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<p>Prepare for the most straightforward and immediate version of Blood Bowl yet, as two soon-to-be Legends slog it out mano a mano in true Gladiator style! How long can you please the Emperor?

<p><b>Fluff</b><br>

<p><b>Reasons to play GladiatorBowl</b><br>
Matches don't take longer than 5-10 minutes and are loads of fun.<br>
Gladiators rack up insane amounts of SPP in a short time, allowing for testing out some unusual skill combinations that would take forever to even acquire in regular play.

<p><b>Team Creation Guide</b><br>
It's actually quite simple, just follow these steps:<br>
-Create a new [L] team.<br>
-Hire at least 11 players, one of which will become the Gladiator.<br>
-As ball handling is still both mandatory as well as necessary to avoid glitches while playing, no players with either No Hands or Ball & Chain can become Gladiators.<br>
-Buy as many rerolls, fan factor, cheerleaders and assistant coaches as you'd like (or can afford).<br>
-After your teams becomes approved, retire everyone but the Gladiator.<br>
-Apply to join this Group with your team.

<p><b>The Basics</b><br>
First things first, as this is a GladiatorBowl-themed Group, coaches are allowed to bring just one player to the Arena at any given time. The one exception to this rule comes into play if any Gladiator is missing the next game due to a serious injury. His coach is then allowed to hire a freebooter of his choice for the next match only.

<p>Once a game has been started, it cannot be conceded no matter how bad things turn out. This is not even due to emulating the harsh conditions Gladiator matches take place under, but because the game won't be able to uploaded correctly otherwise.

<p>No hiring of Star Players or Wizards will ever be permitted.

<p>As Gladiators are already quite prone to premature demise by nature, fouling is heavily frowned upon and will lead to a more negative reaction of both The Emperor and the crowd towards the Gladiator committing a foul and also entail penalty points for the respective coaches as it is de facto a banned action.

<p><b>Pollice Verso</b><br>
In an attempt to establish a meaningful additional random element to the game, every time a Gladiator is seriously injured or killed, his opponent will have to watch for what The Emperor deems a fitting fate and deal it out accordingly. This is simulated by using the !vaevictis command of the IRC bot and follows no more than three rules:<br>
If a thumbs up is given, the injured Gladiator is given the chance to live to fight another day and his coach may then use an apothecary to try to heal him.<br>
If a thumbs down is given, nothing can be done to save the injured Gladiator. In the unfortunate event of receiving a double thumbs down, he will also have to be retired at the earliest possible time.<br>
Receiving a double thumbs up or thumbs down is rewarded by earning additional points.

<p><b>Handicaps</b><br>
Due to various (mostly technical) reasons originating from using JavaBBowl some handicaps which cause a player to be unable to pick up the ball, prevent a coach from fielding his player at all or would cause the client to freeze are forbidden. Specifically, this refers to:<br>
<i>Buzzing</i><br>
<i>Duh, Where am I (only if actually given to a player who already has Bone Head)</i><br>
<i>I am the Greatest</i><br>
<i>It wasn't me</i><br>
<i>Knuckledusters (only if actually given to a player who already has Mighty Blow)</i><br>
<i>Morley's Revenge</i><br>
<i>Virus (only if actually affecting a player)</i><br>
The proper procedure to follow when one of these pops up is restarting the match, which should be done up to three times. If no valid match comes to pass even after three retries, both coaches may opt to either continue trying until they get a valid matchup or forfeit the match. A match forfeited in this manner neither adds nor subtracts points from both coaches' score.

<p><b>Niggling Injuries</b><br>
Since Gladiators are (mainly) most extraordinary players, they can rely on their inner strength to will away pain much better than regular players. To represent this, every time a Gladiator would miss a match due to a Niggling Injury of his, the match may be restarted once. However, should the same injury act up once more, his coach is required to use the team's apothecary to heal the Gladiator up. If no apothecary is available or he fails to heal the player, the match will have to forfeited and gets counted as a 2-0 victory for the opposing coach in this case.

<p><b>Matchmaking and Scoring</b><br>
Only matches played between members of Vae Victis will count towards the coaches' respective score.<br>
To avoid endless restarts because of forbidden handicaps and facilitate fair matchups, it is encouraged to play matches at similar TR and TS.

<p>Playing a match without any handicaps given: 1 point to both Gladiators<br>
Winning a match: 7 points<br>
Drawing a match: 3 points to both Gladiators<br>
Scoring a Touchdown: 3 points for each Touchdown<br>
Scoring a Touchdown after knocking the opposing Gladiator over: 5 points<br>
Committing a foul: -10 points<br>
Knocking out the opposing Gladiator: 1 point<br>
Seriously injuring the opposing Gladiator: 2 points<br>
Killing the opposing Gladiator: 5 points<br>
Receiving a double thumbs up: 4 points for the injured Gladiator<br>
Receiving a double thumbs down: -2 points for the injured Gladiator<br>
(Self-inflicted injuries caused by things like a failed dodge will still count as if caused by an opponent. It's not called vae victis for nothing, after all.)<br>
<p>Additional ways to score points will become available in the future, inter alia special prices during tournaments.

<p>When a Gladiator dies or retires, his team will still be able to keep its score.

<p>Hiring a new Gladiator to replace a killed or retired one however will reset that team's score back to zero.