SAMURAI BOWL
The *other* game of fantasy football!
By: Allison Heimbach/Kachiko on #l5r
Background
The Emerald Empire of Rokugan has a secret ritual game, played to honor one of their strange Fortunes. Apparently, when Shosuro came back from the Shadowlands, before she died, she also revealed she had found another artifact on that day with Shinsei – a mysterious set of scrolls, apparently penned by the Fortune Nuffuru detailing a game testing strength and wits. An instant hit among the peasant class's children, the Emperor Hantei adapted rules for the samurai caste, and then proceeded to ban the peasants from playing the game. Enclosed, for your perusal and perhaps amusement, are the rules of what is now known as: SAMURAI BOWL.
DID YOU KNOW?: Originally, Samurai Bowl was titled "Blood Bowl," but, after the rise of Iuchiban and his maho cult the Bloodspeakers, commissioner Otomo Juvisu decided to change the name so as not to get unwarranted attention. He did this, following up on his failed copyright lawsuit against Iuchiban.
Needed to Play
In order to play Samurai Bowl, you will need:
- 1 Board, with squares. The board should be in a grid, 24 squares long and 14 squares wide. The board should have a clear line, such as folding, dividing it into two halves of 12 squares each. There should be a line at the second and twenty-second line, denoting end zones.
- 1 "team", represented by Clan War miniatures. See the Team Charts.
- 3 "block dice", more on this later.
- 2 six-sided dice.
- 1 scatter template, below
DID YOU KNOW?: A game company called "Games Workshop" makes a good board for this game, already marked off for you. Of course, the Fortune Nufuru does not advise paying a large amount of money for something so trivial, but, if you want to save the effort..
Creating a Team
First, before you play, you will need to create a team. To do this, follow some easy steps:
Choose a Clan:
All of the Clans from the CCG will be represented. See the team roster lists.
Create Your Team:
You have 1000 Koku to create your team with. You must have at least 11 players on your roster to start, but, due to casualties, the number of players on your team may fluctuate.
In addition to the listed prices for coaching staff, there are Geisha and Assistant Coaches that you may buy for 10 koku each. You receive a Head Coach free of charge.
PLAYING
Each player has a Turn Counter labelled from 1 to 8. Use a marker to represent what turn you are on. You must move the turn counter up one before you do anything on your turn, or your opponent may call you for an Illegal Procedure penalty and your turn immediately ends unless you successfully use the Imperial Favor or argue the call(see below).
Each player may do any amount of Free Actions on their turn. Free Actions are: Moving, taking a Hand-Off, Picking Up the Ball or Catching the Ball.
Each player may also do ONE action on their turn. An action is: Throwing the Ball, Throwing a Block, or Fouling.
Once you move a model and, optionally, perform an action with him, that model's turn is over. You cannot, for example, move a Scorpion Clan Ninja three spaces, pass the ball to a Scorpion Clan Catcher, move the catcher 8 squares down, and then return to moving the Ninja.
If any action fails or causes a penalty, the player's turn is over.
RE ROLLS
Re rolls may be used to re-roll any failed action once. Only one re-roll may be used on an action, and only one Team Re-Roll may be used per turn.
THE KICKOFF
To kick off, the kicking team places the ball in any square he wishes. He then rolls 2d6 and consults the Kickoff Event chart. Do what the result rolled says, and then scatter the ball. Roll 1d6 and 1d8. The ball scatters in the direction rolled(see diagram) a number of spaced equal to the d6 roll. It then bounces one more space in a random direction.
1 2 3
4 B 5
6 7 8
BLOCKING
Each player has a "tackle zone" consisting of the eight squares around him. As an action, a model can throw a block against an opposing model in his Tackle Zone. Models not in any other tackle zones but the target's, or the attacker's(helping on defense) may assist the model throwing a block and add +1 strength to their side.
For example:
2 X 1
X T X
X 3 P
1, 2, and 3 in the above diagram are Crane Clan linemen.
T and P are Lion Clan linemen.
