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XXXL21: GENERAL TEAM MANAGEMENT
General Team Management
The General Team Management phase includes the traditional Hire & Fire phase but also also allows the activation of some XXXL specific team management options.
During an ongoing regular season the General Team Management ends at an announced deadline at which all teams will be readied and prepared for the upcoming matchday or Great Bribery by league officials.

Hire & Fire
XXXL teams have to field at least 11 players at the start of a game before Inducements.

If a team can not field 11 players the required amount of spots will be filled with cheap Riotous Rookies.

A team is allowed to hire up to one specialist per General Team Management phase.

Activated specialists and players with activated card effects can’t be fired until the end of the next match.

Specialists & Cards
Over the course of a campaign teams may hire Specialists who come with additional Special Rolls that may or must be activated between matches.
Additionally teams will be able to loot Blackmarket Cards and Corruption Cards, with a maximum of three per category at the same time.

While Black Market Cards focus on individual players or teams and include dice rolls, Corruption Cards change the league’s ruleset for all teams for the length of one matchday.

To activate rostered specialists or looted cards contact league officials.
Teams may still activate looted Black Market cards or rostered Specialists (until 12 hours before the team’s next game) and activate Corruption cards (until 12 hours before the matchday’s official kick-off) after the General Team Management phase.
Team Captain
A coach may choose at the beginning of the season any kind of rostered Goblin player to be the season’s Team Captain (exception are rostered Free Agents and Specialists).

Card Immunity:
Team Captains enjoy special protection from outside interference, giving them immunity from Black Market cards and activated Corruptions played from opponent teams.
They might also interact especially well with some Black Market and Corruption cards activated by their coach.
Beware, rare cards might be an exception and focus solely on Captains.

Better Insurance:
Shamans attempting to heal an injured Player-Coach may add +1 to a Shaman Roll.

Improved Training:
Team Captains leveling up gain the ability to reroll their dice when skilling up.

Losing a Captain:
When a team loses or changes their team captain during regular season or playoffs, tension among team mates might lead to mutiny on the pitch and in the changing room.
1d3 random players gain Loner +3 for one match (or add +1 to their existing Loner roll). If the former captain remains with the team, the player will always gain Loner (+3) for 1d3 games.