History TabletopGame / BloodBowl

21st Jul '17 3:36:26 PM Grudgeal
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** One of the Pro Elf catcher models in the second game looks like [[Creator/David Bowie Ziggy Stardust]], complete with the lightning bolt from ''Aladdin Sane''.

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** One of the Pro Elf catcher models in the second game looks like [[Creator/David Bowie [[Creator/DavidBowie Ziggy Stardust]], complete with the lightning bolt from ''Aladdin Sane''.
21st Jul '17 3:21:12 PM Grudgeal
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** The Pro Elf linemen in the second game look like [[Creator/David Bowie Ziggy Stardust]], complete with the lightning bolt from ''Aladdin Sane''.

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** The One of the Pro Elf linemen catcher models in the second game look looks like [[Creator/David Bowie Ziggy Stardust]], complete with the lightning bolt from ''Aladdin Sane''.
21st Jul '17 3:20:02 PM Grudgeal
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** The Pro Elf linemen in the second game look like [[Creator/David Bowie Ziggy Stardust]], complete with the lightning bolt from ''Aladdin Sane''.
21st Jul '17 3:54:27 AM Grudgeal
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** In the second ''Blood Bowl'' video game, the Slann team shows up as Kislev Circus, which has the exact same stats and skill access but different models.
21st Jul '17 3:38:23 AM Grudgeal
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* FantasticRacism: Jim and Bob in the PC game have a derogatory comment on practically every team (including Jim ragging on ogres and Bob ragging on vampires, both of which annoys the other), but they seem especially disdainful of elves.
** In the sequel, this hatred of elves only applies to Bob.

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* FantasticRacism: FantasticRacism:
**
Jim and Bob in the PC game have a derogatory comment on practically every team (including Jim ragging on ogres and Bob ragging on vampires, both of which annoys the other), but they seem especially disdainful of elves.
**
elves. In the sequel, this hatred of elves only applies to Bob.Bob.
** Chaos Pact and Underworld include this as a gameplay mechanic: The teams are made up of a RagtagBunchOfMisfits of various races who hate each other, so whenever you want to pass the ball between races you need to roll the dice first to see if they're willing to pass the ball in the first place.
16th Jul '17 8:11:26 PM CHLORINEGARGOYLE
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* UpToEleven: Takes every bit of American league and college football (along with rugby) and amps them up. Thought football was violent? Bring in the chainsaws and cannibalism. No one likes a player? Murder them. Think coaches are really old? Have them as literal zombies. Think certain football stars are prissy, overpaid primadonnas? Have an entire team of them that don't even ''play''. Hear about the bounty programs NFL teams would illegally use to knock out rival players from a season (or even life)? How about having it a staple of the game, and replace "knock out" with more murder.

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* UpToEleven: Takes every bit of American league and college football (along with rugby) and amps them up. Thought football was violent? Bring in the chainsaws and cannibalism. Hear all those analogies about how football was a lesser kind of war/coaches are generals, et cetera? Turn football into a wargame. Think the NFL's a huge megacorporation that enthralls a nation? Have it as a literal God. No one likes a player? Murder them. Think coaches are really old? Have them as literal zombies. Think certain football stars are prissy, overpaid primadonnas? Have an entire team of them that don't even ''play''.''refuse to play''. Hear about the bounty programs NFL teams would illegally use to knock out rival players from a season (or even life)? How about having it a staple of the game, and replace "knock out" with more murder.
12th Jul '17 2:29:27 PM CHLORINEGARGOYLE
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** The general practice of paying players to deliberately maim rival star players (well, more so than usual) to make sure they're not a problem for them later on/out of sheer spite is taken from various "bounty" controversies that plague the NFL and college leagues, wherein players would get paid for deliberatly injuring certain players.


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* UpToEleven: Takes every bit of American league and college football (along with rugby) and amps them up. Thought football was violent? Bring in the chainsaws and cannibalism. No one likes a player? Murder them. Think coaches are really old? Have them as literal zombies. Think certain football stars are prissy, overpaid primadonnas? Have an entire team of them that don't even ''play''. Hear about the bounty programs NFL teams would illegally use to knock out rival players from a season (or even life)? How about having it a staple of the game, and replace "knock out" with more murder.
11th Jul '17 5:57:58 AM CHLORINEGARGOYLE
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** The Dark Elves have an Assassin role, whose job is to deliberately maim star players (well, more so than usual) to make sure they're not a problem for them later on/out of sheer spite. The New Orleans Saints had a role of doing just that.

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** The Dark Elves have an Assassin role, whose job is general practice of paying players to deliberately maim rival star players (well, more so than usual) to make sure they're not a problem for them later on/out of sheer spite. The New Orleans Saints had a role of doing just that.spite is taken from various "bounty" controversies that plague the NFL and college leagues, wherein players would get paid for deliberatly injuring certain players.
10th Jul '17 8:09:39 PM CHLORINEGARGOYLE
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** ''All'' of the races have cheerleaders. The game inclues undead and greenskin teams.
** And Ogre Teams. And Dwarf Teams (and yes, the cheerleaders have beards too). And Chaos-Mutants-Dedicated-To-The-God-Of-Disease-And-Putrification Teams...
*** Although the Nurgle cheerleaders are actually surprisingly attractive in the PC version, as aside from the small horns on their foreheads, they're basically attractive women in skimpy outfits and a coat of green body paint.

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** ''All'' of the races have cheerleaders. The game inclues undead and greenskin teams.
**
teams. And Ogre Teams. And Dwarf Teams (and yes, the cheerleaders have beards too). And Chaos-Mutants-Dedicated-To-The-God-Of-Disease-And-Putrification Teams...
*** Although
Teams (though the PC versions just make Nurgle cheerleaders are actually surprisingly conventionally attractive in the PC version, as aside from the small horns on their foreheads, they're basically attractive women in skimpy outfits and with a coat of nice sickly green body paint.paintjob). Yes, there are people who made miniatures for them. Yes, the miniatures are just as disgusting as they sound.



** [[http://en.wikipedia.org/wiki/Tom_Landry Tomolandry the Undying]], head coach of the Champions of Death, is named after one of the most famous American Football coaches.

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** [[http://en.wikipedia.org/wiki/Tom_Landry Tomolandry the Undying]], head coach of the Champions of Death, is named after one of the most famous American Football coaches.coaches (and the undying bit is based on jokes about how ''old he is'').
** The Dark Elves have an Assassin role, whose job is to deliberately maim star players (well, more so than usual) to make sure they're not a problem for them later on/out of sheer spite. The New Orleans Saints had a role of doing just that.



* TryingToCatchMeFightingDirty: Goblins are the kings of this. Dwarves run a close second.

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* TryingToCatchMeFightingDirty: Goblins are the kings of this. Dwarves run a close second.second, given that they believe they're entitled to fucking with the rules, due to being the first to discover Nuffle.



* UnnecessaryRoughness: This is basically the entire premise of the game, to be honest. You can make tackles with freaking ''chainsaws''.

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* UnnecessaryRoughness: This is basically the entire premise of the game, to be honest. You can make tackles with freaking ''chainsaws''. Lore-wise, High Elves have an "unusually" high number of being on the receiving end of this by everyone else.



** It is impossible to buy a life insurance if you are a coach.

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** It is impossible to buy a life insurance if you are a coach.
8th Jul '17 4:26:40 PM Luigifan
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It is a game of "Fantasy Football", loosely based on the rules of UsefulNotes/AmericanFootball. Players field teams of Humans, Orcs, Elves, Dwarves etc and roll dice to decide the outcome of passes, tackles and dodges.

