Everett
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Please keep the designs in this thread somewhat playable. There will be another thread just for ridiculous fun stuff.



Alt Lineup for Reapers

Keep Bo Nose. Add in...


#6 DANIEL TRRUCKK: Trruckk comes with the new Hype skill, as well as a terribly misspelled name!


HYPE

A player with the Hype skill adds +1 to all skill checks they make. However, once they fail a skill check, they lose Hype for the rest of the game.
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Andy Pymont
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Toenail21 wrote:
Please keep the designs in this thread somewhat playable. There will be another thread just for ridiculous fun stuff.



Alt Lineup for Reapers

Keep Bo Nose. Add in...


#6 DANIEL TRRUCKK: Trruckk comes with the new Hype skill, as well as a terribly misspelled name!


HYPE

A player with the Hype skill adds +1 to all skill checks they make. However, once they fail a skill check, they lose Hype for the rest of the game.

Nice one!

I'd like to see an alt lineup for the Engines featuring the hardest-hitting safety ever to play football. Perhaps looking something like this:

#50 Tean Saylor: blitz, tackle +2

You could keep Portly from the default team whilst losing Biggins and BFD, in order to emulate a particular era of Washington football.

Edit: Saylor has to be 50 in order to play in the same team as #55 Portly. Which means you can't have the default 51 in the team and need to play 8 v 8. Hm, tricky. I think its really important that he tackles as a 3, though.
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Stephen Rochelle
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✅✅✅✅     ✅❌✅✅❌✅ ✅❌✅❌✅✅ ❌❌✅✅❌❌ Next year!
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Gunslinger desperately needs to be a named skill. What says "arcade football" better than ill-advised throws across your body into coverage?

Gunslinger: +2 on passes to a threatened target. This is a fairly pure expression of the archetype. The Gunslinger won't ever have a +3 net bonus on these throws, due to the threat, but he will be able to max his positives fairly easily to make risky throws into tight coverage, and he can pay off much faster than a Pocket Passer. Seems like an interesting risk/reward. It might need special text to interact with Zone Defender, as getting the bonus over ZD's very wide threat area probably favors the offense.

Gunslinger: may pass as part of a move action. More of a "crib from existing skills", less of a direct translation of the archetype. This is really a way to capture Vic Mexico's distant twin, Ron Honduras. In addition to the obvious backfield mobility, I think there's also room to set up a Music City Miracle sort of downfield lateral -- Shake breaks a receiver upfield, the Gunslinger heads for the other sideline and turns the corner, and as the defense begins to flow that way, bam! Pase de la Jonrón.
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Stephen Rochelle
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✅✅✅✅     ✅❌✅✅❌✅ ✅❌✅❌✅✅ ❌❌✅✅❌❌ Next year!
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I was reading the thread on formation preferences and how Brent likes splitting his 3 wide as a blocker and decided that something that threatens that sort of offensive placement could be interesting. Effectively, Shake for the defense. It's something akin to Dwight Freeney's spin move, something that leverages a big lineman's mass as a push-off to swing past at speed.

Shed Block: On defense, as part of a move action, perform a dexterity-based block.

OK, that's cool and all, but it also presents as being absurdly powerful if you did something like let the defense drop it on to a 7. Juke is limited in that you can just tackle that guy and end the play. The player with Shake can't be tackled outright, but whoever else has the ball can be. The offense, though, can't do that to Shed Block. As a result, it's probably best left off a 7 (who would blitz terrifyingly well with that). On a 5, though, it might be an interesting counterpoint to Blitz: something specifically built to target the line and generate interior pressure.
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Here's a couple of ideas for skills:

Lead Blocker - If a player with Lead Blocker makes a total success on a block attempt, if the player using the free activation is carrying the ball he gets +1 movement.
Alternate version: the player using the free activation ignores threat from the blocked player for this activation.

Bomb Thrower - When throwing, a player with Bomb Thrower increases his maximum range by +3. Range for the +1 bonus is still determined by skill number.

Wheels - A player with Wheels increases his speed by 1.
Alternatively, it could be Speed +X.

TE Block - A player with TE Block may make a block as part of a move action without the ball while on offense.

