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Elven League Footbrawl

The document summarizes the rules of Eleven League Footbrawl (E.L.F.), an underground variant of Bloodbowl played by elves. Key differences include smaller 7-player teams, no kicking, and the ball being teleported to the center at the start of possessions. Fouls result in being sent to the KO box instead of being ejected. Passing is increased by one band and there are two lines of scrimmage instead of lining up for blocks. The game aims to be less violent than Bloodbowl with a focus on skillful plays over hard hits.

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Paul Wright
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0% found this document useful (0 votes)
115 views

Elven League Footbrawl

The document summarizes the rules of Eleven League Footbrawl (E.L.F.), an underground variant of Bloodbowl played by elves. Key differences include smaller 7-player teams, no kicking, and the ball being teleported to the center at the start of possessions. Fouls result in being sent to the KO box instead of being ejected. Passing is increased by one band and there are two lines of scrimmage instead of lining up for blocks. The game aims to be less violent than Bloodbowl with a focus on skillful plays over hard hits.

Uploaded by

Paul Wright
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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E.L.F.

Elven League Footbrawl

Eleven League Footbrawl (E.L.F.) is a variant of Bloodbowl, designed to be a fast paced ameatuer version of
the proffesional game. It takes a lot of the ideas from BB 7's and adds an elf twist to them. Unless otherwise
stated here, the rules from the LRB 6 should be used. Thank you to everyone that worked on the Bloodbowl
LRB 6, the original BB 7's article and the New Zealand version of BB 7's as I have taken ideas from all of
them.

Eleven League Footbrawl is an illegal game that is frowned upon by many of the older Elves. However,
Elves from all over the Old World come together for these games -- some are hoping to be seen by a
professional scout, some are just trying to make a little extra money on the side, while some are just too
cowardly or not talented enough to play Bloodbowl on the big stage. Eleven League Footbrawl is an
underground sport (literally, it is played in dungeons). E.L.F. is played in dungeons in front of small crowds,
with a wizard managing the game and a referee enforcing the rules. The elves have changed some of the
rules of Bloodbowl (or, in their minds, perfected them...) The game they play is a less violent game for a
more civilized audience. They don't draw much of a live crowd, but that doesn't mean no one is watching.
The wizards that manage the games also broadcast the games live on pirate crystal ball channels. So, while
it is only talked about in hushed tones, it has grown to be very popular amongst elves who tire of the
Bloodbowl brutes more interested in killing then scoring.

Things Bloodbowl fans should know before they watch their first E.L.F. game:

Players in these games are less talented than the professionals you may be used to seeing on your weekly
Bloodbowl broadcast. They also get paid much less, which means most player have to support themselves
with 'real' jobs. This takes them away from the game, limits practice time, which is apparent when they take
the pitch. Also, there are only 7 players on the pitch per side, so the game is more wide open.

The pitch is much smaller then you may be used to. The game is played in a dungeon and that presents it's
own limitations. The lower ceilings affects the passing game. Kicking presented so much of an issue that it
has been eliminated from the game. Instead, the ball is teleported to the center of the pitch, causing an
exciting scramble for the ball to start a drive.

There are two lines of scrimmages, (yes one more then you are used to!) and the rules of the game have
evolved into one with two teams facing each other from a distance rather than lining up to punch each other.
The elves believe this creates more of a focus on well crafted plays rather than simply who can hit the
hardest.

Finally, you will only see elves on the pitch. I'm sure you have probably already figured that out by now, but it
is true. No Orcs, Dwarves or Goblins to be found here. Elves playing the game the proper way and putting
on an amazing show for the fans.

So tune into that secret crystal ball channel you aren't supposed to know about, grab a Bloodweiser and get
ready to see the high flying game of E.L.F.
E.L.F. Rules
Only the rules that are different from those in the LRB 6 will be listed here. If there is not a rule here covering
it please use the rules in the LRB 6. In the case of an odd situation that doesn't seem to be covered please
contact me so that I may make a ruling and add it to this document.

