet, dock så är denna option endast giltig under en Blizzard...)
Off with its head!
Heads will roll!
etc etc
Håller med!
En riktig Crowd Pleaser!
OK, men i så fall borde ju ingen få försöka fånga den, oavsett vad de håller eller inte redan håller i.
Jag tänker ändå att en Bloodbowl-plan är en så farlig plats att spelarna räknar med att vad som helst kan hända xD
Scattrar hjärnan från rutan där den ligger eller slås foul appareanceslaget innan spelaren går in i rutan där bollen ligger?
Tack för svaren för övrigt.