Blood Bowl Stadiums 2 (or welcome to the not so cheap seats) These are additional rules for specific races who have purchased a Stadium for the 300,000K and were not featured in the "Take Your Seats Please" article from issue 21 of the Citadel Journal. Team Rating An optional rule not covered in my first article on Blood Bowl Stadiums, is that money spent on any type of stadium, terracing. etc. is omitted from the team rating. Special Play Cards A second optional rule is for the visiting team to lose one of their Special Play Cards. There are 2 stipulations for this rule: 1.The Home teams must own a Stadium worth 300,000 gold crowns. 2.The visiting team only lose a Special play card if they don't own a stadium worth 300,000 gold crowns themselves. This reflects the awe that a visiting team will be in if they don't own a stadium of their own. At the beginning of the game both players take their Special Play Cards as usual, the visiting team must then discard one card of their choice. Obviously if they have only one card then their choice is limited! The single exception to this rule are Goblin teams. They do not lose special play cards for two reasons. Goblin teams are not allowed to purchase a stadium (see Journal 21 for full details.) and I can't imagine anything that's going to stop them from playing Dirty Tricks anyway! League Matches Once team Coaches begin to make ground improvements it will become important for the League Commissioner (a democratically elected, noble pillar of the gaming community!) to make sure each team plays an equal amount of home and away matches. If you play in a league where you play each team twice, it will become a simple matter to play one game at home and the other away. If, however, you play in a league like mine then you will play one League game against each team during the tournament. My suggestion here is that you roll a dice to decide decide who will play at home for the first tourny. From then on you can just alternate, on Tournament at home, the next one away, and so on. Play Offs And Finals All Play-Off and Final matches are to be played on a neutral venue. Therefore you will only get your stadium benefits from league games. DWARFS The dwarfs own a 'spare' key to the referee's changing room. The Dwarf Coach may roll a D6 at half-time. On a roll of 5 or 6 the Dwarfs managed to 'spike' the referee's halftime refreshment, seriously affecting his eyesight! The Dwarfs may start the second half of the match with 12 players on the pitch without the ref noticing! Chaos Dwarfs Chaos Dwarf Stadiums have an odd tendency to be situate near the local furnace! The Chaos Dwarf Coach ma roll a D6 at half-time. On a roll of 5 or 6 smoke belches from the furnace and engulfs the side or end of the stadium that contains the oppositions fans. Rather than choke to death, the fans leave the stadium immediately. Your opponent will have a Fan Factor of zero for the rest of the match. In addition, the Chaos Dwarf Coach should roll and additional D6 and on a 5 or 6 the evacuating fans spill onto the pitch holding up play for 2 complete turns. The second half will therefore start for both teams on turn 3! Halflings The Halfling Coach may roll a D6 at half-time. On a roll of 5 or 6 the oppositions fans have stuffed themselves with too many iced buns, cunningly supplied by the Halfling's teams chef! Because the fans felling quite sick from all the over-eating, they won't wont cheer with as much vigor and enthusiasm in the second half of the match. All Fan Factor Rolls made by the away team are subject to a -3 modifier. Halfling fans (including visiting fans) are unaffected by the above rule because they are so used to eating that many buns without any gastric problems anyway! High Elves High Elf stadiums are a wonderment of silver and ivory with velvet seat cushions and are by far the most expensive to enter. The High Elf coach may roll a D6 at the beginning of the game. On a roll of 6 the oppositions fans refuse to pay (or cannot afford to pay!) the extortionate entrance fee. The visiting team will therefore have a Fan Factor of zero for the rest of the game. This rule does not apply to visiting High and Dark Elves (High Elves are disgustingly rich and as for the Dark Elf supporters they will pay any price to have a go at the High Elf fans!). ORCS The Orc Coach may roll a D6 at the beginning of the game. On a score of 5 or 6 the Orcs' Waaagh will be even louder than usual giving the home side a +3 bonus to any Fan Factor rolls for the entire match! Humans The Human Coach may roll a D6 at Kick-off. On a score of 5 or 6 the 'hardcore' hooligans break into the opposing section of the Stadium. Because they are such a sociable bunch they decide to stay and 'watch over' the visiting teams supporters and various intimidatory means keep them very quiet! Fan Factor rolls made by the opposing team are subject to a -3 modifier for the entire game. CHAOS The Chaos Coach may roll a D6 at the beginning of the match. On a score of 5 or 6 the Chaos Gods are watching over the game and will favour the home side. All Fan Factor rolls made by the home team will receive a +3 bonus for the entire game. If both teams are Chaos, the modifier only applies to the home side (after all, it is their Stadium!).