“Say, Jim, that is impressive. You don’t often see that, do you? An Orc who picks up the ball when he’s done flattening the opposition.”
“Sure don’t, Bob. Oh, ouch! That move’s definitely illegal, where is the ref looking? I guess the Grudgebearers are just living up to their name.”
Too bad that it wasn’t against the opposing team. But Gouged Eye have the ball again, and are going for the end zone.”
“Right you are, Jim. But Grim Ironjaw seems to be gaining on Varag Ghoulchewer.”
“I’m afraid he’s not going to make it. Varag’s almost there...almost...”
Welcome, sports fans! Fantasy Flight Games is pleased to announce that Blood Bowl: Team Manager – The Card Game will be available in the fourth quarter of 2011!
Blood Bowl: Team Manager – The Card Game is a vicious standalone card game of violence and outright cheating. Two to four managers oversee remorseless teams and improve them by drafting Star Players, employing personnel, and upgrading their equipment. Over the course of the season, your team will compete in a series of highlights filled with the pivotal, action-packed moments your fans live for. Perform well and annihilate the competition to gain as many fans for your team as possible before the season ends, and you’ll be sure to end up with Spike! Magazine’s “Manager of the Year” award.
A new design direction
When Blood Bowl: Team Manager – The Card Game was announced last year, it was presented as a deck-building game. As the game progressed through development, the direction began to change. Visit our description page to learn how; we think you’ll agree it’s worth the wait!
Determined to win
Lead your team of misfits and miscreants to the top by guiding them through weekly head-to-head highlights, the randomly determined matchups over which players compete, over the course of a brutal five-week season. Reap the benefits of winning by drafting Star Players, acquiring equipment upgrades, and hiring new staff for your team...all leading up to the decisive Blood Bowl itself.
Surviving the competition means that your team will receive a payout, but winning makes the reward even sweeter. Payouts can gain your team fans and add new cards to your deck, such as famous and formidable Star Players.
Every highlight involves carefully positioning your players, using their skills and abilities to their fullest, and risking injury or ejection. Can your Skaven Lineman keep possession of the ball? Will the referee catch your Star Player cheating? No matter the events during the matchup, remember at the end of the season it all comes down to who has the most fans.
Even if you trounce the competition (and win a few trophies along the way) will it be enough for you to be named Spike! Magazine’s Manager of the Year? Find out in Blood Bowl: Team Manager – The Card Game!
For more information on Blood Bowl: Team Manager – The Card Game, be sure to visit the description page, and come try it at Gen Con Indy 2011!
аватарки!!!! "В темноте слепец — самый надежный проводник. В эпоху безумия пусть тебя ведет сумасшедший" (с) "Главная проблема цитат в Интернете в том, что люди сразу верят в их подлинность" (В. И. Ленин) . Whining. Whining never changes.
Chaos All-Stars: Easily the most violent players in the league, these minions only care about winning. While neither subtle nor original, these players will cheat, cheat, and cheat! If the referee is distracted, you can be sure they will stab the ball carrier instead of trying to score a touchdown.
Сука, говори нормально! По пол слова зажевывает и проглатывает Я не врубился.. чем ему там карточки не понравились (не такие как хотелось бы ожидать от ФФГ)?
Game says it's for 2-4 players, but can support six players:
Game comes with six teams (Humans, Dwarves, Wood Elves, Orcs, Skaven, Chaos)
Each team race has 12 "generic" players (by Generic, I mean not-named players, but named by position: For example, in my demo game, where I was the Wood Elves, it was Lineman, Thrower, Catcher, Wardancer). This forms the base of your player deck.
There are also two "Star Player" decks: One for Dwarves, Humans, Elves, the other for Orcs, Chaos and Skaven. These are stars of the game, Names Blood Bowl Fans would recognize (Griff Oberwald, Varag Ghoul Chewer, etcetera). One fun fact: Morg'th N'hth'rog appears in both decks (although only one Morgth can be out at a time)
The primary stat for each player is their star power (rated 1-3 for generics, up to 4 or more for stars). Each player has two star player ratings, one for when they're standing, one when they're knocked down.
Each player also has one or more special abilities: Some are explained on the card, others that are common are represented by symbols: The symbols are:
"POW": Allows you to attempt to tackle the opposition, hopefully knocking down their players and reducing their star power
"ARROW": Allows you to draw extra cards from your team pile.. this allows you to cycle through your team pile quicker (allowing you to use your stars and top players more often
"BALL" Allows you to get the ball (which adds to your star power when it comes time to resolve the highlight)
"SKULL" Cheating: For each Skull on a card, you draw one cheating token: Cheating tokens are placed face down on the card and only revealed when the highlight is about to be resolved: Tokens can provide bonuses to stats, additional fans... or the referee can see the cheating and eject your player!
Now, the winner of the game isn't necessarily the player who wins the most games (although winning highlights and/or tournaments does help!), but accumulates the most fans by the end of the Blood Bowl tournament:
Each week starts by issuing a week card and one highlight for each player playing (for example, if there's four players, you draw four highlights).
The Week Card is either a global modifier to that week's highlights (for example, rain has flooded the pitch) or a tournament (one of the four majors)
Each manager has six player cards in their hand for each week, and in turn plays a player on a highlight or a tournament. For highlights, you have to decide which side of the highlight to play on (Each side of the highlight has three rewards, one on each side, and the "winner's prize" in the middle). This means Highlights can only have players from two teams (one on each side), Tournaments are open to all teams.