If 1 threw a block on T, then 2 could assist and add +1 to 1's strength, but 3 could not because he is in P's tackle zone. The same occurs if 2 threw a block. If 3 threw a block, P would add 1 to T's strength, but 1 and 2 could assist 3 because they are not in any other tackle zones.
Why does Strength matter, you ask?
Because, if you have a total higher Strength than the model you're throwing a block against, you roll 2 block dice.
If the strengths are the same, you roll one block die.
If you have lower strength, you roll two dice and the opponent chooses.
The block dice should be marked with several icons. Recommendations for icons below:
1 side of a skull - The Skull represents "attacker down". The model throwing the block is knocked down. Roll to break armor as if the defender knocked the attacker over.
2 sides of arrows - The arrows represent "pushed back". The defender is pushed back a square in the direction of the attacker, unless he has either the Stand Firm of Sidestep skills. If the model has Stand Firm, he does not move. If he has Sidestep, he may choose ANY adjacent square to move to.
1 side of a blade - The blade represents "pushed back and knocked over". The defender is pushed back a square and knocked over. Roll for armor as normal.
1 side of two crossed blades -Two blades represents "both down". Both fall down and roll to break their opponent's armor with no modifiers. If a model has Block, he does not fall over.
1 side of an exclamation mark - The ! Mark represents "pushed back and knocked over" as well, but if the model being pushed has the Dodge skill, he is merely pushed back and not knocked over.
To make an armor roll, simply roll 2d6. If your total is higher than the opponent's AV, roll on the injury chart. Note that no modifiers whatsoever apply to the roll on "Sigudu's Subchart".
PICKING UP THE BALL
In order to pick up the ball, a model must roll it's agility, with a +1 modifier. If a model fails, the ball scatters in a random direction(see "kickoff")
FOULING
If a player is pushed over, the model is placed face up on the board. Such models can be fouled by other players if the player committing the foul has Personal Honor less than two.
To make a foul, make an Armor Roll as normal, with an additional +1. Note that, unlike in gaijin offshoots of this grand game, no samurai will assist another committing a foul. If you roll doubles, regardless of if it breaks armor or not, the player is ejected from the game Dishonored. You may use the Imperial Favor to prevent this if you have it, or may argue a penalty as above.
If the target is not Badly Hurt, Seriously Injured, or Killed by the injury, he may demand an iaijutsu challenge at the beginning of the next drive, or at the end of the game. See Duelling, below.
PASSING/HAND OFFS
To pass the ball, nominate a target to pass the ball to, and make an Agility roll. If it is within 4 spaces of the thrower, it is a "quick pass" and you get a +1 to the Agility roll required. If it is from 5 to 8 squares away, it is a "normal pass" and there is no modifier to the roll needed. If it from 9 to 12 squares away, it is a "long pass" and there is a -1 to the agility roll.
If you fail the Agility roll, the ball scatters three times from the catcher. If it ends on a square with a model in it, the model may try to catch it with a -1 modifier, but it is still a Turn Over.
If you make the Agility roll, the pass is accurate. The catcher must then make a basic Agility roll to catch the ball. If he fails, the ball scatters as normal.
A Hand Off can only be done if the model carrying the ball and another model are adjacent. Make a Basic Agility roll for the model handing off the ball. If the roll is successful, the other model receives the ball.
DODGING
In order to move out of an enemy Tackle Zone, you must make a Dodge roll, a Basic Agility roll. For each enemy model who projects a Tackle Zone on the square you're dodging to, there is a -1 modifier to the roll. If the model fails the roll, he is placed prone and you may make an Armor roll.
SURGE OF SPEED
Any model may attempt to call on the Void in order to speed his movement. You can move up to 2 extra spaces with any given model, but, for each extra space you wish to move, roll a d6. On a 1, the model slips and falls, causing a Turn Over. The opponent may roll armor.
SCORING
In order to score a point for their team, a model must move into the opposing end zone carrying the ball.
DUELLING
Sometimes, an iaijutsu challenge will occur, such as during a Blood Feud. To determine the winner of a duel, follow the steps below:
Both players roll a d6. Add +2 to your roll if you have the iaijutsu skill.
