Post Game Squence
Player Improvements |
Update Team Sheet |
Grow Fan Factor |
Spiraling Expenses |
Update Team Sheet
Update player values |
Winnings = (D6+FaD) * 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) |
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 |
League Balancing Options
Hard TV cap 1,700,00 (1,000,000) |
Skill Tax (10,000 for every after first) |
Forced Reset (6-8 games) |
Injury Escalation (after 3 skills reroll on injury and take highest) |
(7's) 1D6 for each level above Veteran. 1 means you get player value and they leave. |
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Improvements
2D6 |
Improvement |
Value |
2-9 |
New Skill |
20,000 |
10 |
New Skill or +1 MA or TV |
30,000 |
11 |
New Skill or +1 AG |
40,000 |
12 |
New Skill or +1 ST |
50,000 |
- Choosing New Skill is always (20,000)
- Rolling doubles lets you choose from any skill table (30,000)
Grow Fan Factor
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 (75,000) above 1,750,000 (1,000,000) you subtract 10,000 (5,000) 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 |
Skill Balancing Options
(MVP replace) 1 SPP to 3 players who didn't earn SPP |
MVP goes to lowest SPP player |
Limit to 1 TD SPP per player per game |
Skills are randomly chosen |
Skill limit lowered (Emerging Star or Star for 7's) |
(7's) 1 player gets random skill after game |
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