I like to play a wide range of races but I prefer the agile ones due to their creative, unpredictable and dynamic game style. I'm analytical, arrogant, boring, change-averse, competitive, complainer, critical, curious, cynic, distrustful, game-committed, grumbler, helpful, hyperbolic, ironic, irritating, knowledge-gatherer, lazy, long-winded, mental, nitpicker, opinionated, pedantic, pessimistic, petty, polemic, pompous, philosopher, presumptuous, ridiculous, sarcastic, sore loser, spiteful, straightforward, testy, touchy, unbearable, uncompromising, unforgiving, vindictive, whiner.
My policy
- I time out at 4 minutes unless my opponent writes in the client chat that they are experiencing issues. If your PC, connection, work, health, family, biological entities around you, paranormal activities, power outages, thunderstorms etc. could create issues tell me before game starts. Time out should be automatic and enforcing the time out is but a consequence of the client not doing it automatically. Blame yourself and the client, not the opponent timing you out.
- I never quit on purpose, no matter how bad the match is. If that happens it's due to an issue. I will try to rejoin the game as soon as possible.
- I report no-show coaches after 10 minutes from the draw.
- I never concede.
Black Box: the best way to find a rated game, everybody on FUMBBL should use it and it should be the only rated division.
Fair game: a game arranged by the Black Box scheduler with max TV 145 gap.
Fun: winning games. Also, a common excuse used by losers: they claim to play for fun because they are unable to win.
Gamefinder: an exploitable system adding win % statistical noise to Competitive division's ratings by allowing pickers to choose easy games. It should not be used to arrange rated games.
Picker: who doesn't play in the Black Box and uses the Gamefinder to arrange games in Competitive division.
Time: one of the resources of the game, like dice, re-rolls and skills.
Time waste: a game worth fewer than 4 CR points.
Best Coach Rating: 1966
Best Coach Standing: 1
Best Win Percentage: 68%
Most failed Box draws in a row: 10
1170 TV gap match
★ Hall of Fame ★

















































______________________________________________________________________________________________
Pearls of wisdom
- When you're winning play conservative. When you're losing or when failure doesn't matter play high risk high reward.
- Try to have the right players in the right place.
- The actions you don't try have 0 chance of happening: no guts, no glory! Audentes fortuna iuvat.
- When you lose try not to blame dice, instead focus on your mistakes, roster and what you could have done not to lose.
- The best remedy for bad luck is playing more games. It will reduce the variance.
- Generally the lower a player's cost is, the less return you have on skilling him up.
- Coach plans, Nuffle laughs. Even the best plan can fail.
- Concession is for the weak. Conceders lose in shame.
- Sometimes you are playing only against the dice and super skilled players.
- Simple rule for the Box: win the current game, and build only for the next one.
- If one of the teams is bashier, almost always receive; if both teams are bashy, receive; if both teams are agile, kick; vs Vampires, kick; with Sweltering Heat receive; with Blizzard vs a team with one turner receive.
- Look for whatever chance you can see. Make that the aim. If you can find a 10% play that creates a big swing you'll be happy regardless of outcome. Make your aim finding the best plays rather than the result and things going bad will never worry you.
- Think twice about Blitzing with a developed positional on Blitz! event: if a double skull happens you could lose him.
- Don't misclick!
- Don't interact with site trolls.
- Everything is training. Try to understand for what.
- It's not just a matter of winning, but achieving the perfection.
- Don't risk unnecessary 2d blocks before scoring the 1-0, even with Block/Wrestle and a rr.
______________________________________________________________________________________________
My house rules
- I suggest not to use Season Re-Draft but, if you want to use it, 10-game Season with budget 1300k.
- 200,000 max Treasury, no Expensive Mistakes roll.
- Inducements: overdog team can't spend gold to buy Inducements, underdog team can spend max the TV difference.
- If Season Re-Draft is not used, TV cap set by Commissioner (suggested TV cap 1500). Every player can have up to 60 TV on skills/stat boosts. If, after a match and after purchasing players, rrs, staff, etc., the TV is higher than the TV cap, the team can't be put on Ready status.
- Pitch dimensions: 28 x 15 squares instead of 26 x 15. End Zone dimensions: 15 x 1 squares. Touchback if the ball lands on End Zone at Kick-Off.
- 1 Re-Roll per turn. Tier 3 teams can use more than 1 Re-Roll per turn.
- Max 1 stat boost per characteristic, +MA cost increased to 30 TV. +ST cost decreased to 60 TV. Max MA 10.
- Max 1 Star Player.
- If the attacking team doesn't score on its turn 7, at the end of that turn the drive ends, both teams are set up again and the ball is kicked off to the defending team.
- Positional Journeymen: if a positional player is MNG they are replaced by a Loner (4+) Rookie positional of the same type in the post-match phase (i.e. when Journeymen are added to the roster and before putting the team on Ready status). They can't be healed by the Apothecary.
- Accurate and Cannoneer merged into a single skill: Accurate.
- Brawler: allows to re-roll a Both Down or Both Prone result. Doesn't work when Blitzing.
- Disturbing Presence and Foul Appearance merged into a single skill: Disturbing Appearance.
