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- Orcs and maybe Humans are widely considered the easiest teams to start out with. Nothing's stopping you from trying the other teams first, but Blood Bowl has quite a bit to take in at first and many of the other teams rely more on techniques that require better knowledge of the game mechanics to shine. | - Orcs and maybe Humans are widely considered the easiest teams to start out with. Nothing's stopping you from trying the other teams first, but Blood Bowl has quite a bit to take in at first and many of the other teams rely more on techniques that require better knowledge of the game mechanics to shine. | ||
- Blood Bowl is essentially a game of risk management - you can potentially perform an action with each of your players each turn, but if you have one of your guys fail an attempt to pick up the ball, lose possession of the ball, get called on a foul, leave the field, or get knocked over, you lose the rest of your turn (there is an exception for the "get knocked over" rule if the skill Wrestle is being used). So you generally want to perform actions that are absolutely safe first (like standing guys up from the ground or moving guys that won't have to dodge away from opponents), then move on to the least risky or most important actions and prioritize from there. | - Blood Bowl is essentially a game of risk management TEMPORARY-DASH-CHARACTER you can potentially perform an action with each of your players each turn, but if you have one of your guys fail an attempt to pick up the ball, lose possession of the ball, get called on a foul, leave the field, or get knocked over, you lose the rest of your turn (there is an exception for the "get knocked over" rule if the skill Wrestle is being used). So you generally want to perform actions that are absolutely safe first (like standing guys up from the ground or moving guys that won't have to dodge away from opponents), then move on to the least risky or most important actions and prioritize from there. | ||
- Each player can typically either move or punch on a turn, but not both. Shared amongst your whole team, you also get three "special" actions a turn - Blitz, Pass, and Hand-off. Pass and Hand-off are fairly self-explanatory, but the Blitz lets one player both move and hit in the same turn. The player can move before and/or after hitting. Your Blitz will usually be the most important move you make each turn. | - Each player can typically either move or punch on a turn, but not both. Shared amongst your whole team, you also get three "special" actions a turn TEMPORARY-DASH-CHARACTER Blitz, Pass, and Hand-off. Pass and Hand-off are fairly self-explanatory, but the Blitz lets one player both move and hit in the same turn. The player can move before and/or after hitting. Your Blitz will usually be the most important move you make each turn. | ||
- Each player earns SPP (Star Player Points) when they cause an injury, complete a pass, intercept a pass, or score a touchdown. Plus, one random player on each team is given an MVP SPP bonus at the end of each game. If a team forfeits, the winning team gets two MVPs and the one that gave up gets none. Players level up and earn new skills when they earn enough. Each player type usually only gets access to certain types of skills (like General, Strength or Agility skills), but two dice are rolled on each level up. Doubles means access to restricted skills, and a 10, 11, or 12 means you can choose a stat-up instead (Movement or armor on a 10, agility on 11, strength on 12). You generally want to give players skills that help them specialize in a role rather than generalize. Also, when failing an attempt won't cost you a game, it can be a good idea to hand-off to important slow-leveling players near the endzone to feed them touchdowns to get them skilled up. | - Each player earns SPP (Star Player Points) when they cause an injury, complete a pass, intercept a pass, or score a touchdown. Plus, one random player on each team is given an MVP SPP bonus at the end of each game. If a team forfeits, the winning team gets two MVPs and the one that gave up gets none. Players level up and earn new skills when they earn enough. Each player type usually only gets access to certain types of skills (like General, Strength or Agility skills), but two dice are rolled on each level up. Doubles means access to restricted skills, and a 10, 11, or 12 means you can choose a stat-up instead (Movement or armor on a 10, agility on 11, strength on 12). You generally want to give players skills that help them specialize in a role rather than generalize. Also, when failing an attempt won't cost you a game, it can be a good idea to hand-off to important slow-leveling players near the endzone to feed them touchdowns to get them skilled up. | ||
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- As for the other stats, Agility helps with anything involving the ball and dodging away from enemies, Armor helps reduce the chances of getting stunned/KO'ed/injured/killed when getting knocked over, and Movement is fairly self-explanatory. A couple things to note for movement is that standing up from being knocked down costs 3 movement, and each player can attempt to move up to two spaces beyond what their movement score allows each turn, but at risk. Each extra space they attempt to move has a 1-in-6 chance of causing them to fall over, so it's not something you want to do unless it's really important. | - As for the other stats, Agility helps with anything involving the ball and dodging away from enemies, Armor helps reduce the chances of getting stunned/KO'ed/injured/killed when getting knocked over, and Movement is fairly self-explanatory. A couple things to note for movement is that standing up from being knocked down costs 3 movement, and each player can attempt to move up to two spaces beyond what their movement score allows each turn, but at risk. Each extra space they attempt to move has a 1-in-6 chance of causing them to fall over, so it's not something you want to do unless it's really important. | ||
- Many teams have a "Big Guy" that they only get one to a few of, like the Troll on an Orc team or Minotaur on Chaos. These players typically have 5 or 6 strength. They have drawbacks that can make them risky to use if not outright liabilities in some cases. First, they have negative traits - Ogres are dumb and have a 1-in-6 chance of ignoring an order to instead stare into space for a turn each time you try and use them. Trolls are similar, but the odds are 50% unless you have a friendly unit next to them (and then, it's still 1-in-6). Minotaurs have a 50% chance of ignoring you unless you're telling them to hurt someone (and then, it's still 1-in-6). And so on. And on top of all that, Big Guys have the "Loner" trait, so if you try to use a team reroll on something they're attempting, there's a 50% chance it'll waste the reroll without doing anything. Some teams can really use their Big Guys in spite of the drawbacks, some teams are better off doing without, but either way, they're kind of advanced units that you can wait until you start getting the hang of things before using. | - Many teams have a "Big Guy" that they only get one to a few of, like the Troll on an Orc team or Minotaur on Chaos. These players typically have 5 or 6 strength. They have drawbacks that can make them risky to use if not outright liabilities in some cases. First, they have negative traits TEMPORARY-DASH-CHARACTER Ogres are dumb and have a 1-in-6 chance of ignoring an order to instead stare into space for a turn each time you try and use them. Trolls are similar, but the odds are 50% unless you have a friendly unit next to them (and then, it's still 1-in-6). Minotaurs have a 50% chance of ignoring you unless you're telling them to hurt someone (and then, it's still 1-in-6). And so on. And on top of all that, Big Guys have the "Loner" trait, so if you try to use a team reroll on something they're attempting, there's a 50% chance it'll waste the reroll without doing anything. Some teams can really use their Big Guys in spite of the drawbacks, some teams are better off doing without, but either way, they're kind of advanced units that you can wait until you start getting the hang of things before using. | ||
- The squares on the edges of the pitch are dangerous. This includes the end-zones. Players can be shoved off the pitch, which at the minimum means they're gone until the next kick-off, but also carries a higher risk of them being injured. This technique is called "crowdsurfing." You don't get SPP for crowdsurfing opponents, but it's still well worth doing when you can if you don't have any better moves to make. | - The squares on the edges of the pitch are dangerous. This includes the end-zones. Players can be shoved off the pitch, which at the minimum means they're gone until the next kick-off, but also carries a higher risk of them being injured. This technique is called "crowdsurfing." You don't get SPP for crowdsurfing opponents, but it's still well worth doing when you can if you don't have any better moves to make. |