The player who rolled highest has the first option to "focus" or "strike".
If a player focuses, he adds one to the total damage roll at the end, and the opponent may focus or strike. Each player may only focus a number of times equal to his Personal Honor.
When a strike is declared, the player who declared a strike rolls an automatic injury. If his opponent is not Knocked Out or Seriously Injured, he may roll an injury on his opponent.
THE TEAM SHUGENJA
On the roster lists, you may have noticed a "team shugenja" available for hire. The Team Shugenja will, once per game, allow you to cast one of these spells:
The Fires From Within - This spell targets any three adjacent squares. All models in those squares must make an agility check or fall down and take an armor roll.
Augury - Cast this spell when one of your players is about to cause you a Turn Over. Gain a bonus re-roll to use on this action. This may be cast even if you have already re-rolled this player's action.
Biting Steel - Cast this spell when one of your players is rolling to break armor after he knocked an opponent down in a block. This player gets +2 on his armor roll and +2 to his injury roll.
Inner Fire - Cast this spell to stand any knocked-down player on your team up.
Phoenix Shugenja may also cast:
Void Strike - Cast this spell at any time. Roll a die. If you roll over a nominated model's strength, that model is immediately Knocked Out.
SKILLS
Block - Block affects rolls on the Block Dice.
Catch - Models with the Catch skill may re-roll any attempt to catch the ball.
Charge - A model throwing a block after moving with the Charge skill gets +1 on any armor rolls in that block.
Dirty Player - Models with the Dirty Player skill add +2 to their armor and damage rolls when fouling.
Dodge - A model with dodge may re-roll any Dodging roll he makes.
Frenzy - Models with Frenzy may block as many times as they wish on a turn.
Iaijutsu - Iaijutsu adds +2 to a model's initial roll in an iaijutsu duel.
Katana - Models with the Katana skill add +2 to any Injury rolls they cause by blocking or fouls.
Mighty Blow - Models with Mighty Blow have a +1 to any armor and damage rolls they make.
Pass - Models with the Pass skill may re-roll any Passing roll he makes.
Shadowlands - Models with the Shadowlands trait are unaffected by the Evil Portents result.
Sprint - Models with the Sprint skill may move up to three extra spaces instead of two with Surge of Speed.
Stand Firm - Models with the Stand Firm trait are never pushed back during a block.
Sure Hands - Sure Hands allows a model to re-roll any attempts to pick up the ball.
Tackle - Models may not use the Dodge skill to re-roll a dodge from a player with Tackle's Tackle Zone.
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TEAMS
CRAB CLAN
Quantity | | MA | ST | AG | AV | PH | Skills | Cost |
0-16 | Lineman | 4 | 4 | 2 | 9 | 1 | Tackle, Block | 60 |
0-2 | Berserkers | 4 | 4 | 1 | 7 | 0 | Frenzy, Block, Tackle | 80 |
0-4 | The Damned | 5 | 3 | 3 | 8 | 0 | Tackle, Shadowlands | 70 |
0-2 | Tsukai-Tsugasu | 6 | 3 | 3 | 8 | 2 | Block, Mighty Blow | 80 |
Re Rolls: 60
|
Yasuki Taka: 100
|
Team Shugenja: 150
|
Special Coaching Staff: Yasuki Taka - At the end of the game, when you are collecting your winnings for the match, roll an unmodified 1d6, multiply it by 10, and get that much Koku in addition to your normal winnings.
CRANE CLAN
Quantity | | MA | ST | AG | AV | PH | Skills | Cost |
0-16 | Lineman | 7 | 3 | 3 | 7 | 3 | None | 70 |
0-4 | Thrower | 7 | 3 | 3 | 7 | 4 | Dodge, Pass, Sure Hands | 80 |
0-4 | Catcher | 7 | 2 | 3 | 7 | 4 | Catch, Dodge | 90 |
0-2 | Kenshinzen | 6 | 3 | 3 | 8 | 3 | Katana, Iaijutsu, Dodge | 120 |
Re Rolls: 50
|
Kakita Shijin: 100
|
Team Shugenja: 150
|
Special Coaching Staff: Kakita Shijin - Once per game, when one of your players dies before halftime, Shijin writes a poem about his heroic death. You gain 1d3 re-rolls to use in the second half.