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It is a game of "Fantasy Football", loosely based on the rules of UsefulNotes/AmericanFootball. Players field teams of Humans, Orcs, Elves, Dwarves etc Dwarves, etc. and roll dice to decide the outcome of passes, tackles tackles, and dodges.



The pawns in the game are referred to as "players", so to avoid confusion, the real players are referred to as [[InsistentTerminology "Coaches"]]

Each team moves one player at a time, and if any player fails an action then a turnover is called, and their entire team's turn is ended - this means that coaches quickly learn to prioritise actions and get very good at working out the best sequence of events to affect dice multipliers. That said, once a player is moved, the previous acting player will be inactive for the rest of the turn, forcing coaches to take risk quite frequently. This nature of the game is lampshaded by the named-in-the-fluff RandomNumberGod, Great God of Dice "Nuffle" (a pun on the NFL), as entire games can turn on a single failed dice-roll. Experienced coaches sometimes refer to a spectacularly unlikely yet gravely devastating failed roll as being "Nuffled".

League play is encouraged, with players earning "star player points" for successful actions, which can lead to advances after the game at certain levels. Most commonly, players acquire extra skills but can also end up with stat increases or, in the case of Chaos and Skaven players, mutations. Fans also come and go with the success of a team, and some dice-rolls during a game can be affected by how many fans have turned up (not to mention affecting the gate takings, and therefore the winnings generated.) A handicap system ensures that weaker teams are given advantages to "even the odds" a little - this has been overhauled in the Living Rule Book and now includes temporary hire of Star Players, the ability to Bribe The Ref, numerous different Random Event/Special Item cards and the like.

Originally released in 1986, ''Blood Bowl'' proved highly popular and went through a number of editions until it was discontinued, along with the rest of the ''Specialist Games'' range, in the early 2000’s. In November 2015 it was announced that the ''Specialist Games'' division was to be resurrected with ''Blood Bowl'' being the first game released (on 25th November 2016) due to its continued popularity.

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The pawns in the game are referred to as "players", so to avoid confusion, the real players are referred to as [[InsistentTerminology "Coaches"]]

"Coaches"]].

Each team moves one player at a time, and if any player fails an action action, then a turnover is called, and their entire team's turn is ended - -- this means that coaches quickly learn to prioritise actions and get very good at working out the best sequence of events to affect dice multipliers. That said, once a player is moved, the previous acting player will be inactive for the rest of the turn, forcing coaches to take risk quite frequently. This nature of the game is lampshaded by the named-in-the-fluff RandomNumberGod, Great God of Dice "Nuffle" (a pun on the NFL), as entire games can turn on a single failed dice-roll. Experienced coaches sometimes refer to a spectacularly unlikely yet gravely devastating failed roll as being "Nuffled".

League play is encouraged, with players earning "star player points" for successful actions, which can lead to advances after the game at certain levels. Most commonly, players acquire extra skills skills, but can also end up with stat increases or, in the case of Chaos and Skaven players, mutations. Fans also come and go with the success of a team, and some dice-rolls during a game can be affected by how many fans have turned up (not to mention affecting the gate takings, and therefore the winnings generated.) generated). A handicap system ensures that weaker teams are given advantages to "even the odds" a little - -- this has been overhauled in the Living Rule Book and now includes temporary hire of Star Players, the ability to Bribe The Ref, numerous different Random Event/Special Item cards cards, and the like.

Originally released in 1986, ''Blood Bowl'' proved highly popular and went through a number of editions until it was discontinued, along with the rest of the ''Specialist Games'' range, in the early 2000’s. In November 2015 2015, it was announced that the ''Specialist Games'' division was to be resurrected resurrected, with ''Blood Bowl'' being the first game released (on 25th November 2016) due to its continued popularity.



** The Claw mutation treats all armour over 7 as 7 when blocking players down (a knocked-down player must roll a number less or equal to his armour on 2d6 or risk injury, so Claw ensures a ~42% chance of armour break). This makes it a killer against highly armoured teams like chaos, dwarves, or [[BreadEggsBreadedEggs chaos dwarves]], but near worthless against low-armour teams like wood elves, amazons and skaven.
** The chainsaw (wielded by certain star players and the goblin loonie) adds a +3 to armour break rolls, making it superior to Claw for anything with an armour lower than 10. The disadvantages are that the chainsaw is illegal and will be taken off-field at the end of a drive, and because it is a special attack and not a block it will either pierce armour or do bugger all (as opposed to a block, which knocks players down for a turn even if they succeed at the armour roll). It also has a 1 in 6 chance of backfiring on the wielder.

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** The Claw mutation treats all armour over 7 as 7 when blocking players down (a knocked-down player must roll a number less or equal to his armour on 2d6 or risk injury, so Claw ensures a ~42% chance of armour break). This makes it a killer against highly armoured teams like chaos, dwarves, or [[BreadEggsBreadedEggs chaos dwarves]], but near worthless against low-armour teams like wood elves, amazons amazons, and skaven.
** The chainsaw (wielded by certain star players and the goblin loonie) adds a +3 to armour break rolls, making it superior to Claw for anything with an armour lower than 10. The disadvantages are that the chainsaw is illegal and will be taken off-field at the end of a drive, and because it is a special attack and not a block block, it will either pierce armour or do bugger all (as opposed to a block, which knocks players down for a turn even if they succeed at the armour roll). It also has a 1 in 6 chance of backfiring on the wielder.



* ArtificialStupidity: The AI in the video game is infamous for this, to the point that veterans routinely warn new players to avoid playing any practice matches against the computer...copying its tactics is a sure-fire way to finding yourself on the receiving end of a CurbStompBattle, and even learning how to exploit its flaws won't help against human players, few of which would ever make such glaring errors. The only two reasons that the AI ever wins matches against human players are [[RandomNumberGod Nuffle]] and the fact that the AI [[TheComputerIsACheatingBastard doesn't play fair]].

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* ArtificialStupidity: The AI in the video game is infamous for this, to the point that veterans routinely warn new players to avoid playing any practice matches against the computer... copying its tactics is a sure-fire way to finding yourself on the receiving end of a CurbStompBattle, and even learning how to exploit its flaws won't help against human players, few of which would ever make such glaring errors. The only two reasons that the AI ever wins matches against human players are [[RandomNumberGod Nuffle]] and the fact that the AI [[TheComputerIsACheatingBastard doesn't play fair]].



