Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Be aware that everybody has lost a player, it aint only you, and it will happen again and if you play long enough your whole team won't have one player that was there at the beginning.
Don't see this game as finished product. But it will get better and that at the moment pretty quick!
Remember the ordering in the name, blood, then bowl.
If you're here to play a ball sport, you're in for a rude awakening, because blood comes first.
This is a bloodsport, smash some face, get dirty, and when your opponents are face down in the dirt or dying on the operating table, walk that ball into the touchdown area to net some sweet, sweet cash bonuses.
The crowd attends matches to see blood and death, and so do your players, don't feel bad for them if they die.. to die on the pitch is a good thing.
Yeah come to think of it maybe the most important piece of advice for newbies feeling some frustration: make all your diceless moves first (ie moving the ball carrier and a couple blockers or what have you), then your big dice, then the risky stuff last. Maximize your turns until you have a much better grasp of when to take risks.
*My hyper-agressive full line of dwarves looking at you with glowing red eyes*
(new players, don't listen to me, it's a bold and risky strategy mainly done by dwarves only, they want to advance in a big line bit by bit, and they have block, tackle and later guard to support that, not a beginner game-plan)
Joke's aside, great advice. You only need 3 players on the line, the game put 5 of them on it by default, change that, 3 player middle front is enough, sideline is really fine 2 row behind, make them blitz you and work for it. Learn shevron strategies ;)
My advice would be: "Carlessness will find no clemency in this place...Watch your steps " (woops, wrong game)
Triple diced 3skulls are a thing (and when it happen AND you get injured badly...Nuffle liked you I guess). This game is about minimizing risk but also meaningfull management. Think about what the result could be, for exemple "If I don't get a put down dice, but instead I get a push, will the player pushed be annoying in his new position?" or "What will happen if my own player is put down?". Sometimes, not doing anything or changing your path of action can put you from a bad to neutral situation.
And yeah: You will fail dice rolls, player on your team will be killed by a both down, while the opposite little goblin you tried to block stay on pitch. Don't think too much about it, it happen to EVERYONE.
Also, a bit related but...Don't think you lose everygame becauese you were unlucky. If you persistently lose game because you "missed rolls", maybe you should think about not taking those "losing rolls". Bad things can and will happen, but no, every games are not win or lost by pure luck ;)
And...Have fun! see you on the pitch!
A tactic that I use, is to get as many re-rolls as I can, this minimises risks even further.
Buying re-rolls when you create a team, costs half the price that it does later. Most people go with 2-3 re-rolls it seems. I usually go for at least 4.
Recently I have experimented with a team starting with 8 re-rolls. The team started poorly, as I could only afford Linemen. But after a few matches, and gaining SPP, they are becoming a very good team.
The extra re-rolls, means that I can get away, with a lot more risky moves.
Also with a squishy team, an Apothecary is a must.