- Fouls not breaking the AV are spotted on a 6; Stun on a 5+; KO on a 4+; CAS on a 3+; Sneaky Git can be used to re-roll the spotting roll. This fouling rule replaces the "spotted when rolling a double on 2D6 on AV/Inj" fouling rule.
- Hypnotic Gaze: a successful roll cancels the target's Tackle Zone. If a 6 is rolled to hypnotize, all the target's skills are cancelled as well.
- Very Long Legs: as now but it adds +MA. Max MA 10.
- Rush: first square 2+, second square 3+, third square 4+ (with Blizzard 3+, 4+, 5+).
- Sure Feet: as now, but it gives +1 to Rush roll as well.
- Stunty: it gives -1 to Passing and Deflection rolls.
- Sure Hands can be taken as General or Agility skill.
- Mighty Blow: can be used only if a Pow (not Push/Pow) is rolled. Claws can always be used.
- Ball: since a hand must be used to hold it, it gives -1 ST to the player carrying it (to a minimum of ST 1). Players with either Extra Arms, Monstrous Mouth, Safe Pair Of Hands or Sure Hands ignore the malus. Moreover, the ball carrying player's Tackle Zone doesn't give a -1 to dodge when an opponent player dodges/leaps into it because the ball carrier is busy protecting the ball.
- Every failed KO recovery roll gives a +1 stacking modifier to the next recovery roll of that player. To remind it on TT, miniature lying face down in KO box: 4+; lying face up in KO box: 3+; standing in KO box: 2+. After all the KO and Regeneration rolls have been made and before the 2nd Half (or Overtime) starts, if either team can't deploy 11 players, normal (not positional) journeymen are added up to 11.
- Dump-Off: when a Blitz against the Dump-Off player is declared, they can decide to throw the ball at any point of the attacker's move.
- Regeneration: when a player regenerates they are placed face down in the KO box.
- Pass: reduces Wildly Inaccurate to D3 scatter from target square.
- Safe Pass: turns Wildly Inaccurate into Fumble and Fumble into held ball (no turnover).
- Strip Ball: as now, but Sure Hands doesn't automatically cancel Strip Ball. Instead, a test is made: (Strip Ball player's ST + AG + D6) > (Sure Hands player's ST + AG + D6) = successful Strip Ball test.
- Blitz!, Quick Snap, Solid Defence: 1D3 + 1 + Assistant Coaches and Cheerleaders. Re-Roll and skills can be used during Blitz! turn. Max 2 A.Coaches and max 2 Cheerleaders (including rostered, temporary, part-time).
- High Kick: it gives a free On The Ball move to a player of the receiving team (instead of placing a player anywhere on their half of the pitch). This movement can stack with the On The Ball skill. -1 to catch the ball if it was kicked by a player with Kick skill. This Kick malus is not applied if, before the High Kick event, the player already was under the ball.
- Changing Weather back to Kick-Off table result 7.
- Quick Snap: players can't trespass the pitch's half line.
- Moles Under The Pitch: the coach who gained the Prayer is not affected by it, unless both coaches gained it. If both coaches rolled it then both coaches get -1 to Rush rolls.
- Treacherous Trapdoors: 4 trapdoors appear symmetrically, 1 in every wide zone.
- Officious Ref: 1: player is temporarily ejected and sent to Reserves for the rest of the drive (Argue the Call, Bribery and Corruption and Bribe can be used); 2+: player is Stunned.
- MVP: 3 SPPs are awarded to the player who gained most SPPs in the match (choose randomly one player in case of same amount of SPPs gained by two or more players). After the 3 SPPs have been assigned, every non-Legend player (including the MVP player) earns 1 SPP.
______________________________________________________________________________________________
D6 AG roll conversion to D8 AG roll:
AG 1+: 2+ | AG 2+: 3+ | AG 3+: 4+ | AG 4+: 5+ | AG 5+: 6+ | AG 6+: 7+
Throwing is worked out differently:
PA is the required D8 roll, modified as follows:
Quick: -1; Short: -2; Long; -3; Long Bomb: -4
Attempting a Deflection: -4 to AG roll
Wildly Inaccurate: D6 scatter from the target square, Pass skill reduces it to D3 scatter.
1 before modification: Fumble
modified 1 or less: Wildly Inaccurate
8 before modification: Accurate Pass
______________________________________________________________________________________________
D8 Block die replaces the D6 Block die:
1: Skull
2: Both Down
3: Both Prone (both players are Placed Prone, who has Wrestle can choose not to be Placed Prone, Juggernaut cancels Wrestle on a Blitz, no AV roll, no turnover unless attacker dropped the ball)
4: Both Stand/Attacker Pushed (if attacker blitzed no effect, both players stand, if the blitzing attacker has Juggernaut, Both Stand is turned into a Push; if the attacker blocked they are pushed back by the defender, if the attacker has Stand Firm they are not pushed)
5: Push
6: Push
7: Push/Pow
8: Pow
______________________________________________________________________________________________
Injury Table (2D6)
2-8: Stunned
9-10: KO (Thick Skull turns KO into Stunned on 4+)
11+: CAS
______________________________________________________________________________________________
Casualty Table (D16)
1-8: Badly Hurt
9-10: Seriously Hurt (MNG)
11: Seriously Injured (1 NI)
12: Seriously Injured (2 NIs)
13-14: Lasting Injury (-Stat)
15-16: Dead