** Most Big Guys are considered this. They're good at bashing and tough as nails, but it takes some effort to use them in circumstances other than blocking. These brutes are slow, clumsy, and commonly have a debuff that occasionally forfeits their moves, even losing their tackle zone. They are also expensive and thus many coaches shy away from hiring them to avoid inflating Team Value.
** Several of the Star Players are this as well, especially Morg 'n' Thorg (who comes at a whopping 430K for a single player). Their stats and skills are better than anything your players can develop into, but a lot of the time you may be better off with a cheap mercenary and some other inducements like a wizard and an extra apotechary.
** Vampires have one of the best stat lines of any non-specialist player in the game (starting with a 4 in strength AND agility as well as an above-average 8 armour), regeneration, can hypnotise enemy players and to top it all off can select skills from almost any discipline. Unfortunately they also suffer from [[WarmBloodBagsAreEverywhere Blood Lust]], meaning that for ''every action they try to take'' they have a 1 in 6 chance of either latching onto one of their nearby Thrall teammates and draining him (knocking him out of the game) or running off the field to attack a spectator (causing the action to fail, ending your turn and moving the Vampire to the Reserves box). Additionally, Thralls themselves aren't very spectacular players.
** Ogre teams can fields up to six ogres. Six ''[[LightningBruiser OGRES!]]'' Only the Khemri can even ''approach'' that kind of muscle! Unfortunately, while they don't have Loner like ogres on other teams do, they still suffer from Bonehead, making them painfully unreliable, and their only other players are Snotlings, who are... weak.
** Almost all the players on the Khorne teams start with Frenzy. This ability allows you to block again if you got a "enemy pushed" result. While it does increase players chances to get defender down results, it also increases chances of getting attacker down results, causing turnovers. Frenzy also forces the player to follow anyone they punch, possibly putting them out of position. Additionally having the Frenzy skill means a player cannot take the Grab ability (they are mutually exclusive).
** Chaos Pact can hire three Big Guys, a mutated dark elf to do ball handling, and their marauder linemen have ''incredible'' MagikarpPower potential with their skill access. However, three Big Guys means three chances of going stupid each round (and unlike ogre teams they aren't guaranteed to make the reroll) and the whole team has animosity.
* BellyMouth: The Nurgle Star Player Guffle Pusmaw has been blessed with the mutation of a large mouth situated on his swollen paunch. Guffle has since learned how to use this drooling maw to receive a pass far better could when using his hands, becoming the most successful Nurgle Catcher in the history of the game.

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** Most Big Guys are considered this. They're good at bashing and tough as nails, but it takes some effort to use them in circumstances other than blocking. These brutes are slow, clumsy, and commonly have a debuff that occasionally forfeits their moves, even losing their tackle zone. They are also expensive expensive, and thus many coaches shy away from hiring them to avoid inflating Team Value.
** Several of the Star Players are this as well, especially Morg 'n' Thorg (who comes at a whopping 430K for a single player). Their stats and skills are better than anything your players can develop into, but a lot of the time time, you may be better off with a cheap mercenary and some other inducements like a wizard and an extra apotechary.
** Vampires have one of the best stat lines of any non-specialist player in the game (starting with a 4 in strength AND agility as well as an above-average 8 armour), regeneration, can hypnotise enemy players players, and to top it all off off, can select skills from almost any discipline. Unfortunately Unfortunately, they also suffer from [[WarmBloodBagsAreEverywhere Blood Lust]], meaning that for ''every action they try to take'' take'', they have a 1 in 6 chance of either latching onto one of their nearby Thrall teammates and draining him (knocking him out of the game) or running off the field to attack a spectator (causing the action to fail, ending your turn turn, and moving the Vampire to the Reserves box). Additionally, Thralls themselves aren't very spectacular players.
** Ogre teams can fields field up to six ogres. Six ''[[LightningBruiser OGRES!]]'' Only the Khemri can even ''approach'' that kind of muscle! Unfortunately, while they don't have Loner like ogres on other teams do, they still suffer from Bonehead, making them painfully unreliable, and their only other players are Snotlings, who are... weak.
** Almost all the players on the Khorne teams start with Frenzy. This ability allows you to block again if you got a "enemy pushed" result. While it does increase players players' chances to get defender down results, it also increases chances of getting attacker down results, causing turnovers. Frenzy also forces the player to follow anyone they punch, possibly putting them out of position. Additionally Additionally, having the Frenzy skill means a player cannot take the Grab ability (they are mutually exclusive).
** Chaos Pact can hire three Big Guys, a mutated dark elf to do ball handling, and their marauder linemen have ''incredible'' MagikarpPower potential with their skill access. However, three Big Guys means three chances of going stupid each round (and unlike ogre teams teams, they aren't guaranteed to make the reroll) reroll), and the whole team has animosity.
* BellyMouth: The Nurgle Star Player Guffle Pusmaw has been blessed with the mutation of a large mouth situated on his swollen paunch. Guffle has since learned how to use this drooling maw to receive a pass far better than he could when using his hands, becoming the most successful Nurgle Catcher in the history of the game.



* TheBigGuy: Most teams have access to a player designated as the Big Guy, a model with natural strength of 5 or more, which you can take in extremely limited numbers (normally 1; goblin and halflings can take 2 and Chaos Pact has 3 different ones). They tend to have good armour, the Mighty Blow trait (or alternately Claw in some Big Guys), lousy agility, subpar movement, the Loner trait and some other drawback (Bonehead, Really Stupid or Wild Animal), and lack of access to General Skills: Big Guys can knock your opponents' linemen senseless and little else. However, if a Big Guy somehow gets hold of the ball it will be... quite difficult for the opposition to strip it away. The Ogre team is half made up of these players. Two specific subversions are Undead Mummies and Khemri Tomb Guardians. Both have strength 5 and limited numbers, and beginning players may think of them as Big Guys. However, they are not considered to be Big Guys, specifically because they do not have any major drawbacks (beyond low mobility and lack of general skills - and for Tomb Guardians they have the Decayed trait and replace Mighty Blow with Regeneration) and therefore no reason not to take them.

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* TheBigGuy: Most teams have access to a player designated as the Big Guy, a model with natural strength of 5 or more, which you can take in extremely limited numbers (normally 1; goblin and halflings can take 2 and Chaos Pact has 3 different ones). They tend to have good armour, the Mighty Blow trait (or alternately Claw in some Big Guys), lousy agility, subpar movement, the Loner trait trait, and some other drawback (Bonehead, Really Stupid Stupid, or Wild Animal), and lack of access to General Skills: Big Guys can knock your opponents' linemen senseless and little else. However, if a Big Guy somehow gets hold of the ball ball, it will be... quite difficult for the opposition to strip it away. The Ogre team is half made up of these players. Two specific subversions are Undead Mummies and Khemri Tomb Guardians. Both have strength 5 and limited numbers, and beginning players may think of them as Big Guys. However, they are not considered to be Big Guys, specifically because they do not have any major drawbacks (beyond low mobility and lack of general skills - -- and for Tomb Guardians Guardians, they have the Decayed trait and replace Mighty Blow with Regeneration) and therefore no reason not to take them.



** The Block skill. For any player which is going to be doing any fighting (pretty much all of them) not taking block or its counter skill Wrestle puts them at a considerable disadvantage against anyone who has.
** The cage grind. Take a player with the ball. Put one player in each diagonal corner around him. Run that formation to the opponent's end zone. Unless you're playing an agility 4 team that can pass with any regular chance of success, it's your best bet at scoring but hardly very 'exciting'.

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** The Block skill. For any player which is going to be doing any fighting (pretty much all of them) them), not taking block or its counter skill Wrestle puts them at a considerable disadvantage against anyone who has.
** The cage grind. Take a player with the ball. Put one player in each diagonal corner around him. Run that formation to the opponent's end zone. Unless you're playing an agility 4 team that can pass with any regular chance of success, it's your best bet at scoring scoring, but hardly very 'exciting'.



** Chaos teams have incredible flexibility thanks to Mutation access and can be turned into Jack teams with a little effort. Most Chaos coaches just turn the team into straight-on killing machines by giving everyone Block, Mighty Blow, Claw and Piling On (in that order) instead.

