Date: Mon, 27 Nov 1995 12:18:30 GMT
To: Andrew Cowell 
From: psrbl@csv.warwick.ac.uk (James Jamieson)
Subject: Megabowl (long)

Pitch Variations

Mega Blood Bowl.

Mega Blood Bowl, or Megabowl, allows four teams to take part in a game on a
specially extended pitch, making it by far the most spectacular and
entertaining variant ot the game yet devised.

To play Megabowl you need two sets of (2nd edition) Blood Bowl and four
coaches. Set the pitch up as follows : Put the two centre pieces side by
side and then add the four endzones, one on each edge. Randomly select
which coach sets up where.

All the players should start off on the endzone tile and the coaches must
obey all the other normal rules regarding how many players start and how
they may be set up.

Once all the players have been set up, the 'first' coach gives one of his
players the ball and takes a turn. Once the first coach's turn is over play
continues clockwise unti a Touchdown is scored. When a TD is scored, the
player conceding the goal becomes the 'first' coach and the teams are set
up once more. The first team to score three TDs wins the match.

All the normal rules apply while the game is in progress. The ball may NOT
be thrown off the edge of the pitch to a player who is round the corner...
It can't go 'around' the corner or 'over' the fans.

Team-Up

The teams can be paired into two sides, with each side trying to beat the
other. The paired up teams must always take opposite sides of the pitch.
Play still proceeds clockwise.

Bundle

The ball is set up in one of the four central squares of the pitch rather
than being given to a player in the 'first' coach's team. The 'first' coach
is allowed to decide which square the ball is placed in. Bundle is a firm
favourite with the fans, as it invariably cuases a huge fight in the centre
of the pitch when all four teams scramble for the ball !

Pit Traps

At the start of the game, each player is given 6 pit-trap counters. On the
reverse side of the counters, three say 'nothing', two are 'pit traps' and
one is a 'spiked pit-trap'.  Coaches may position these counters (face
down) anywhere in their own half of the pitch, before the game begins.
Whenever a player (from either side) enters a square containing a counter,
it is turned over.

If it says 'nothing', nothing happens. It was a bluff and the opposing
coach can start breathing again.

If it says 'pit-trap', the player falls in and must make an armour roll to
avoid injury.

If it says 'spiked pit-trap', the player falls in.  Roll a D6.

        1-3 Yeouch ! - the player has landed on the spikes.  Roll a D6.
        1-4 the player has suffered a serious injury.  5-6 the player is dead.

        4-6 the player has avoided the spikes, but must make an armour roll.

Discard 'nothing' counters.

A player in a pit may only try to climb out - he loses his tackle zone and
he may not move or block etc. No other player may try to move through a pit
already occupied by a player. A turnover will only ensue if the victim is
the ball carrier. The ball will scatter to an adjacent square.

Jumping over pits.

A player may try to jump over a revealed pit without the leap skill. The
square the player is jumping from must be free of opposing players' Tackle
zones, but the destination square(which must be adjacent to the pit) may be
in a Tackle zone. Roll a D6 when the player jumps, adding the player AG and
subtracting 1 for each opposing player who exerts a Tackle zone on the
square the player is jumping to. If the final total is 7 or more, the
player completes the jump, and is placed in the landing square. If the
total is less than 7, the player falls into the pit, suffering the effects
described above.

Getting out again

Players can try to climb out of the pits, or be pulled out by other
players. To do this, the player must roll equal to or more than his agility
on a D6. Subtract 1 from the roll for each opposing player who exerts a
tackle zone on the square and add 1 to the roll for each friendly player.
Dwarves, Halflings and Goblins cannot get 'friendly' assists. A player who
manages to get out of a pit is placed in any unoccupied square the coach
chooses although this counts as the players action for the turn. He may not
do anything else that turn.

A player who tries to get out of a Spiked Pit Trap, and fails, falls back
in and must roll a D6 to see what happens. On a 1 or a 2, the player lands
on the spikes and suffers a serious injury.

Big Guys and pits

Any part of a large square base that enters the square causes the creature
to fall over. It is placed prone, but may stand up as normal. If the
counter reveals a Spiked Pit Trap, some of the spikes automatically impale
a foot and the creature must retire to the Injured box in the Dug out as if
"Badly Hurt".

Alternative Pit-traps

Instead of using a Spiked Pit Trap, a coach may replace it with one of the
following :

Mine ; this explodes when a player enters the trap. Roll on the injury
table to see what happens to the player. Any players in the adjacent
squares must make armour rolls to avoid injury.

Quicksand ; A player who doesn't manage to get out of the pit within 3
turns dies.

Trap door

A player who falls into this pit is contained by a door that slams shut
above. The player is freed after a TD or before the next kick-off. While a
player is stuck inside this pit, other players may freely enter the trap's
square.

Trampoline

At the bottom of this pit is a trampoline which will catapult a player into
the air should one fall in. Roll for scatter as normal and move the player
4 squares in the direction indicated. If the player leaves the pitch, treat
as normal. if the player ends up in a square already occupied by another
player, both must make injury rolls. If the player lands in an empty square
roll a D6 : if the score is greater than the player's AG then a perfect
landing is made and the player may keep moving. If the player fails the
agility roll, he must make an armour roll to avoid injury.

Big Guys are only tripped up by these devices, as described above.

P.S. i hope there are no spelling errors.....

Cheers,

James Jamieson
Department of Psychology
University of Warwick
UK
EMail: psrbl@csv.warwick.ac.uk