DRAGON CLAN
Quantity | | MA | ST | AG | AV | PH | Skills | Cost |
0-16 | Lineman | 6 | 3 | 3 | 7 | 3 | Iaijutsu | 60 |
0-2 | Thrower | 6 | 3 | 3 | 7 | 2 | Pass, Sure Hands | 70 |
0-4 | Catcher | 7 | 2 | 4 | 7 | 2 | Catch | 70 |
0-4 | Ise Zumi | 6 | 3 | 3 | 8 | 1 | Block, Stand Firm | 90 |
Re Rolls: 80
|
Yasu: 100
|
Team Shugenja: 150
|
Special Coaching Staff: Kitsuki Yasu - Once per game, when the opponent refuses a challenge from one of your players, Yasu forces them to accept it.
LION CLAN
Quantity | | MA | ST | AG | AV | PH | Skills | Cost |
0-16 | Lineman | 6 | 3 | 3 | 8 | 3 | Charge, Katana | 70 |
0-4 | Matsu Lion's Pride | 5 | 4 | 3 | 9 | 4 | Charge, Katana | 100 |
Re Rolls: 70
|
Ikoma Ujiaki: 100
|
Team Shugenja: 150
|
Special Coaching Staff: Ikoma Ujiaki - Once per game, at the start of your turn, Ujiaki can enter a screaming frenzy, shouting to the team that they need to take out the "emperor's revenge" on the other team. All of your players get a +2 modifier on their roll to break armor this turn.
DID YOU KNOW?: Enthusiastic fans often shout along with Ujiaki, and when he performs this play, it's often referred to by commentators as, simply, the "Emperor's Revenge" play.
PHOENIX CLAN
Quantity | | MA | ST | AG | AV | PH | Skills | Cost |
0-16 | Apprentices | 5 | 2 | 3 | 7 | 2 | None | 50 |
0-2 | Earth Adepts | 5 | 3 | 2 | 10 | 2 | Stand Firm | 80 |
0-2 | Air Adepts | 6 | 2 | 4 | 7 | 2 | Sprint | 80 |
0-2 | Fire Adepts | 5 | 5 | 1 | 8 | 2 | Mighty Blow | 80 |
0-2 | Water Adepts | 7 | 3 | 2 | 8 | 2 | Sidestep | 80 |
Re Rolls: 70
|
Asako Yasu: 100
|
Team Shugenja: 100
|
Special Coaching Staff: Asako Yasu - Before the game, when facing a team with a Team Shugenja, both players roll a d6. If you roll higher or tie, the opposing Team Shugenja is suspected of being a maho-tsukai and cannot be used this match while he is interrogated. If the opponent rolls higher, no effect.
SCORPION CLAN
Quantity | | MA | ST | AG | AV | PH | Skills | Cost |
0-16 | Lineman | 6 | 3 | 4 | 8 | 1 | Dirty Player |
50 |
0-2 | Ninja | 7 | 2 | 4 | 7 | 0 | Pass, Dodge, Dirty Player | 80 |
0-2 | Catcher | 7 | 2 | 4 | 7 | 1 | Catch, Dodge, Sprint | 80 |
0-4 | Blitzer | 6 | 3 | 3 | 9 | 1 | Block, Katana | 90 |
Re Rolls: 90
|
Shosuro Hametsu: 100
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Team Shugenja: 150
|
Special Coaching Staff: Shosuro Hametsu - Before the game begins, choose one player on the opposing team with less than 10 SPPs. Roll 1d3 - On a 1, the player shakes off the effects of the poison. On a 2, the player is hit by stomach cramps and misses the whole game. On a 3, the player is killed by Hametsu's poison. You may not use this ability against Star Players.