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** Chaos teams have incredible flexibility thanks to Mutation access and can be turned into Jack teams with a little effort. Most Chaos coaches just turn the team into straight-on killing machines by giving everyone Block, Mighty Blow, Claw Claw, and Piling On (in that order) instead.



* CareerEndingInjury: Injuries that lowers stats and increase the chances of getting more and[=/=]or worse injuries. For low level players this is pretty much an end of the road, while high level players are able to keep playing because their skills are too valuable to get rid of.
* ChainsawGood: Goblin teams can field chainsaw wielders. Other teams can hire armed Star Players for one game. One of these players is a chainsaw wielding zombie named Hack Enslash.

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* CareerEndingInjury: Injuries that lowers lower stats and increase the chances of getting more and[=/=]or worse injuries. For low level players low-level players, this is pretty much an end of the road, while high level high-level players are able to keep playing because their skills are too valuable to get rid of.
* ChainsawGood: Goblin teams can field chainsaw wielders. Other teams can hire armed Star Players for one game. One of these players is a chainsaw wielding chainsaw-wielding zombie named Hack Enslash.



* CrapsackWorld: The rulebook {{Lampshade}}s this, pointing out that any world where ''Blood Bowl'' is popular must really suck. On the other hand, the replacement of endless gruesome wars with endless gruesome sporting contests makes it absolutely idyllic in comparison with the standard Warhammer setting. See SeriousBusiness.

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* CrapsackWorld: The rulebook {{Lampshade}}s this, pointing out that any world where ''Blood Bowl'' is popular must really suck. On the other hand, the replacement of endless gruesome wars with endless gruesome sporting contests makes it absolutely idyllic in comparison with the standard Warhammer ''Warhammer'' setting. See SeriousBusiness.



** All the teams have TV values where they reach an optimal peak, the crutch teams being those excellent at low TV while doing less well at high-level play (2500 and up team value) because they lack the stats and skill access to compete at those levels. Examples of good low-TV teams are the WeakButSkilled teams like amazons, norse and dwarves, as well as undead and orcs.
** Certain players, particularly catchers, start their career with skills which make them the team's natural scorer. Natural scorers then get SPP from touchdowns, gaining extra skills that make them even better at it. Since every skill costs more than the one before it, these players can suck up nearly all their team's touchdown XP with relatively little benefit. And since [[OhCrap any player can be hit by permadeath or a crippling injury, especially if they're a fragile scorer, this can go spectacularly wrong.]] Many guides recommend taking moderate risks with passes to spread out XP, particularly early on.

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** All the teams have TV values where they reach an optimal peak, the crutch teams being those excellent at low TV while doing less well at high-level play (2500 and up team value) because they lack the stats and skill access to compete at those levels. Examples of good low-TV teams are the WeakButSkilled teams like amazons, norse norse, and dwarves, as well as undead and orcs.
** Certain players, particularly catchers, start their career with skills which make them the team's natural scorer. Natural scorers then get SPP from touchdowns, gaining extra skills that make them even better at it. Since every skill costs more than the one before it, these players can suck up nearly all their team's touchdown XP with relatively little benefit. And since [[OhCrap any player can be hit by permadeath or a crippling injury, especially if they're a fragile scorer, this can go spectacularly wrong.]] wrong]]. Many guides recommend taking moderate risks with passes to spread out XP, particularly early on.



* DeathByFallingOver: If you try to move a player 1 or 2 squares beyond his normal movement allowance, you have to roll a D6 for each extra square. On a 2-6 the player is fine, but on a 1 he trips and falls over, and you have to roll on the armor/injury/casualty tables just as if he'd been hit by an opposing player. Roll very badly three times in a row on those tables, and the player '''''dies'''''.

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* DeathByFallingOver: If you try to move a player 1 or 2 squares beyond his normal movement allowance, you have to roll a D6 for each extra square. On a 2-6 2-6, the player is fine, but on a 1 1, he trips and falls over, and you have to roll on the armor/injury/casualty tables just as if he'd been hit by an opposing player. Roll very badly three times in a row on those tables, and the player '''''dies'''''.



** It's also entirely possible for a player to stop his own drive dead in the water with a turnover by fouling and getting caught, or failing a block intended to injure an out-of-the-way player, *before* running or passing the ball. Most experienced players will know better than to do this.

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** It's also entirely possible for a player to stop his own drive dead in the water with a turnover by fouling and getting caught, or failing a block intended to injure an out-of-the-way player, *before* ''before'' running or passing the ball. Most experienced players will know better than to do this.



** In the fluff, the Skavenblight Scramblers are the only team to ever win the Blood Bowl twice in a row. The first time they did this through guts, skill and tenacity (well, as much as you'd expect from the average Blood Bowl team...) whereas the second time, they did it by sending slaves to die by their multitudes while the real team spent ''the entire season'' rigging their home stadium with booby traps, pitfalls and other horrible ways to maim their opponents in the final!

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** In the fluff, the Skavenblight Scramblers are the only team to ever win the Blood Bowl twice in a row. The first time time, they did this through guts, skill skill, and tenacity (well, as much as you'd expect from the average Blood Bowl team...) ), whereas the second time, they did it by sending slaves to die by their multitudes while the real team spent ''the entire season'' rigging their home stadium with booby traps, pitfalls pitfalls, and other horrible ways to maim their opponents in the final!



** The rule book specifically notes that several factions are deliberately designed to be far harder to play than others, including Chaos, Chaos Pact, Khemri, Underworld and Vampire. They're specifically for "advanced players" only.
** Some of the teams venture closer to Difficult But Impractical. Ogre teams, for example, are incredibly hard to play, but capable of incredible feats of brutality; however any way you slice it, they're ''[[CompetitiveBalance just not as good as most other teams.]]'' They're regarded as a gimmick team included in the game for fun, rather than serious competitors.

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** The rule book specifically notes that several factions are deliberately designed to be far harder to play than others, including Chaos, Chaos Pact, Khemri, Underworld Underworld, and Vampire. They're specifically for "advanced players" only.
** Some of the teams venture closer to Difficult But Impractical. Ogre teams, for example, are incredibly hard to play, but capable of incredible feats of brutality; however however, any way you slice it, they're ''[[CompetitiveBalance just not as good as most other teams.]]'' They're regarded as a gimmick team included in the game for fun, rather than serious competitors.



* TheDreaded: Due to certain unmentioned practices, the Amazon team 'The Venus Maneaters' are this for anyone who's male and judging by the commentary, Khornate teams are feared by everyone especially Jim. Even Bob gets rather nervous when they're around
* DumbMuscle: All Big Guys in the game have negative traits that backfire on them. The most common one is "bone-headed", which makes the character stand around dumbfounded and lose all his actions and tackle zones for a round. "Really stupid" is "bone-headed" on steroids and has an even greater chance of activating unless you've got a non-stupid player to poke the Big Guy in the leg. "Wild Animal" makes the character stand still and bellow challenges at the enemy for a turn, and activates a lot unless the player [[BloodKnight is being ordered to punch somebody]]. Finally, Treemen are liable to take root and stand still for the remainder of the drive, and Deathrollers will be sent off by the ref as soon as he's done quaking in fear of them (though that last one can be by-passed with a bribe, unless, of course, you rolled a one while doing it). All these characters also have the Loner trait, which makes them too dumb to use re-rolls properly (Ogre teams are the exception; their Ogres are still bone-headed but not loners, similarily Treemen on Halfling teams are no loners as well).