Basically, to win a highlight you need the most star power. As each player is played, you resolve their skills (for example, if a player has the POW symbol, he can attempt to knock down an opposing player). Once all players have been played, you resolve highlights. The manager with the most star power at each highlight wins the central reward (Fans, star player picks, or coach abilities). Ties go to nobody (so you can play spoiler and deny people victories at highlights).
Tournaments are decided the same as highlights, but there are three rewards: Winner, Runner-Up, Loser: You get the Loser award if you just show up but don't finish in the top two. Runner-Up is a decent award, and of course, the Winner gets the big prize: Again, if there's a tie for the winner, no one gets it (they both are treated as runner ups) https://twitter.com/imploded_ru
So, for those who don't know, Blood Bowl is the game of fantasy football. That is, fantasy as in there are elves and orcs and beastmen running around on the field. Based on Games Workshop's miniature/board game hybrid, Blood Bowl Team Manager is sort of the fantasy football game of fantasy football. Instead of controlling the actions of individual athletes on the field, players commit cards representing athletes to highlight cards (1 for each player) during each week of the season. Each week there are also special events that effect play and sometimes tournaments which function as sort of extra highlights that all teams can play on simultaneously. Each highlight can support two opposing teams, and the team with the most star power on one side of a highlight wins a reward printed in the center of the card, though both teams also receive a reward just for showing up. Rewards include fans (VPs), team-specific upgrades that give you static bonuses, star player cards and coaching staff upgrades that give you special abilities usable once per week. The goal of the game is to end the season with the most fans.
Each team (there are 6 in the game) has 12 athletes on it who play various positions including linemen, blitzers, throwers, blockers, and sometimes monsters like trolls and ogres. Each athlete has a Star Power attribute when standing, a Star Power attribute when tackled, and might have a number of icons that indicate which skills they have (tackle, cheat, sprint, or pass). They might also have a special ability written in text on their card. When an athlete is comitted to a highlight they resolve their icons in order, so they might cheat first and take a cheat token and then throw a tackle against an opposing athlete on the other side of the highlight, or they might pass which moves the ball (adding two star power to the team who possesses it) closer to their side of the highlight. The icons are all pretty useful, though I found that tackle and pass were a bit more useful than cheat and sprint.
Fans of the original will appreciate the tackle mechanics, which are resolved with special tackle dice that are very similar to those used in the miniature game except that star power doubles as strength in this game. Tackled players have lower star power, drop the ball if they're the ball carrier, have blanked text boxes and are removed from the pitch as casualties if tackled again. Including dice in the game introduces some variance and makes for some great upsets when your favorable tackle sometimes winds up knocking your own athlete down and reducing your team's starpower for the highlight. I thought the ball passing mechanic was nicely done, and makes for some great swings where your ball carrier can get tackled, returning the ball to midfield, and then the opposing player can play a thrower with the pass icon out of their hand to gain possession and the extra star power the ball gives. Even linemen, who are generally the worst players on each team come in handy with their ability to take a hit for another player, thus protecting your precious ball carriers. Cheating is a swingy mechanic that places a cheat token on the athlete that resolves when the highlight is being scored, and sometimes adds star power or fans, but can also get your athlete ejected from the game. Sprinting allows you to draw an athlete from your team deck and discard one from your hand, effectively letting you cycle linemen and other weak atheletes out of your hand in favor of strong blitzers, monsters and star players.
Each round players will usually draw and commit a total of 6 athletes split between two different highlights, though occasionally you might find yourself playing for more highlights. There is a lot of decision making here, as sometimes you will not be sure how committed your opponents are to winning a particular highlight until it is too late, and you might find out that you should have played more or better athletes to try and secure one highlight instead of spreading yourself too thin between two. After all players have committed their athletes, each highlight is scored and rewards are distributed, then a new week starts with new highlights. Play continues for 5 weeks and at the end of the season the team with the most fans wins.
Blood Bowl Team Manager is an absolute blast to play for newcomers and fans of the miniature game alike. The designers have managed to include a great assortment of teams which feel very different in play style and include Humans, Wood Elves, Dwarves, Orcs, Chaos and Skaven. The game is quick to learn but very challenging, and you will find yourself having to make tough decisions each turn. Play is quick, taking about an hour per game once you've got it all figured out. I expect that the great variety in teams, star players and upgrade cards along with the variance introduced by the tackle dice, special event and highlight decks will give this game great replay value. The production value was very nice, with excellent artwork and high build quality throughout, though I could have done without the tiny upgrade cards. I spent most of my free time at Gen Con playing this game and I highly recommend it to anyone who is even remotely curious about it. There isn't a lot that I didn't like, though I can see where some might not enjoy the variance in tackles and special events.
On a scale of 1-10, I'd give it a solid 8.5, which is relatively close to some of my favorite games including Shogun, Puerto Rico and Command's and Colors: Ancients, which I would score above a 9. At an MSRP of $35, this is a game you can't afford not to buy.
After the final tally, the manager with the most fans wins the game.
If there is a tie for most fans, the tied manager who accumulated the most improvements wins the game.
If there is still a tie, the Team Manager’s Union suspects foul play and conducts an investigation. The Team Managers' Union (TMU) suspends each suspected (tied) manager indefinitely, and they lose all their fans. The TMU presents the Manager of the Year award to the remaining manager who gained the most fans and that manager wins the game instead!
If all managers are still tied (after checking for the most well-developed team), then the TMU loses all credibility, the fans revolt, and nobody wins the game! https://twitter.com/imploded_ru