And here's an alternate lineup for the Ninjas:

#5 - Joseph Chaffo - Bomb Thrower (Joe Flacco)
#44 - John Odden - Shove (Jonathan Ogden)
#55 - Todd Pile - TE Block Run Block, Catch (Todd Heap)
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Everett
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Cool! The only issue is that TE Block is always worse than run block.
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The idea behind TE block is to represent a tight end making a block, then going out on a pattern. Yes, it may be worse than Run Block, but it would come in handy in some situations, and it would be OP if you could use it with or without the ball. Particularly if you generate a critical success on the block. Then you have just knocked over a defender and sent a man out on a route. Which if you got a total success along with the critical, you can use the free activation to pass to the player that made the block. Yes, highly specific, but it does simulate a situation/play that is used in real life.
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Brent Spivey
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lomn wrote:

Shed Block: On defense, as part of a move action, perform a dexterity-based block.

OK, that's cool and all, but it also presents as being absurdly powerful if you did something like let the defense drop it on to a 7. Juke is limited in that you can just tackle that guy and end the play. The player with Shake can't be tackled outright, but whoever else has the ball can be. The offense, though, can't do that to Shed Block. As a result, it's probably best left off a 7 (who would blitz terrifyingly well with that). On a 5, though, it might be an interesting counterpoint to Blitz: something specifically built to target the line and generate interior pressure.

Very nice Stephen! There might just be an ability like this in some simulation rules that are out there called Swim Move that allows defensive ends and linebacker types the ability to get around a lineman.
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Brent Spivey
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Pandeminatic wrote:
Here's a couple of ideas for skills:

Lead Blocker - If a player with Lead Blocker makes a total success on a block attempt, if the player using the free activation is carrying the ball he gets +1 movement.
Alternate version: the player using the free activation ignores threat from the blocked player for this activation.

Bomb Thrower - When throwing, a player with Bomb Thrower increases his maximum range by +3. Range for the +1 bonus is still determined by skill number.

Wheels - A player with Wheels increases his speed by 1.
Alternatively, it could be Speed +X.

TE Block - A player with TE Block may make a block as part of a move action without the ball while on offense.

And here's an alternate lineup for the Ninjas:

#5 - Joseph Chaffo - Bomb Thrower (Joe Flacco)
#44 - John Odden - Shove (Jonathan Ogden)
#55 - Todd Pile - TE Block, Catch (Todd Heap)

I like lead blocker. Ignoring the threat of the blocked player would be nice in that situation.

As for TE Block, you have the right idea and Run Block already does exactly what you want it to. It just doesn't have the thematic name. If you take a look at Knockowski on the WARRIORS, you'll notice that he's perfect for pushing away a defender in the secondary [and hopefully generating a free activation for Baby to throw him the ball!] and then grinding down the field stiff arming anyone that tries to tackle him.

https://www.kickstarter.com/projects/1544172954/techno-bowl-...
 
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Ah, I see. I misinterpreted the "may perform a run block while in possession of the football" to mean that the player had to have possession to use run block. You may want to revise the wording in the final rulebook to alleviate any confusion, maybe something like "may perform run block with or without the football."
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Brent Spivey
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Pandeminatic wrote:
Ah, I see. I misinterpreted the "may perform a run block while in possession of the football" to mean that the player had to have possession to use run block. You may want to revise the wording in the final rulebook to alleviate any confusion, maybe something like "may perform run block with or without the football."

That's easy enough to do! You had the right idea.cool
 
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Here's an alternate lineup for the Sushi!


#55 Finnegan Wake: Diving Tackle
#33 Sue Kong: Shove
#44 William Luigi: Blitz
#6 Tan Hill: Pocket Scramble

Pocket Scramble

At the start of a full activation with any of your players, you may move a player with Pocket Scramble one space, ignoring threat, so long as they have the ball, are behind the line of scrimmage, and stay behind the line of scrimmage.


Thought I'd showcase the Sushi's front four, seeing as that is the only good part of their team lol! And Tannehill does remind me of Rodgers in that he is hard to sack, even though he can't pass too well!


Bonus points if you can guess the inspiration for Wake's first name.
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That's an interesting idea there. That would also work for Pit Bull's QB Benjamin Hamburger It probably should be limited to activations from cards only, it might be too powerful if it is on free activations as well.