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* TheDreaded: Due to certain unmentioned practices, the Amazon team 'The Venus Maneaters' are this for anyone who's male male, and judging by the commentary, Khornate teams are feared by everyone everyone, especially Jim. Even Bob gets rather nervous when they're around
* DumbMuscle: All Big Guys in the game have negative traits that backfire on them. The most common one is "bone-headed", which makes the character stand around dumbfounded and lose all his actions and tackle zones for a round. "Really stupid" is "bone-headed" on steroids and has an even greater chance of activating unless you've got a non-stupid player to poke the Big Guy in the leg. "Wild Animal" makes the character stand still and bellow challenges at the enemy for a turn, and activates a lot unless the player [[BloodKnight is being ordered to punch somebody]]. Finally, Treemen are liable to take root and stand still for the remainder of the drive, and Deathrollers will be sent off by the ref as soon as he's done quaking in fear of them (though that last one can be by-passed with a bribe, unless, of course, you rolled a one while doing it). All these characters also have the Loner trait, which makes them too dumb to use re-rolls properly (Ogre teams are the exception; their Ogres are still bone-headed but not loners, similarily loners; similarly, Treemen on Halfling teams are no not loners as well).



* {{Elfeminate}}: In the PC game, Jim mocks Pro Elf teams by pointing out that if he didn't know better he could have confused them for an amazon team. [[InsultToRocks Bob replies that this is silly since he's never heard of anyone fearing an elf.]]

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* {{Elfeminate}}: In the PC game, Jim mocks Pro Elf teams by pointing out that if he didn't know better better, he could have confused them for an amazon team. [[InsultToRocks Bob replies that this is silly silly, since he's never heard of anyone fearing an elf.]]



*** Although the Nurgle cheerleaders are actually surprisingly attractive in the PC version, as aside from the small horns on their foreheads they're basically attractive women in skimpy outfits and a coat of green body paint.

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*** Although the Nurgle cheerleaders are actually surprisingly attractive in the PC version, as aside from the small horns on their foreheads foreheads, they're basically attractive women in skimpy outfits and a coat of green body paint.



** And then there's the Underworld teams. In the PC version of the game, their cheerleaders are masses of writhing flesh, mouths and tentacles, squeezed into an iron cage which is presumably there to stop them from slithering off and eating the spectators.
* FanService: Mind you, the humanoid cheerleaders are certainly attractive and there are several teams with lots of scantily-clad hotties on them, most obviously the [[AmazonBrigade Amazons.]]
** The Norse provide the game's SpearCounterpart - apart from the Yhetee, their team is made up exclusively of buff, muscular athletes running around in just their boots, a horned helmet and a fur loincloth.

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** And then there's the Underworld teams. In the PC version of the game, their cheerleaders are masses of writhing flesh, mouths mouths, and tentacles, squeezed into an iron cage which is presumably there to stop them from slithering off and eating the spectators.
* FanService: Mind you, the humanoid cheerleaders are certainly attractive attractive, and there are several teams with lots of scantily-clad hotties on them, most obviously the [[AmazonBrigade Amazons.]]
** The Norse provide the game's SpearCounterpart - -- apart from the Yhetee, their team is made up exclusively of buff, muscular athletes running around in just their boots, a horned helmet helmet, and a fur loincloth.



* FastballSpecial: The "Throw Teammate" skill (innate to ogres, trolls and treemen) allows the throwing of characters with the "Right Stuff" skill (snotlings, goblins and halflings). The trolls have the unfortunate caveat that they're liable to ''eat'' the person they throw.
* FatAndProud: The Star Player Glart Smashrip is a massively fat Skaven Blocker who is not only proud of his bulk but is still trying to get fatter as it is his goal to achieve the record for being the heaviest player to compete in the Blood Bowl final.

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* FastballSpecial: The "Throw Teammate" skill (innate to ogres, trolls trolls, and treemen) allows the throwing of characters with the "Right Stuff" skill (snotlings, goblins goblins, and halflings). The trolls have the unfortunate caveat that they're liable to ''eat'' the person they throw.
* FatAndProud: The Star Player Glart Smashrip is a massively fat Skaven Blocker who is not only proud of his bulk bulk, but is still trying to get fatter fatter, as it is his goal to achieve the record for being the heaviest player to compete in the Blood Bowl final.



* FragileSpeedster: The players on most of the Elf teams, Skaven teams, skinks on the Lizardmen teams and almost every "Catcher" player on the other teams (excluding Amazon, due to her average movement speed and innate access to dodge) can run across the field really fast and dodge hits like nobody's business, but once someone manages to land a hit on them, their weaker than average armor can result in a greater number of injuries.

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* FragileSpeedster: The players on most of the Elf teams, Skaven teams, skinks on the Lizardmen teams teams, and almost every "Catcher" player on the other teams (excluding Amazon, due to her average movement speed and innate access to dodge) can run across the field really fast and dodge hits like nobody's business, but once someone manages to land a hit on them, their weaker than average armor can result in a greater number of injuries.



** The famous Orc Star Player Varag Ghoul-Chewer, captain of the Gouged Eye, has an unusually tactical mind for a greenskin. This combination of intelligence, muscle and a violent playing style has earned Varag a legion of fans.
** The Troll Star Player Ripper Bolgrot underwent experimental ‘sports therapy’ that greatly elevated his intelligence. Now, despite retaining the look of the average troll, Bolgrot is easily one of the smartest players to have ever taken to the Blood Bowl pitch and has become famous for his strategic plays that combine tactical manoeuvring of his teammates with extreme violence.

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** The famous Orc Star Player Varag Ghoul-Chewer, captain of the Gouged Eye, has an unusually tactical mind for a greenskin. This combination of intelligence, muscle muscle, and a violent playing style has earned Varag a legion of fans.
** The Troll Star Player Ripper Bolgrot underwent experimental ‘sports therapy’ that greatly elevated his intelligence. Now, despite retaining the look of the average troll, Bolgrot is easily one of the smartest players to have ever taken to the Blood Bowl pitch pitch, and has become famous for his strategic plays that combine tactical manoeuvring maneuvering of his teammates with extreme violence.



** Dwarf Slayers start with two very good offensive skills (Block + Frenzy) and Dauntless, which allows them to go toe-to-toe with TheBigGuy of other teams with a little luck. Like all dwarves they are slow as heck, and have the lowest Armour Value in the dwarf team (which granted isn't saying much; the dwarves' ''lowest'' AV is 8, equivalent to most other races' linemen and blitzers). They also tend to operate solo a lot and are favourite targets for your opponents. Fluff describes slayers as berzerk warriors with death wishes, so it only makes sense.
** Similarly, Wood Elf Wardancers and Dark Elf Witch Elves are very good natural blitzers but are very expensive and very vulnerable to counter-attacks. Wardancers in particular are nightmares; a Wardancer built for taking the ball away will generally only fail to get the ball away if she suffers from poor rolls on the part of her coach (against a target without Sure Hands a Wardancer with Wrestle and Strip Ball has a 98% chance of knocking the ball loose on a 2-dice block). Wardancers beginning with Block and Dodge is almost enough to elevate them to LightningBruiser status but, sooner or later, a Wardancer is going to wind up prone and, when she does, a brutal multiple-player game of KickThemWhileTheyAreDown is sure to follow.
** To the great surprise of most beginning players, Amazon teams actually fall under this. A lot of people mistake them for a running or passing team, but they don't have dedicated runners, their speed is strictly average (6 on all players) and their passers and receivers are pointedly unspectacular compared to most races (they don't get any agility 4 players or any other special advantages). However Amazon blitzers are one of the few classes in the game to start with Dodge AND Block (the infamous "Blodge" combo), they can have up to 4 on their starting lineup and all their other players get Dodge, meaning they can get Blodge after their first level-up. Amazons actually play as a bashing team, relying on Block to let them stand up to bigger, tougher teams like Orcs and Chaos, but their armour value of 7 means that they're alarmingly fragile.

