Double, double, toil and trouble – MANABOWL has landed! (Blood Bowl Birmingham)
The new rules for Manaleak.com Blood Bowl League’s very own Manabowl League are here, from transforming players into toads to harnessing the power of the elements themselves, the season looks to be one full of magical mayhem. Just click on the image below to open them up and take a look for yourself!
If you want to join the Manaleak.com Blood Bowl League Facebook group, just click here and ask to join! You are welcome to come down and meet us on any Monday, when we meet at 7:30pm at Manaleak.com HQ in Birmingham. We hope to see you there!
The Jubilee Centre
130 Pershore Street
Tel. 0121 666 7164
You can find directions here.
In Manabowl, the winds of magic stir down from the Northern Wastes, and a host of amateur Wizards and prestigious Warlocks flock to the Blood Bowl stadiums in one of the rare occasions where they are not hunted down by stadium security; besides, there’s so many of them, security wouldn’t dare to even think of trying to round them all up! As so many scandalous sorcerers and mischievous magicians are gathering in one place, the rules get bent a little when it comes to manipulating the winds of magic. In this short ruleset, a few changes are made to regular Blood Bowl to give the league games a little of the magical theme.
New Spell: Zap!
Wizards bought as inducements have the Zap! Spell in addition to the Fireball and Lightning Strike spells.
The Zap! Spell is potentially the most devastating spell in a Wizard’s repertoire, because it turns whomever it hits into a slimy toad! Unfortunately, the spell is not all that reliable, and has a nasty habit of hitting the wrong target.
The Zap! spell may be cast at any player on the field. The coach simply nominates the player that he wants the spell to hit, and rolls a d6. On a roll of 5 or 6, the nominated player is hit. On a roll of a 4 or less, the spell scatters a number of times equal to the dice roll (e.g. if you rolled a 3, it would scatter three times). If the Zap! spell ends up in an occupied square, then the player in that square is hit. If it ends up in an empty square, then the spell has no effect.
A player who is hit by the Zap! spell is turned into a toad: replace their model with a Toad counter. If the player was holding the ball then they will drop it and it will scatter one square (this counts as a turnover if it happens to a player on the moving team). The player will remain in toad form until the end of the drive.
While a player is a toad, they have the special “toad” characteristics printed below. A toad may never pick up the ball, and if they enter the square that the ball is in, it will scatter one square. Any injuries the player suffers as a toad do apply when the player reverts to normal.
Acolytes are fresh-faced, naïve, spotty students who take time off studying at their chosen College of Magic to support their team in nefarious and often devious ways. They’re by no means the most proficient casters, but give them some cash and they’ll do their best to impress. Fortunately for you, the Manabowl has already paid them their “scholarship” in exchange for a little help on the pitch side.
Acolytes may be included in a team for free during the drafting of a Coach’s team, before the season has started, though their cost (50,000 gold pieces) is added to the Team Value. If a coach decides not to take an Acolyte at the start of the season, they can instead purchase one later at the cost of 50,000 gold pieces.
Acolytes are treated like ordinary Wizards for the purposes of casting spells, with a few differences. Acolytes do not choose from the Fireball, Lightning Strike and Zap! spells. Instead, an Acolyte starts a League match with one of the spells chosen at random by the Coach before the game begins, after Special Play Cards are chosen.
Any spell cast by an Acolyte fails on a d6 roll of a 1, unless stated otherwise on the spell’s card. A spell that has failed to be cast fizzles away and cannot be used again for the remainder of that game. Each spell can only be successfully cast once.
Acquiring New Spells
Acolytes can increase in level as they cast spells for their team, earning them Star Player Points, and by getting selected as a Most Valuable Player during the post-match sequence. Acolytes gain 2 Star Player Points for each successful casting of a spell, and 2 Star Player Points per Casualty caused as a direct result of their spell, and 5 Star Player Points for each Most Valuable Player awarded to them. Acolytes level up with the same Star Player Point boundaries as ordinary players.
New spells replace older ones as the Acolytes gain more experience through their “field studies.” The levels are as follows:
New Inducement: 0-1 Planeswalker (250,000 gold pieces)
Planeswalkers are incredibly powerful wizards who have mastered the ability to walk between the different planes of existence. They control immense power and, for the right price, they will come to the aid of a Coach in dire need of some assistance from the aether.
A coach can take 0-1 Planeswalker as an inducement for 250,000 gold pieces.
At the beginning of a match, the Coach who purchased a Planeswalker can randomly choose one of five Elemental Spells to use during the game. These spells are very powerful and require a lot of energy, and so can only be used once during a game.
A Planeswalker is a very arrogant and aggressive character, and so they refuse to work with other magic users. As such, a Coach cannot take both a Wizard and a Planeswalker as inducements for the same match. However, Planeswalkers are too lofty to care about snivelling Acolytes or petty Weather Mages, and so a Coach can still use these in the same game as a Planeswalker.