As for the inspiration for Wake:
whistle
 
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I was just thinking of coming up with some players for the draft, here's what I've got so far:


Don Moss-#77: Speed +1

Pat Holmes-#6: Gunslinger

Gunslinger: A player with gunslinger can throw "bomb" passes, which can go four spaces further than a normal pass, but automatically have a -1 modifier. When throwing to a receiver that is threatened by a defender, add +1 to the throw.

The Bears Organization: Your players all lose their star powers because they were traded for Trubisky.
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Here's an idea for a skill: Strip Sack - When a player with Strip Sack attempts a tackle in the offensive backfield, roll the playmaker die in addition to the normal dice. If the playmaker die matches either die, a fumble occurs as normal. If the playmaker die matches both dice, a fumble occurs and the ball is placed in the possession of the tackling player instead of scattering the ball.

This would be a little tricky to implement as it may require changing the normal critical rules.
 
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Strip Sack would make a pretty cool purchaseable INFERNO mode skill. Further investigation required, but you might be on to something there...
 
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How about this skill?


Chip Block: When blocking with this player on offense, roll the playmaker die with the block. If the playmaker die matches either dice, knock this player and the blocked player down. If it matches both, don't knock down your player and remove the opposing player from the play as he has been shaken up by your awesome block!
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Andy Simpson
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lomn wrote:

Gunslinger: +2 on passes to a threatened target. This is a fairly pure expression of the archetype. The Gunslinger won't ever have a +3 net bonus on these throws, due to the threat, but he will be able to max his positives fairly easily to make risky throws into tight coverage, and he can pay off much faster than a Pocket Passer. Seems like an interesting risk/reward. It might need special text to interact with Zone Defender, as getting the bonus over ZD's very wide threat area probably favors the offense.

I really like the sound of this one! I would maybe tweak it slightly to increase the risk factor a little bit by adding the rule that any failed throws automatically scatter to a space occupied by a player threatening the target (chosen by the defending coach if there is more than one). Sports check must still be performed to grab the interception.


My suggestions:

Catch: Not a new skill, but a slight enhancement to the Catch skill with an additional passive effect on top of the ability to use the receiving players card from the bench for a +1 bonus to a pass skill check, whereby failed sports checks when attempting to catch an airborne ball (including scattered passes) can be re-rolled, with a success on 7+ (threat penalties apply).

Quick Step: +1 to speed rating when checking for which coach gets to decide who acts first.

Cake Block: Cake Block is a block action which works like a tackle, but may only be performed on a player without the ball. A successful Cake Block won't push back the target player, but will knock him down on the spot. A failed Cake Block can be reversed by the target player. On a critical roll, the knocked-down player will look up with dismay to see that the blocking player has momentarily turned round and and squatted over them to celebrate, otherwise there is no additional effect.

Fiery Fake - Inferno Mode (special action activated by spending 3 fire tokens): When attempting a pass the coach may nominate 2 different target squares, secretly choosing which is the true target. In the event of a PARTIAL success, the true target of the pass is not revealed until after the opposition coach has performed their free half-move.

This would require a new token to be created or a DIY job on half of the existing target tokens, so that the target is only shown on one side and just grass on the other (files for the grass pixel blocks could be printed, cut and stuck to one side of the target token). The coach attempting the Fiery Fake would place the standard double-sided target token on the true intended target space, and the target token with blank grass side down on the "fake" target space. Flipping the tokens after the defense has made their free half-move reveals whether they were fooled by the fake or not.

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boardgameandy wrote:
Fiery Fake - Inferno Mode (special action activated by spending 3 fire tokens): When attempting a pass the coach may nominate 2 different target squares, secretly choosing which is the true target. In the event of a PARTIAL success, the true target of the pass is not revealed until after the opposition coach has performed their free half-move.

This would require a new token to be created or a DIY job on half of the existing target tokens, so that the target is only shown on one side and just grass on the other (files for the grass pixel blocks could be printed, cut and stuck to one side of the target token). The coach attempting the Fiery Fake would place the standard double-sided target token on the true intended target space, and the target token with blank grass side down on the "fake" target space. Flipping the tokens after the defense has made their free half-move reveals whether they were fooled by the fake or not.

Have you been peeking at my Pump Fake notes?

Nicely done!
 
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