SECRET OBJECTIVES
One additional rule that we will be implementing for this league is the use of Secret Objectives. These are a selection of hidden agendas that a team is trying to complete over the course of the game. Secret Objectives will be used as a Tiebreaker, the first tiebreaker and coaches should record how many of their Secret Objectives they achieved over the course of the game
There are a total of 16 different Secret Objectives that can be used. At the start of the game, each coach should roll for three Secret Objectives and make a note of them, re-rolling any results that they have already rolled for this game. The three Secret Objectives that are rolled are what the coach must try to achieve over the course of the game, and each coach should write them down and place them by the side of the pitch to be revealed at the end of the game. Coaches should also not reveal what they are trying to achieve to their opponent and should not reveal if they have completed any of their Secret Objectives over the course of the game, as that takes all the mystery out of it!
When rolling to determine Secret Objectives, roll a D16 three times consult the table opposite, re-rolling any results that you have already rolled:
D16 SECRET OBJECTIVE
- Red Card: Have a player on your team Sent-off.
- Didn't Need Them Anyway: Finish any half with at least one re-roll unused.
- Coming Alone: Have a player on your team knock down an opposition player without having any offensive assists.
- Fouling Frenzy: Make at least three Foul actions over the course of the game.
- Coming Surfing: Push an opposition player into the crowd.
- Ganging Up: Have two or more players on your team make a Block action against the same opposition player in the same team turn.
- Whoops!: Have a player on your team Knocked Down as a result of their own Block or Blitz action.
- Not so Fast!: Cause an opposition player to fail a Dodge roll.
- Timely Tackle: Successfully knock down an opposition player that was carrying the ball.
- Precision Passing: Make three successful Pass actions over the course of the game.
- Hit 'em Hard: Knock-out or inflict a Casualty! result on two opposition players in the same team turn.
- Just a Little Further: Have a player on your team score a touchdown after successfully Rushing into the opposition's End Zone.
- Go Long: Make a successful Pass action that is either a Long Pass or a Long Bomb.
- Nuffle Favors the Bold: Have a player on your team make a Block action against an opposition player that has a higher ST after assists have been calculated.
- All According to Plan: Finish a turn after activating every eligible player without using a re-roll and without causing a Turnover.
- Headtaker: Inflict a Casualty! result on an opposition player.
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