UNICORN CLAN
Quantity | | MA | ST | AG | AV | PH | Skills | Cost |
0-16 | Lineman | 5 | 2 | 3 | 7 | 2 | None | 50 |
0-2 | Trower | 6 | 3 | 3 | 7 | 2 | Pass, Sprint | 60 |
0-2 | Catcher | 7 | 3 | 3 | 6 | 2 | Catch, Sprint | 80 |
0-2 | Battle Maiden | 8 | 3 | 3 | 7 | 3 | Charge, Block | 90 |
Re Rolls: 90
|
Ide Tadaji: 100
|
Team Shugenja: 150
|
Special Coaching Staff: Ide Tadaji - The opponent may not use the Imperial Favor against any penalties while you have Tadaji.
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CHARTS
KICKOFF RESULTS TABLE(2d6)
2 - Peasant Revolt - Those assembled for the game turn rowdy and riot, holding the game up for 1d6 turns. Advance the number of turns for both teams by 1d6.
3 - Iaijutsu Challenge - A hot-blooded player on your team(non-star player, your choice) issues a challenge to an opposing player in an adjacent square. The challenged player may refuse and become Dishonored. If he accepts, resolve it as a normal iaijutsu duel.
4 - Rallying Cry - Both teams roll 1d6 and add the number of Geisha on their team. Whoever rolls higher gets a bonus re-roll for this drive.
5 - The Touch of Amaterasu - One of your players is divinely inspired by the Sun Goddess and gains +1 to each of his stats until he next suffers an injury of any type or becomes Dishonored.
6 - Superior Tactics - You may re-arrange your players as you see fit, still following normal set-up rules.
7 - Weather - The weather may change. Roll again on the Weather Chart and apply the new weather results immediately.
8 - Gust of Wind - The ball scatters 2d6 squares instead of 1d6 squares at the kickoff.
9 - Test of Might - One of your players(your choice) issues a challenge to an opposing player in an adjacent square. Both you and your opponent roll 1d6. You add your challenger's strength, the opponent adds the challenged player's strength. Whoever rolls lower is treated as if he had been Knocked Down in a block, rolling armor and injury as normal.
10 - Sneak Attack - The kicking team gets a bonus turn immediately, before the receiving team. They do not move their Turn Counter, and cannot get an Illegal Procedure penalty on this turn.
11 - Show Me Your Stance - One of your players(your choice) issues a challenge to an opposing player in an adjacent square. Both you and your opponent roll 1d6. You add your challenger's Personal Honor, the opponent adds the challenged player's Personal Honor. Whoever rolls lower is Dishonored.
12 - Evil Portents - All non-Shadowlands players have all of their stats reduced by one until the end of the drive. If this takes a player to having a 0 in a stat, they are placed in the Reserves box.
WEATHER(2d6)
2 - Torrential Rain - All attempts to pass the ball are at -2, and all players have their movement value reduced by one. No player may attempt a Surge of Speed.
3 - Stifling Wind - All attempts to pass the ball automatically scatter three times. However, if you roll an "accurate" pass, you do not suffer a turnover if it lands in a square where you have no player.
4-10 - The Light of Amaterasu - Perfect Samurai Bowl weather.
11 - Freezing Cold - At the end of every drive, each player who participated needs to roll 1d6. If you roll a 1, that player misses the next drive as he is too cold to participate.
12 - Winter Warfare - As 11 above, but all player's MV is halved, as well.
—
INJURIES(2d6)
2-7 - Stunned - Place the player face down on the pitch. That player may do nothing next turn except roll face up.
7-9 - Knocked Out - Place the player in the Knocked Out box. That player may come back at the start of a drive if you roll a 4+ for him.
10-12 - Critical Injury - Roll on Sigudu's Subchart, below:
1-3 - Badly Hurt, miss the rest of the game.
4-5 - Seriously Injured - as above, but roll a d6 at the start of each game. On a 1, the player misses that game, too.
6 - Dead, Dead, Dead
—
Basic Agility Roll
|
PLAYER'S AGILITY | ROLL NEEDED
|
1 | 6+
|
2 | 5+
|
3 | 4+
|
4 | 3+
|
5+ | 2+
|