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** Dwarf Slayers start with two very good offensive skills (Block + Frenzy) and Dauntless, which allows them to go toe-to-toe with TheBigGuy of other teams with a little luck. Like all dwarves dwarves, they are slow as heck, and have the lowest Armour Value in the dwarf team (which granted (which, granted, isn't saying much; the dwarves' ''lowest'' AV is 8, equivalent to most other races' linemen and blitzers). They also tend to operate solo a lot and are favourite targets for your opponents. Fluff describes slayers as berzerk warriors with [[DeathSeeker death wishes, wishes]], so it only makes sense.
** Similarly, Wood Elf Wardancers and Dark Elf Witch Elves are very good natural blitzers but are very expensive and very vulnerable to counter-attacks. Wardancers in particular are nightmares; a Wardancer built for taking the ball away will generally only fail to get the ball away if she suffers from poor rolls on the part of her coach (against a target without Sure Hands Hands, a Wardancer with Wrestle and Strip Ball has a 98% chance of knocking the ball loose on a 2-dice block). Wardancers beginning with Block and Dodge is almost enough to elevate them to LightningBruiser status status, but, sooner or later, a Wardancer is going to wind up prone and, prone, and when she does, a brutal multiple-player game of KickThemWhileTheyAreDown is sure to follow.
** To the great surprise of most beginning players, Amazon teams actually fall under this. A lot of people mistake them for a running or passing team, but they don't have dedicated runners, their speed is strictly average (6 on all players) players), and their passers and receivers are pointedly unspectacular compared to most races (they don't get any agility 4 players or any other special advantages). However However, Amazon blitzers are one of the few classes in the game to start with Dodge AND Block (the infamous "Blodge" combo), they can have up to 4 on their starting lineup lineup, and all their other players get Dodge, meaning they can get Blodge after their first level-up. Amazons actually play as a bashing team, relying on Block to let them stand up to bigger, tougher teams like Orcs and Chaos, but their armour value of 7 means that they're alarmingly fragile.



* {{Griefer}}: Fouling or surfing in the 16th turn serves no practical purpose and is generally seen as a sign of this. Doing it in a tournament where there's good odds you might play that coach again gives it a purpose and as such is merely seen as 'ruthless' rather than 'dickish'.

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* {{Griefer}}: Fouling or surfing in the 16th turn serves no practical purpose and is generally seen as a sign of this. Doing it in a tournament where there's good odds you might play that coach again gives it a purpose purpose, and as such is merely seen as 'ruthless' rather than 'dickish'.



* GuestStarPartyMember: Mercenaries, Journeymen and Star Players are all hired for single matches out of your inducement money. They all have the Loner trait as well, making them unreliable.

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* GuestStarPartyMember: Mercenaries, Journeymen Journeymen, and Star Players are all hired for single matches out of your inducement money. They all have the Loner trait as well, making them unreliable.



** The tutorial of the 2010 computer game is... Somewhat lacking in explaining the actual mechanics of the game, entertaining though it may be. Expect to spend some hours reading the rulebook or a lot of trial and error.

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** The tutorial of the 2010 computer game is... Somewhat somewhat lacking in explaining the actual mechanics of the game, entertaining though it may be. Expect to spend some hours reading the rulebook or a lot of trial and error.



* ImplacableMan: The Block + Dodge + Stand Firm combination (which is thankfully rare since only two players -- Vampires and Amazon Blitzers -- can get it without at least one doubles roll) renders a player immune to Both Down, Defender Fumbles and Defender Moved results on the block die when attacked. Barring the attacker having its counter-skills (Wrestle, Tackle, Juggernaut), only one out of every six blocks (Defender Down) will affect them at all, with an equal chance of the attacker rolling an Attacker Down and going down instead.

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* ImplacableMan: The Block + Dodge + Stand Firm combination (which is thankfully rare since only two players -- Vampires and Amazon Blitzers -- can get it without at least one doubles roll) renders a player immune to Both Down, Defender Fumbles Fumbles, and Defender Moved results on the block die when attacked. Barring the attacker having its counter-skills (Wrestle, Tackle, Juggernaut), only one out of every six blocks (Defender Down) will affect them at all, with an equal chance of the attacker rolling an Attacker Down and going down instead.



** Also, although they're technically humans anyway, the [[AmazonBrigade Amazons]] who are even more average than the Humans- ALL their players have the same stat line (even their specialists) except for a few starting skills, and they don't have access to any "big guys" like Humans do.
** Vampires are probably the best example of a straight Jack when hired. They have average speed, but hit are as strong as any non-big guy MightyGlacier player and as agile, if not more so, as any FragileSpeedster player. Vampires also have access to most of the skills naturally, though they can only take Passing skills 1/6 of the time. The only skill set they can't get is Mutation, which is specific to Chaos based teams and the Skaven. They don't start with any skills specific to a particular role though, so skill selection determines what role they develop into. Due to the high stats, they are still competent blockers, passers, catchers and runners without the appropriate skills, but not as good at any individual role as most of the more specialized players.

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** Also, although they're technically humans anyway, the [[AmazonBrigade Amazons]] who are even more average than the Humans- ALL Humans -- ''all'' their players have the same stat line (even their specialists) except for a few starting skills, and they don't have access to any "big guys" like Humans do.
** Vampires are probably the best example of a straight Jack when hired. They have average speed, but hit are as strong hard as any non-big guy MightyGlacier player and are as agile, if not more so, as any FragileSpeedster player. Vampires also have access to most of the skills naturally, though they can only take Passing skills 1/6 of the time. The only skill set they can't get is Mutation, which is specific to Chaos based Chaos-based teams and the Skaven. They don't start with any skills specific to a particular role role, though, so skill selection determines what role they develop into. Due to the high stats, they are still competent blockers, passers, catchers catchers, and runners without the appropriate skills, but not as good at any individual role as most of the more specialized players.



* JokeCharacter: Goblin and Halfling teams are treated as this in the fluff; whenever they make an appearance it's usually so they get mocked by bad play results or how horrible they are at the game. Mechanically they are widely considered to be amongst the worst teams, both depending on a single gimmick (cheats/bribery and halfling master chefs, respectively) to make them mechanically viable, and mainly played for fun and CherryTapping potential.

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* JokeCharacter: Goblin and Halfling teams are treated as this in the fluff; whenever they make an appearance appearance, it's usually so they get mocked by bad play results or how horrible they are at the game. Mechanically Mechanically, they are widely considered to be amongst the worst teams, both depending on a single gimmick (cheats/bribery and halfling master chefs, respectively) to make them mechanically viable, and mainly played for fun and CherryTapping potential.



* KickThemWhileTheyAreDown: Doing this will get the player banned if the ref notices. At the same time, the ref is an EasilyDistractedReferee, so fouling is encouraged; especially with goblins.
* KillEmAll: Standard Chaos tactics, it works especially well against Halflings where it's common to knock the entire team, including the Treemen, out of commission (every round a team has no players to field, the other side gets an automatic touch-down).

