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Post by gamtime247 on Jan 10, 2006 8:49:37 GMT -5
I picked this up yesterday have yet to read the rules but figured for 5 bucks how could i not give it a chance. This and Heroscape both have really gotten my interest lately as i'm looking for some new games to get into, video games just aren't doing it for me lately.
For solo players out of the guys who have both which would you say is more user friendly BattleBall or Blood Bowl?
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Post by Mad Dog on Jan 10, 2006 9:05:58 GMT -5
Battleball. I haven't played Blood Bowl but I know how Games Workshop rules tend to go.
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Post by CynthiaCM on Jan 10, 2006 20:53:40 GMT -5
If you want extreme simplicity, go with Battleball. If you want a lot of detail, go with Blood Bowl. Both games have their place.
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Post by Mad Dog on Jan 11, 2006 7:10:52 GMT -5
So what have some of you guys done as far as pain jobs go? I'm trying to think up some ideas.
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Post by GrumpyBigBee on Jan 11, 2006 8:58:54 GMT -5
I am thinking of doing atleast 4 more teams. I am thinking of messing with them a bit... what I mean by this is: The two teams you start with are pretty balance sooo One team will be mostly made up of fast but weak guys, one team of slow but strong guys, and I am not sure about the other two. I was think one team be in pink, so my daughter will play more, and be called the Pink Panthers. Since everyone will go gladiators I might go with Space Pirates and have them be purple and gold colored. The WolfPack and have them bright red and white, or red and grey. Another one is the Skullcrushers with the color being white and black. I was looking into getting other characters that are not a part of the game also. Like some heroscape people who dont have weapons in their hands... like robots and monsters. All I would have to do is paint the bottoms and maybe some kind of thing, symbol, to make them look like part of the same team.
TAKE PICTURES yall!
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Post by MarkusV on Jan 11, 2006 23:52:27 GMT -5
Okay, I jumped on the Battle Ball bandwagon. Here in Milwaukee we have 4 Toys R Us stores and only one had any copies left. When I went there I found over 20 copies of it. I bought four copies at five bucks each. I figure I can now field eight teams after some quick paint jobs on the other minis. Anyone have any good new team rules and stuff for the game? And yes I just jumped on the Heroscape bandwagon as well....so many games so little time to play...
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Post by CynthiaCM on Jan 12, 2006 1:43:21 GMT -5
I designed some "Advanced Rules" for Battleball, including:
1) Rules for getting knocked down 2) Rules for injuries 3) Expanded rules for malfunctioning Heavy Tackles 4) Expanded movement rules, allowing players to potentially move more than one figure per turn.
I haven't typed them up yet though. It's all on notebook paper.
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Post by GrumpyBigBee on Jan 12, 2006 15:56:14 GMT -5
I designed some "Advanced Rules" for Battleball, including: 1) Rules for getting knocked down 2) Rules for injuries 3) Expanded rules for malfunctioning Heavy Tackles 4) Expanded movement rules, allowing players to potentially move more than one figure per turn. I haven't typed them up yet though. It's all on notebook paper. type those babies up and lets see them!
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Post by MarkusV on Jan 12, 2006 19:54:07 GMT -5
Hehe, I knew you wouldn't let me down Cynthia!! Let us know as soon as you get a chance to put them on the computer. I will probably come up with something too, but right now I am working on some home brewed goodies for my latest game interest: Cybor Gladiator by Firefly Games. This is another fun gem that I got pretty cheaply in pdf format.
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Post by Pete Beck on Jan 13, 2006 16:04:15 GMT -5
type those babies up and lets see them! Ditto
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Post by Holland227 on Jan 15, 2006 10:56:44 GMT -5
hook us up with that good stuff
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Post by ringsyde on Jan 15, 2006 18:49:22 GMT -5
I'd definitely like to see them, Cynthia.
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Post by CynthiaCM on Jan 16, 2006 16:56:48 GMT -5
I'll try to find time to type them up within the next week or so. Writing Cartoon Action Hour: Season 2 has been sucking up most of my waking hours. Heh.
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Post by MarkusV on Jan 16, 2006 22:45:00 GMT -5
Season 2? Is that a second edition I take it? Any interesting changes?