Team Creation:
- You have 600gp to build your team
- You must use one of the four Elf team list at the end of this document
- Each team must contain between 7 and 10 players
- Assistant Coaches and Cheerleaders may not be purchased
- E.L.F. Apothecaries may be purchased but function differently than their Bloodbowl counterparts
- No Rerolls may be purchased
- All teams start with a 0 Fan Factor

Inducements:
The only inducements available to E.L.F. teams are,

- 0-1 Bloodweiser Babes: 50gps


- 0-1 Bribes: 100gps
- 0-1 Mercenaries: player value plus 30gps
- 0-1 E.L.F. Wandering Apothecary: 100gps

E.L.F. Apothecaries:
Once per game an Apothecary may be used to reduce an injury roll by 1. This may be done after you see
the result of any potential casualty. So if the result of the injury roll was an 11, and the result of the Casualty
roll resulted in a death. The Apothecary could be used to reduce the original injury roll to 10, causing the
player to be knocked out instead.

Removal of Skills:
Some skills are not used in E.L.F. for one reason or another They are:

- Leader
- Kick
- Kickoff Return
- Hail Mary Pass
The Game:
- Weather is always nice, no weather rolls are made.
- 7 turns are played per half.
- Injury rolls use the following, 1-7 Stunned, 8-10 KO, 11-12 Casualty. The
normal Casualty table is used.
- All passes are increased by one band; there are no Quick Passes.
- Fouling: Fouls are worked out the same way as in Bloodbowl, but the
referees perform differently. Players that are caught by the referee are
placed in the KO box and may plead their case at each kickoff. On a D6
roll of 4+ they may reenter the game.
- Pushed into the crowd: if a player is pushed into the crowd you must
make an armour roll for them to determine if they are hurt. If they are not
hurt, or if they are stunned the Referee helps them back to the bench.
-If the Ball leaves the pitch it is thrown back in the same way a Bloodbowl
crowd would. Except that the low ceilings limit the fans distance on the throw, so roll a D6 for distance rather
then 2D6.

- The Pitch: The pitch is marked with two lines of scrimmage and no wide zones.
– Setup: Teams must setup 7 players
or as many available players up to 7
that they have. The only setup
requirement is that 3 players must
be placed on the team's line of
scrimmage.
- The Scramble: The ball is not kicked off instead a wizard randomly teleports the ball into the middle of the
pitch. Using the 6 squares in the middle of the pitch as pictured below roll a D6 to determine where the ball
appears, the ball will not bounce when it pops up.

After you have determined where the ball will pop up then roll on the Scramble Table.

Each half is started with a Scramble. But after a touchdown is scored the teams are not
reset. As soon as a player enters the endzone with the ball it is a touchdown and a
turnover. Mark it on the scoreboard and then roll a D6 to determine which of the 6 squares
in the middle of the board the ball will pop up in. If there is a player on the square where
the ball is to pop up they are knocked down, roll for armour and injury as normal and
scatter the ball from that square.
Each coach also has 1 timeout per game. After a TD is scored by either team you may call your timeout. After
a timeout is called both teams will setup for a scramble the same way they would at the beginning of a half.
Scramble Order After a TD is Scored
1. Roll For KO players Players come back on a 2+ 1. Roll for Ball Square and place ball
2. Roll for Ejected Players they come back on a 4+ 2. Receiving Team's Turn
3. Kicking Team Sets up
4. Receiving Team Sets up
5. Roll for Ball Square and place ball
6. Roll on Scramble table and complete event
7. Receiving Team's Turn

Scramble Table (D8)

