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Showing posts from November, 2025

Elfbowl, Brighton, 22nd November 2025

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 The BriBBe league, have developed a pattern of a few annual events. This year was the second ElfBowl. Unfortunately I couldn't make it last year,  so I was quite excited to make this year's event. The premise is quite simple - the game is about passing and scoring, not about hurting. The tiebreakers are (in order) most touchdowns, most completions, touchdown difference. Casualties don't factor into it, and there is no prize for most casualties.  The Throw a Rock Prayer to Nuffle was in effect the whole time, to discourage stalling, and there was a special elven weather mage in attendance to ensure that the weather conditions were always perfect.  You could stack multiple skills on a player as long as they were passing, agility or certain mutations.  This made for an interesting change to standard tournament Bloodbowl, making you push for multiple scores.  When I first started playing elves many years ago, my tactic was always to try to score in 2 turns and...

Nufflenomics S3: Picking up the Ball

Failing to pick up the ball at the start of your drive has been a source of annoyance for Blood Bowl players for as long as I have been playing the game. Now Games Workshop have decided to try to remove that annoyance by introducing a new Secure the Ball Action, meaning that Blood Bowl coaches will need to find something else to grumble about instead. Secure The Ball Action The Secure the Ball Action allows a player to attempt to make a 2+ roll rather than making an agility test to pick up the ball assuming there are no Standing opposition players that are not Distracted within two squares of the ball. This will end the player’s activation. A 2+ is an 83% chance of picking up the ball, which becomes a 97% chance if you use a Team Re-roll on a failure. It seems like this is designed to remove frustration and help less agile teams against teams that are likely to swarm in and take advantage of any failed pick up. When wouldn’t you use Secure the Ball? The obvious answer will ...

Nufflenomics S3: Riotous Rookies

When I finished painting up my Snotlings I was thinking about taking them to a tournament in December and I was wondering about the value in taking Riotous Rookies. Long story short, I found out that the tournament didn't allow this inducement – however I’d done a lot of thinking about it already. I've revisited that on the release of Season 3 with the price increase.  What is it? Riotous Rookies is an inducement available for Ogre and Snotling teams for a cost of 150k (previously 100k in season 2). Before the game starts, you roll 2 x D3, add the results together and then add 1 to get that number of additional journeymen for the game. The economics You therefore will get somewhere between 3 and 7 journeymen for the game. The statistics on this are below: Journeymen Percentage Value 3 11% 45 4 22% 60 5 33% 75 6 22% 90 7 11% 105 You can see from this that even the very best possible outcome is now longer more than what you pay for the inducement. Purely economically, it is not a...

Nufflenomics S3: The Masterchef

I in a practice tournament game my Masterchef stole zero re-rolls from my opponent for the entire game. Obviously disappointed to have wasted 100k on this, I was prompted to take a look into the economics of hiring a Masterchef. The Economics Taking a chef is an almost automatic part of any Halfling team but it is also a gamble. There are a few things that I want to talk about when considering the economical effect of a chef. Let’s start however by dissecting the basics. At the start of each half, after the kick has deviated, you get to roll 3 D6 and for each one with a value of 4 or more, you receive one of your opponent’s re-rolls. This means that each dice has a 50:50 chance of success. If we look at each roll of 3 dice, it then works out to be: Re-rolls stolen Probability 0 12.5% 1 37.5% 2 37.5% 3 12.5% This applies each half, so in total for the game, the total number of re-rolls you gained on a percentage basis is: Re-rolls stolen Probability 0 1.6% 1 9.4% 2 23.4% 3 31.3% 4 24.4%...