Rules

Searched for Team Help and found 3 posts

 Tournament Structure
  Team help: Goblinsthis rule overrides the Official Rules
Seasoned Coaches should note that da Keffo Kup, as it has rizen in popularity, and other important AnBBL tournaments are under scrutiny by the NAF. The NAF have learned that tiny players tend to sneak on to the field. Hence a separate staff of referees have been sent with the sole purpose of counting halflings, grots and other stunty players, making sure there is never more than 11 players from each team on the pitch. This negates the opportunity for stunty teams to sneak a 12th player onto the pitch. The rules have been updated, and reading this any coaches used to "bending the rules" in this way know as well.

#OPTIONAL TOURNAMENT RULE "GOBLIN12":
Being smaller in size and harder to keep track of, Goblin teams often manage to sneak an extra player from the reserves onto the field. Goblin teams are allowed to set up 12 players. This might slip the referees mind during preparations for the kickoff, but it will surely be noticed within a short period of time: The twelfth player should be marked during setup and treated as a player with the "secret weapon" skill until the end of the drive.
 
  Team help: Halflingsthis rule overrides the Official Rules
Halflings are tender and loving persons. They take extra care of their Treemen and nurse their roots. As a consequence their Treemen are able to wrestle free their roots after a while, if they have taken root.
When a Treeman on a Halfling team has taken root, the roots will automatically loosen themselves after the team turn is over. When starting any action with a treeman, he first has to roll for take root (after declaring the action).

Seasoned Coaches should note that da Keffo Kup, as it has rizen in popularity, and other important AnBBL tournaments are under scrutiny by the NAF. The NAF have learned that tiny players tend to sneak on to the field. Hence a separate staff of referees have been sent with the sole purpose of counting halflings, grots and other stunty players, making sure there is never more than 11 players from each team on the pitch. This negates the opportunity for stunty teams to sneak a 12th player onto the pitch. The rules have been updated, and reading this any coaches used to "bending the rules" in this way know as well.

#OPTIONAL TOURNAMENT RULE "HALFLING12":
Being smaller in size and harder to keep track of, Halfling teams often manage to sneak an extra player from the reserves onto the field. Halfling teams are allowed to set up 12 players. This might slip the referees mind during preparations for the kickoff, but it will surely be noticed within a short period of time: The twelfth player should be marked during setup and treated as a player with the "secret weapon" skill until the end of the drive.
 
  Team help: Ogresthis rule overrides the Official Rules
Seasoned Coaches should note that da Keffo Kup, as it has rizen in popularity, and other important AnBBL tournaments are under scrutiny by the NAF. The NAF have learned that tiny players tend to sneak on to the field. Hence a separate staff of referees have been sent with the sole purpose of counting halflings, grots and other stunty players, making sure there is never more than 11 players from each team on the pitch. This negates the opportunity for stunty teams to sneak a 12th player onto the pitch. The rules have been updated, and reading this any coaches used to "bending the rules" in this way know as well.

#OPTIONAL TOURNAMENT RULE "OGRE12":
Being smaller in size and harder to keep track of, Snotlings often manage to sneak an extra player from the reserves onto the field. Ogre teams are allowed to set up 12 players. This might slip the referees mind during preparations for the kickoff, but it will surely be noticed within a short period of time: The twelfth player should be marked during setup and treated as a player with the "secret weapon" skill until the end of the drive.
 


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