1) open with diagonal blocks on scrimmage. If your opponent sets up three men when kicking, set up five or six on the receiving side of the line. Put your best blocker in position to throw the first block. Against a 101 line (3 players bunched in the middle), you want to open up with the center blocking to one of the two ends, then go to the next player to block the center.
2) don't use the Ogre on offensive line blocks, he's too likely to fail his Bonehead roll and you lose a block. Instead of blocking with him, use him to cover space. It's okay to push players into him and then hit them, but you gotta expect that he's going to go stupid or turn you over.
3) dodging into a zone is harder than dodging into the clear, as each zone on the square you're dodging into gives you -1 on the die roll. You took a lot of dodges into zones when there was a clear path. You should always ask yourself how to make your dice easier, because that's how you avoid turning over.
4) when you build your next ImpNob team, forgo the Thrower and Ogre to get a third reroll, and more important, maximum Dedicated Fans. After a game, when you have 50k, take the Apothecary: it's not what it used to be, but you have so many expensive players! Then you can take your second Blitzer and the Ogre, after that.
5) don't spend Treasury for petty cash (called "splashing" or "scumming") unless you can get something decisive. The 20k in hard money you spent on an Assistant Coach could have been 20k saved up for a reroll, Apothecary, or replacement player.”
1) open with diagonal blocks on scrimmage. If your opponent sets up three men when kicking, set up five or six on the receiving side of the line. Put your best blocker in position to throw the first block. Against a 101 line (3 players bunched in the middle), you want to open up with the center blocking to one of the two ends, then go to the next player to block the center.
2) don't use the Ogre on offensive line blocks, he's too likely to fail his Bonehead roll and you lose a block. Instead of blocking with him, use him to cover space. It's okay to push players into him and then hit them, but you gotta expect that he's going to go stupid or turn you over.
3) dodging into a zone is harder than dodging into the clear, as each zone on the square you're dodging into gives you -1 on the die roll. You took a lot of dodges into zones when there was a clear path. You should always ask yourself how to make your dice easier, because that's how you avoid turning over.
4) when you build your next ImpNob team, forgo the Thrower and Ogre to get a third reroll, and more important, maximum Dedicated Fans. After a game, when you have 50k, take the Apothecary: it's not what it used to be, but you have so many expensive players! Then you can take your second Blitzer and the Ogre, after that.
5) don't spend Treasury for petty cash (called "splashing" or "scumming") unless you can get something decisive. The 20k in hard money you spent on an Assistant Coach could have been 20k saved up for a reroll, Apothecary, or replacement player.”