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Post by CynthiaCM on Jan 17, 2006 4:33:19 GMT -5
Yep, it's the second edition.
There are indeed a lot of interesting changes, all of which are being made for onme of two reasons:
1) To more faithfully emulate the cartoons of the 1980s.
or...
2) To make the game play more smoothly. For instance, we have eliminated almost all record-keeping in the game.
If you're interested in playtesting, send an email to me (cynthia.spectrumgames@gmail.com) to let me know what email addy you want to use and I'll get you an invite to the playtest group sent out pronto.
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Post by GrumpyBigBee on Feb 9, 2006 10:48:42 GMT -5
House Rules- Action Cards
At the start of the game, the deck of action cards is shuffled and evenly split between the two players. Prior to the kick-off, each player draws three cards. A player may play a maximum of one card per turn. After a card is played and the action is resolved, the card goes face up into a discard pile. If you have less than three cards in your hand, you must draw the number of cards needed to reach the three-card limit. If there are not enough cards in your deck, you must play with the cards left in your hand. After a touchdown is scored, shuffle both decks and repeat the steps from the first half. If you run out of cards to play, you must wait until the next half (or overtime) before you get new cards. Please see the listing of cards below and make any comments or add additional cards if you wish. So far, I have come up with a total of 26 cards (13 per player deck in play). I think that 15 cards would be a good number for the total. Please note, this has not yet been play tested and I am open to any constructive suggestions.
Dispute A Call- Your opponent must re-roll a die or you may choose to re-roll a die.
3x Blitz- The defensive player may roll an additional die and move an additional player. This card must be played before the first movement die is rolled.
Cheap Shot- You may make one additional tackle attempt if you have any players adjacent to an opponent player.
Quick Recovery. Replace 1 hurt figure to your starting area.
3x Dodge- Tackled figure is pushed back 1 space (tackler’s choice). If there is no legal space available, the figure is removed permanently from play.
Cheap Shot- Tackled player is permanently removed from play. The figure making the tackle must be permanently removed from play also.
2x Stolen Play- Opposing player must choose to move another player. (play before your opponent roll his movement die).
2x The Wave- Add 1 to any die roll. (This card must be played prior to making the die roll)
2x Offsides(Penalty)- Subtract 1 from opponent die roll. (This card must be played prior to making the die roll)
Go Long- Add 2 to the football die roll. (This card must be played prior to making the die roll)
2x Instant Replay- Repeat the action from the top card of either discard pile.
2x Illegal Motion(Penalty)- Move 1 of your opponents players 3 spaces away from his goal line.
2x Holding (Penalty)- Negate 1 successful block. (This card must be played after the dice are rolled).
3x Go To The Tapes- Negate 1 penalty card played by your opponent. (This card must be played immediately after your opponent plays his penalty card and before the penalty is resoved)
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Post by GrumpyBigBee on Feb 9, 2006 10:51:07 GMT -5
Kick Off Roll one red die to see who gets the choice to Recieve, Kick, or Defer... then after the choice is made the kicking team moves a red or blue guy to the 30 yard line then they roll one red and one blue die... with that total move the ball towards your oppenent ONLY and then the opponent goes from there. After halftime the other person kicks.
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Post by GrumpyBigBee on Feb 9, 2006 10:51:28 GMT -5
Onside kicks can only be attempted if you have the card to do it...
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Post by GrumpyBigBee on Feb 9, 2006 10:55:18 GMT -5
Passing Once you roll to recieve a catch and it is completed then the team that catches the ball can continue to move the rest of the number... example: You roll a 20 and your guy is only 15 away then he can move 5 more spaces unless his totally blocked in somewhere.
Also, Players can go into the endzone to catch the ball.
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Post by GrumpyBigBee on Feb 9, 2006 10:58:46 GMT -5
INT rule if a player is within spaces of a reciever then he can roll his colored die and if the number is higher than the other players colored die then he moves into the spot in front of the ball and gets the INT. If that space is blocked by a damage space or by someone from the other team then you can not get the INT. If you already have a player in front of the that space then you would still need to roll for the INT.
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