1. Blitz! - One player from the kicking team may perform any action, crossing the LOS if they wish.
2. Jump the Snap - All players on the kicking team may move one square, crossing the LOS if they wish.
3. Drunk Wizard - The Wizard was a bit distracted, scatter the ball D6 squares in a random direction. The
ball will bounce once after it has scattered. If the ball crosses the kicking team's LOS or goes out of
bounds, treat it as a touchback.
4. Bored Fans - The referee sees that everyone wants to get home early, move your turn forward one
turn. This may end the half.
5. Nothing Happens? - Everything goes off as planned, play ball.
6. Biased Wizard - For some reason the Ball Wizard is a fan of the receiving team and teleports the ball
into a player's hands. The receiving team may give the ball to any player on the LOS.
7. Go! - Everyone on the receiving team may move one square, crossing the LOS if they wish.
8. Forward Motion - A single player from the receiving may perform any action, crossing the LOS if they
wish.
Pre-Game:
1. Determine inducements
2. Roll for Gate
3. Flip a coin to decide who will begin as the kicking team
To determine gate each team should roll 2D6 and add their Fan Factor. Do not multiply it by anything, that is
the total number of fans in attendance. FAME is calculated the same as Bloodbowl.

Post Game:
1. Improvement rolls: there are no MVP's in the E.L.F. All other SPPs and skill advancement levels are
the same as Bloodbowl.
2. Remove Dead players from your roster
3. Roll for Winnings
4. Pay Spiraling Expenses
5. Determine Fan Factor changes
6. Work out Contract negotiations
7. Add Journeymen for your next match if needed

Winnings:
Win/Draw = (D6 + FAME X 10gps) +10gps (You may reroll, keeping the second result even if worse than the
first roll) Loss = D6 + FAME X 10gps

Spiraling Expenses:
Any team over 850 TV must pay 10gps after every match.

Fan Factor:
If you won or tied the match, roll a D6 for every TD you scored. If you rolled any 6’s, your fan factor goes up
by one. If you lost the match roll a number of D6 equal to the amount you lost by, if you roll any 1’s your fan
factor goes down.

Contract negotiations:
As players begin to get better, they start looking for more money as they may be tempted by the big leagues
or just realize that they are important enough to demand more money. After each game, any player that has
an improvement of any kind must check to see if they want to negotiate their contract.
For each Normal Skill roll 1D6
For each Double Skill roll 2D6
For each Stat increase roll 3D6
Take the number of 1's you roll and multiply it by 10gps. You must pay this amount to the player now, or they
walk away from your team.

Journeymen, function the same way they do in Bloodbowl, except it will be the 0-10 position in this case.
ELF Team Lists

High Elf
QTY Position Cost M S A A Skills Normal Double
V T G V
0-10 Line Elf 70 6 3 4 8 GA SP
0-1 Thrower 90 6 3 4 8 Pass, Safe Throw GAP S
0-2 Catcher 90 8 3 4 7 Catch GA SP
0-1 Blitzer 100 7 3 4 8 Block GA SP

Dark Elf
QTY Position Cost M S A A Skills Normal Double
V T G V
0-10 Line Elf 70 6 3 4 8 GA SP
0-1 Runner 80 7 3 4 7 Dump Off GAP S
0-1 Assassin 90 6 3 4 7 Shadowing, Stab GA SP
0-1 Blitzer 100 7 3 4 8 Block GA SP
0-1 Witch Elf 110 7 3 4 7 Frenzy, Dodge, Jump Up GA SP

United
Elf
QTY Position Cost M S A A Skills Normal Double
V T G V
0-10 Line Elf 60 6 3 4 7 GA SP
0-1 Thrower 70 6 3 4 7 Pass GAP S
0-2 Catcher 100 8 3 4 7 Catch, Nerves of Steel GA SP
0-1 Blitzer 110 7 3 4 8 Block, Sidestep GA SP

Wood
Elf
QTY Position Cost M S A A Skills Normal Double
V T G V
0-10 Line Elf 70 7 3 4 7 GA SP
0-1 Thrower 90 7 3 4 7 Pass GAP S
0-2 Catcher 90 8 2 4 7 Catch, Dodge, Sprint GA SP
0-1 Wardancer 120 8 3 4 7 Block, Dodge, Leap GA SP

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