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* KickThemWhileTheyAreDown: Doing this will get the player banned if the ref notices. At the same time, the ref is an EasilyDistractedReferee, so fouling is encouraged; encouraged, especially with goblins.
* KillEmAll: Standard Chaos tactics, tactics; it works especially well against Halflings Halflings, where it's common to knock the entire team, including the Treemen, out of commission (every round a team has no players to field, the other side gets an automatic touch-down).



** Khemri teams are painfully slow and have no players with an agility over 2. This makes them rather inept at handling the ball; even the dwarves can do ball handling more reliably than Khemri. However, they can hire 4 strength 5 tomb guardians, more strength than any other team except the ogres, and while tomb guardians can't get block except on doubles they don't have any Big Guy negative traits. A Khemri team can sail to a close victory over the broken bodies of their opponents, but if their Tomb Guardians go down the team is practically nothing but (literal) dead weight.
** Underworld consists of a rag-tag collection of the worst players from the skaven and goblin teams, who all suffer from animosity that means their ball handling never reliably crosses the species barrier. However, normal access to mutations and a very varied skill set (they're one of only two teams in the game to have normal access to ''all'' the game's skills, spread amongst their characters) means their MagikarpPower is second to none when it comes to flexibility even if their players are crap stat-wise.

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** Khemri teams are painfully slow and have no players with an agility over 2. This makes them rather inept at handling the ball; even the dwarves can do ball handling more reliably than Khemri. However, they can hire 4 strength 5 tomb guardians, more strength than any other team except the ogres, and while tomb guardians can't get block except on doubles doubles, they don't have any Big Guy negative traits. A Khemri team can sail to a close victory over the broken bodies of their opponents, but if their Tomb Guardians go down down, the team is practically nothing but (literal) dead weight.
** Underworld consists of a rag-tag collection of the worst players from the skaven and goblin teams, who all suffer from animosity that means their ball handling never reliably crosses the species barrier. However, normal access to mutations and a very varied skill set (they're one of only two teams in the game to have normal access to ''all'' the game's skills, spread amongst their characters) means their MagikarpPower is second to none when it comes to flexibility flexibility, even if their players are crap stat-wise.



** Ogres are pretty close to this- they have the standard 5 strength and 9 armor of most Big Guys but also have a decent 5 move allowance (faster than Trolls, Beasts of Nurgle, Deathrollers, Treemen, Tomb Guardians and Mummies) and, more importantly, 2 agility rather than the more common 1. Most significantly, they're the only Big Guy to actually get their own ''team.''
** Beyond the ranks of the Big Guys, Lizardman Saurus are strength 4, move 6 and armor 9, and the team can field 5 of them at once as well as their Kroxigor. Sure, they're only agility 1, but skill them up enough and a Lizardman team can float like a butterfly and sting like a steamroller.
** Chaos Dwarf Bull Centaurs have strength 4, move 6 and armor 9, can sprint and are sure-footed which means they can go up to 9 squares every turn barring some very unlucky rolling. They also have agility 2, making them viable (if less-than optimal) ball carriers. You can only field 2 of them, however, and they're expensive as heck.
* LuckManipulationMechanic: Many abilities (such as Sure Hands, Dodge, or Pass) allow to reroll failed actions without using a team reroll, others add to what ever dice roll you make (Accuracy adds +1 to pass rolls) or decrease the rolls made by your enemies (Prehensive tail -1 to enemy dodge rolls).
* MagikarpPower: Teams that need a few gained skills on their players before they hit their stride are in this category, and tend to do well at mid-to-high TV play. Examples of this kind of team are lizardmen and chaos, as well as chaos dwarves, chaos pact, underworld and necromantics.

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** Ogres are pretty close to this- this -- they have the standard 5 strength and 9 armor of most Big Guys Guys, but also have a decent 5 move allowance (faster than Trolls, Beasts of Nurgle, Deathrollers, Treemen, Tomb Guardians Guardians, and Mummies) and, more importantly, 2 agility rather than the more common 1. Most significantly, they're the only Big Guy to actually get their own ''team.''
** Beyond the ranks of the Big Guys, Lizardman Saurus are strength 4, move 6 6, and armor 9, and the team can field 5 of them at once as well as their Kroxigor. Sure, they're only agility 1, but skill them up enough and a Lizardman team can float like a butterfly and sting like a steamroller.
** Chaos Dwarf Bull Centaurs have strength 4, move 6 6, and armor 9, can sprint sprint, and are sure-footed sure-footed, which means they can go up to 9 squares every turn barring some very unlucky rolling. They also have agility 2, making them viable (if less-than optimal) ball carriers. You can only field 2 of them, however, and they're expensive as heck.
* LuckManipulationMechanic: Many abilities (such as Sure Hands, Dodge, or Pass) allow to reroll failed actions without using a team reroll, others add to what ever whatever dice roll you make (Accuracy adds +1 to pass rolls) or decrease the rolls made by your enemies (Prehensive tail -1 to enemy dodge rolls).
* MagikarpPower: Teams that need a few gained skills on their players before they hit their stride are in this category, and tend to do well at mid-to-high TV play. Examples of this kind of team are lizardmen and chaos, as well as chaos dwarves, chaos pact, underworld underworld, and necromantics.



* MassiveRaceSelection: This has at least 11 distinct playable races that can form teams: humans, elves, dwarves, nurgles, undead, lizardmen, halflings, orks, goblins, ogres, skaven. Then they get even further divided into different factions.
* {{Metagame}}: Depending on what teams and skills are popular in a given league, some skills become more or less valuable. The most obvious example is tackle, which serves solely to cancel the effects of the Dodge skill, and therefore is nearly useless unless you're facing many agile teams.

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* MassiveRaceSelection: This game has at least 11 distinct playable races that can form teams: humans, elves, dwarves, nurgles, undead, lizardmen, halflings, orks, goblins, ogres, skaven. Then they get even further divided into different factions.
* {{Metagame}}: Depending on what teams and skills are popular in a given league, some skills become more or less valuable. The most obvious example is tackle, Tackle, which serves solely to cancel the effects of the Dodge skill, and therefore is nearly useless unless you're facing many agile teams.



* MultipleHeadCase: The Two Heads mutation is a physical ability available to any player on a Chaos, Nurgle and Skaven team that gives them a bonus to their Dodge rolls. The Skaven are particularly fond of this mutation with their most famous Star Player, Tarsh Surehands, having a pair of heads. Unfortunately Tarsh strangled himself to death after his heads got into an argument about a missed pass
* {{Mutants}}: Any non-undead, non-daemonic race that has been tainted directly or indirectly by Chaos have a chance of having their characters become one, including the Underworld and Skaven teams. With some exceptions like Hideous Appearance, Tentacles and Claws etc., many of these mutations aren't quite as potent as more standard skills but they give otherwise limited players a lot of flexibility (for example a Beastman is normally a mediocre catcher as he just has average agility and no Catch skill, but if gains an extra arm he gets a fairly hefty +1 to catching a thrown ball or picking a loose ball off the ground and for his agility of 3 that +1 may be better than getting the extra re-roll from the Catch skill that he'll likely just botch again).

