Players
Title |
Cost |
MA |
ST |
AG |
TV |
Skills |
Norm |
Linemen |
50,000 |
6 |
3 |
3 |
8 |
None |
G |
Catchers |
70,000 |
8 |
2 |
3 |
7 |
Catch, Dodge |
GA |
Throwers |
70,000 |
6 |
3 |
3 |
8 |
Sure Hands, Pass |
GP |
Blitzers |
90,000 |
7 |
3 |
3 |
8 |
Block |
GS |
Building a Team
- Start with 1,000,000 (600,000 for Sevens) |
- At least 11 (7), no more than 16 (11) |
- Re-rolls <= 8 at 50,000 (100,000) each |
- Ast. Coaches 10,000 each |
- Advertisements - 10,000 each |
- On pitch Medical Team 50,000 (Roll again on injury table) |
Post Game Squence
Player Improvements |
Update Team Sheet |
Grow FAME |
Spiraling Expenses |
SPP Level Up
0-5 |
Rookie |
6-15 |
Experienced |
16-30 |
Veteran |
31-50 |
Emerging Star |
51-75 |
Star |
76-175 |
Super Star |
176+ |
Legend |
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Improvements
2D6 |
Improvement |
2-9 |
New Skill |
10 |
New Skill or +1 MA or TV |
11 |
New Skill or +1 AG |
12 |
New Skill or +1 ST |
- Rolling doubles lets you choose from any skill table
Update Team Sheet
Remove dead and update player values |
Winnings = (D6+FAME) * 10,000 (Winner +10,000 and can re-roll) |
Purchases (Re-rolls cost double) |
Fire or Hire Journeymen by paying rookie cost, loses loner |
If team is under min get free Journeymen with Loner skill |
Team value (everything but treasury and players out next match) |
Grow FAME
tied or lost roll 2D6, winner roll 3D6 |
if tied or won and higher than Fan Factor, gain 1 |
if lost and less, lose 1 |
Spiraling Expenses
Every 150,000 above 1,750,000 you subtract 10,000 after each game |
Conceding Match
- Other team gets winnings and MVP points |
- Lost 1 Fan Factor |
- Any player with 51+ SPP's leaves on a D6 roll of 3 or less |
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