Monday, August 24, 2020

Blitz Bowl Season 2 Coach Traits Spoiled!

Recently, NornQueenAlexis's YouTube Channel unboxed Blitz Bowl Season 2.  She flipped through the rulebook enough to show how Coach Traits work....  With some deciphering of the screen captures below, most of the details could be determined:

 

Gaining Coach Traits:
After playing a league game (not a finals, semi-finals, or quarter-finals match, both coaches will gain one Coach Trait.  Each coach rolls 2 eight-sided dice and compares that total score on both dice with the Coach Traits table to see what Coach Trait they have gained.  If the coach already has that Coach Trait, they can choose one trait they do not have.  That Coach Trait is then available to that coach until the end of the league, and should be recorded on their coach roster.  Each Coach Trait a coach gains gives them a special ability that can be used once per game.


Coach Traits (Roll of 2D8):
2 – # Training: Before a player on you team that is on the pitch makes a Run, Block or Throw action, you can choose another player from your team that is on the pitch or in the Dugout.  Until the end of that action, those players swap any abilities that are on their cards (for example, Safe Hands or Hulking Brute).
3 – # Kit: After making an Armour check, you can re-roll the dice.
4- Threatening Looks: Before an opponent makes a Block action, roll an eight-sided dice; on a 6 or better, that opponent must make a Sidestep action instead.  If they cannot make a Sidestep action, that opponent cannot make anymore actions this turn.
5- Bribe the Ref: Start the game with 1 point instead of 0.
6- Last Blast: During your last turn, if your team has fewer points than the other team, you can shuffle the Endgame Challenges that were not used to make this match’s Challenge deck, draw one and place it face up in front of you.  This challenge can be claimed by your team in this turn.  If it is not claimed, it is discarded.
7 – #: When your team takes a free action, roll an eight-sided dice; on an 8, take a free action with another player.
8 – Loud Celebrator: When you team scores a touchdown, it scores 4 points instead of 3.
9 – Well Prepared: You can choose which trapdoor the ball is placed on instead of having to randomize it.  If both coaches have this trait and wish to use it at the same time, they each roll an eight-sided dice, re-rolling any ties.  Whoever scores highest chooses which trapdoor the ball is placed on.
10 – Glory Hound: Your team scores 4 points for a Clean Sweep instead of 2.
11 – #: This trait is used at the start of the game, and lasts throughout the game.  You can have 4 Challenge cards in your hand instead of 3 before you have to discard any.  If you do have to discard any, you can keep 4 cards instead of 3.
12 – Threatening Reputation: A team must exceed your score by 11 instead of 10 to score a Sudden Death victory.
13 – Blinding Smile: When an opponent is chosen to make a free action, you can choose to roll a six-sided dice.  On a result of a # of better, that free action cannot be taken by that player.
14 – # Starter: When setting up your team at the beginning of the game, one player on your team can be set up on any square adjacent to a square from your team’s end zone.
15 – Inspiring Presence: After a player on your team makes a Block action, you can choose to re-roll the dice.
16 – Outrageous Cheat: When an opponent claims a Challenge card, you can choose to roll an eight-sided dice.  If the result of the roll is an 8, you claim that Challenge card instead.

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