Other changes from the LRB are highlighted here, as well as certain features of the LRB that it seems to be worth highlighting.
The illegal procedure rule is not in effect. Coaches should make an effort to remember their turn counters and remind each other where necessary.
The kick off table should be rolled before scattering the ball. The result should still be resolved before the ball bounces.
Any player actions that have ocurred since the last dice roll may be taken back. Any action that involved a dice roll should not be taken back. If an action is interrupted by a special play card it may not be adjusted.
You may only use team (and coach) rerolls on your own team's turn. This includes turns gained by use of special play cards or kick off table results, but not individual actions that occur outside the normal turn order.
There is no time limit on turns. This will be reviewed if matches take too long. The other conditions that cause turnovers are as standard - it is recommended that these are read closely, especially as they apply to special play cards.
Any casualty caused by a player through a block or a foul earns SPPs. This includes pushing into the crowd, stab, secret weapons and special play cards.
Throw-ins may be intercepted, by players under the path of the ball or adjacent to the path. This does earn SPPs.
Team rerolls may not be used to reroll armour rolls that are the result of blocks. Injury rolls may not be rerolled under any circumstances.
If one team cannot field any players the game continues and the other team may either run out the clock or attempt to score as they wish. A match may not be conceded, it may only be ended early due to extreme weather, see the weather table. There is no overtime procedure in regular season play. Post-season games feature sudden death overtime.
Roster creation, the kick-off table and the weather table have been changed. See the relevant sections of the house rules
FAME is not in use. The determination of gate is done by the prior rules system, for each point of fan factor a teams coach rolls one d6. The sum of the results is the number of thousand fans that have turned up to the match. If the team's stadium does not have sufficient capacity then the gate will simply be the teams capacity.
A player may intercept in the normal positions as well as if he is adjacent to either the thrower or receiver and no more then 90 degress from the line of the pass. This may be difficult to understand from this wording, but basically common sense should rule until we can provide a diagram.
An interception roll is made before the pass roll. This seems illogical but it is an abstraction and it does work.
A fumble will occur on a natural 1 or an inaccurate throw modified to a 1 by tackle zones. No other form of modifier may cause a fumble.
When a pass action is taken a turnover only occurs if the ball is fumbled by the passer or comes to rest and is not in possession of the moving team. If the ball comes to rest in the possession of a member of the opposite team they are credited with an interception and earn SPPs.
Fouls can be rerolled with team rerolls or with rerolls from a fouling coach. If the result is a double before or after rerolling the player is sent off (ie you cannot reroll to avoid being sent off, just to break armour, you are sent off if the reroll is a double even if the first roll was not).
The casualty table has been replaced with Sigurd's Injury Table. (1-3 Badly Hurt, 4-5 Seriously Injured (roll on the SI table) 6 Dead).
Any action that earns SPPs should be recorded immediately. The player's SPP total should be updated immediately and if a new threshold is reached a skill roll should be made and a skill assigned straight away.
At the end of the match each team is award two MVPs. The random MVP should be assigned with an equal chance for each member of the team designated as active for the game. The focused MVP should be assigned with an equal chance for each player that earned SPPs during the match (not including the random MVP).
Inducements are in effect, but there are some changes. Inducements purchased by the favourite from petty cash do not count towards the TR and hence are not balanced by inducements for the underdog. The allowed inducements are;
(i) Up to 2 bloodweiser babes at 50k each.
(ii) Up to 2 additional apothecaries at 100k each. (A player may not be treated by more than one apothecary).
(iii) Unlimited Dirty Trick or Random Event special play cards at 100k each.
(iv) A single Magic Item special play card at 150k. (This is the only way for a team to take a second Magic Item other than the intervention of the Chaos Gods).
(v) Up to 4 additional rerolls at 100k each.
Bribes, Igors, Mercenaries and Journeymen are not in effect.
The post match sequence follows the same steps but each one has been heavily modified. See the house rules for the post match. Spiralling expenses are not in effect.
Post-season matches follow the same procedure as regular season matches. Inducements are still used and there are no special rewards for winning post season matches other than prestige and a good chance of Fan Factor increase.
The LRB special play cards are not used. The old Death Zone special play cards are in use. Certain cards are not permitted and should be discarded if drawn and a replacement drawn instead. Disallowed cards are; Peaked (Random Event), Bankruptcy (Random Event), Referee!! (Dirty Trick).