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XXL21: BLOOD FEUD
With XXXL teams replacing religion, food, sanity,
and hope for most of the gits, the hate for any rival teams and their supporters is more furious than most can imagine. Infamous halftime battles between fans often end up far more brutal than what could be seen on the pitch. The XXXL decided to throw oil into the fire and support the bad blood between teams and hopefully raise gate records.
Two teams that faced off at least two times may declare a Blood Feud and become rivals.
A Blood Feud may be declared by both sides at the beginning of a season, a team can only have one active Blood Feud.
A Blood Feud lasts until one team chooses to end the feud at the end of a season. | Matches between teams in a Blood Feud are very popular and the XXXL makes sure to promote the match in advance, as such both teams gain special access to the lack market during the Team Management phase. The obtained cards must be activated before the match or else given back to the deck.
Additionally, a 1d6 Blood Feud Roll before Kickoff decides additional side effects for the upcoming match.
Teams winning a Blood Feud Match will always gain 1 DF, while a team losing a Blood Feud Match will always lose 1 DF.
At the end of a season the team that won more matches during the ongoing feud will be declared to be the leader and gain bragging rights which will always gain the advantage if the two teams feuding are making the same offer for the same player during a Great Bribery or Player Market.
A Blood Feud may end at the end of a season.
If the leading team ends a feud, nothing happens. But both teams can start a new feud with other teams at the beginning of the next season.
If the team currently behind gives up or unregisters, 1d3 of their DF transfers to the team that won the feud. |
Blood Feud Roll | Effect |
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1: Sneaky Gits | 1d3 random players with Right Stuff (exceptions are Free Agents) on each team gain Sneaky Git and Swarming for the upcoming Blood Feud match | 2: Knives | 1d3 random players with Right Stuff (exceptions are Free Agents) gain Stab and Secret Weapon for for the upcoming Blood Feud match. | 3: Rioting ‘Ooligans | Players that end up in the Dug Out box as badly hurt or worse suffer an additional CAS roll due ‘Ooligans throwing rocks at them. | 4: Legend Born | A player who scores a winning TD in the upcoming Blood Feud match becomes an instant Fan Favorite until the next season reset. Player gains 5 SPP. | 5: Sponsor Interest | Sponsors evaluates a victory as a PR strategy success while a defeat always counts as a failure. In case of a draw the regular sponsor PR applies. | 6: Spotlight | Rostered Free Agents are so motivated for the upcoming Blood Feud match that they lose Loner for the upcoming Blood Feud match. |
| Despite an ongoing hate relationship Pre-Season friendlies between blood feuding teams are very popular.
Blood Feud Friendly Roll | Effect |
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1: Nothing | Despite huge efforts to generaate some buzz this game gains no additional fan interest. | 2: Free Bribes | Both teams gain one free Bribe (teams gain 50K for inducements, have to be spend on a bribe). | 3: Star Player Feud | Two random Free Agents decide to use this game for their own cause and join the teams for free.
Roll 1d6 for the Free Agent pool category
(1 Troll Free Agents 2 Goblin Star Players 3 Goblin Legends 4 Squig Herders 5 Warpstone Cultist Free Agents 6 New Free Agents)
and another dice according on the amount of available players to assign players to the teams. | 4: 'Ooligan Festival | Both teams gain 1DF before the match. | 5: Big Buzz | Both teams gain +1d to their upcoming sponsor payment roll or gain 1d sponsor payment if currently without a sponsor. | 6: Paid for Violence | Both teams gain 10K for caused and suffered CAS. |
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