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* MultipleHeadCase: The Two Heads mutation is a physical ability available to any player on a Chaos, Nurgle Nurgle, and Skaven team that gives them a bonus to their Dodge rolls. The Skaven are particularly fond of this mutation mutation, with their most famous Star Player, Tarsh Surehands, having a pair of heads. Unfortunately Unfortunately, Tarsh strangled himself to death after his heads got into an argument about a missed pass
pass.
* {{Mutants}}: Any non-undead, non-daemonic race that has been tainted directly or indirectly by Chaos have a chance of having their characters become one, including the Underworld and Skaven teams. With some exceptions like Hideous Appearance, Tentacles and Claws Claws, etc., many of these mutations aren't quite as potent as more standard skills skills, but they give otherwise limited players a lot of flexibility (for example example, a Beastman is normally a mediocre catcher catcher, as he just has average agility and no Catch skill, but if gains an extra arm arm, he gets a fairly hefty +1 to catching a thrown ball or picking a loose ball off the ground ground, and for his agility of 3 3, that +1 may be better than getting the extra re-roll from the Catch skill that he'll likely just botch again).



** Ogre Star Player Morg'n'Thorg once boasted that he could probably beat an entire 16-player Halfling team by himself, and outraged by his arrogance, a team called the Moot Mighties challenged him to do so. While not supported by the actual game rules, according to the fluff the result of the game was.... Not pretty, for the Halflings.
** Certain players - especially Star Players - have stats and skills that make them appropriate to play in any position, be it fighting in a melee or running to score. This occasionally results in a spectacular drive in which one player tackles the opposing ball carrier, picks up the ball, dodges their way through the rest of the opposing team and runs in a touchdown almost unaided by their team mates.
* OurZombiesAreDifferent: Two kinds. Zombies (which are more or less the linemen of the Necromantic and Undead teams), are of the voodoo variety (although they are corpses), high armor and regeneration makes them hard to take down for a unit of their cost, but tied for the third slowest unit in the game. Nurgle rotters are more on the line of plague zombies, on the other hand, are faster and have the same armor, but have decay, which means they are very prone to injury. Any unit they (or another Nurgle unit) kill may turn into a rotter.
* OvershadowedByAwesome: Armour Value increases share a result with the much more useful Movement increase, making Armour Value essentially the DumpStat. Things aren't helped by Armour being perhaps the most situational stat: Strength, Agility and Movement are pretty much always useful, while Armour only comes into play if you get knocked down or fouled.
* PluckyGirl: Former pig farmer turned Star Blitzer Karla von Kill has had to deal with low level sexism from Cablevision reporters, as well as major injuries caused by Minotaur that apothecaries said should have ended her career but has been determined to push onwards regardless. Karla’s attitude is was ably demonstrated during the 2492 Blood Bowl final where she attempted to stop the Mighty Zug only to be knocked out for her trouble. Karla didn’t let this stop her however and, once she regained consciousness, immediately singled out Zug again and actually managed to knock down the famously solid Blocker, something that gained her a nod of respect from Zug himself.
* PowerCreepPowerSeep: The PC game's ''Chaos Edition'' introduces the Khorne team, whose BigGuy is a Bloodthirster. As a Big Guy it is very good at its role but only has Strength 5, same as the Ogre and the Kroxigor. In normal ''Warhammer'' a bloodthirster has twice the strength of those two units and could single-handedly destroy a regiment of ogres.

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** Ogre Star Player Morg'n'Thorg once boasted that he could probably beat an entire 16-player Halfling team by himself, and outraged by his arrogance, a team called the Moot Mighties challenged him to do so. While not supported by the actual game rules, according to the fluff fluff, the result of the game was.... Not pretty, for the Halflings.
** Certain players - -- especially Star Players - -- have stats and skills that make them appropriate to play in any position, be it fighting in a melee or running to score. This occasionally results in a spectacular drive in which one player tackles the opposing ball carrier, picks up the ball, dodges their way through the rest of the opposing team team, and runs in a touchdown almost unaided by their team mates.
* OurZombiesAreDifferent: Two kinds. Zombies (which are more or less the linemen of the Necromantic and Undead teams), teams) are of the voodoo variety (although they are corpses), corpses); high armor and regeneration makes them hard to take down for a unit of their cost, but tied for the third slowest unit in the game. Nurgle rotters rotters, on the other hand, are more on the line of plague zombies, on the other hand, zombies; they are faster and have the same armor, but have decay, which means they are very prone to injury. Any unit they (or another Nurgle unit) kill may turn into a rotter.
* OvershadowedByAwesome: Armour Value increases share a result with the much more useful Movement increase, making Armour Value essentially the DumpStat. Things aren't helped by Armour being perhaps the most situational stat: Strength, Agility Agility, and Movement are pretty much always useful, while Armour only comes into play if you get knocked down or fouled.
* PluckyGirl: Former pig farmer turned Star Blitzer Karla von Kill has had to deal with low level low-level sexism from Cablevision reporters, as well as major injuries caused by Minotaur that apothecaries said should have ended her career career, but has been determined to push onwards regardless. Karla’s attitude is was ably demonstrated during the 2492 Blood Bowl final final, where she attempted to stop the Mighty Zug Zug, only to be knocked out for her trouble. Karla didn’t let this stop her however and, her, however, and once she regained consciousness, she immediately singled out Zug again and actually managed to knock down the famously solid Blocker, something that gained her a nod of respect from Zug himself.
* PowerCreepPowerSeep: The PC game's ''Chaos Edition'' introduces the Khorne team, whose BigGuy is a Bloodthirster. As a Big Guy Guy, it is very good at its role role, but only has Strength 5, same as the Ogre and the Kroxigor. In normal ''Warhammer'' ''Warhammer'', a bloodthirster has twice the strength of those two units and could single-handedly destroy a regiment of ogres.



* PsychoPrototype: Hakflem Skuttlespike was the first successful attempt by the masters of Clan Rigens to breed a player equal to Tarsh Surehands, the most talented Skaven to ever take to the Blood Bowl pitch. The plan to create an entire team of such players failed however, when the vicious and jealous Skuttlespike began slaughtering any and all subsequent creations that had the potential to equal or surpass his abilities.

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* PsychoPrototype: Hakflem Skuttlespike was the first successful attempt by the masters of Clan Rigens to breed a player equal to Tarsh Surehands, the most talented Skaven to ever take to the Blood Bowl pitch. The plan to create an entire team of such players failed failed, however, when the vicious and jealous Skuttlespike began slaughtering any and all subsequent creations that had the potential to equal or surpass his abilities.



* RandomNumberGod: As described at the top of the page, Blood Bowl's RandomNumberGod is directly referenced in the game's backstory as Nuffle, the Patron God of the Game, and has been adopted by players as someone to appeal to when they need a critical dice roll to succeed. [[FailureIsTheOnlyOption It works about as well as one would expect]].

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* RandomNumberGod: As described at the top of the page, Blood Bowl's RandomNumberGod is directly referenced in the game's backstory as Nuffle, the Patron God of the Game, and has been adopted by players as someone to appeal to when they need a critical dice roll to succeed. [[FailureIsTheOnlyOption It works about as well as one would expect]].expect.]]



* SeriousBusiness: Blood Bowl has basically replaced full scale war, and even, in a fashion, brought about peace; even the forces of Chaos no longer try to slaughter the world, instead focusing on dominating the Blood Bowl tournament. In fact, the first game stopped a battle between Dwarves and Orcs, two races that have been fighting for generations.

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* SeriousBusiness: Blood Bowl has basically replaced full scale full-scale war, and even, in a fashion, brought about peace; even the forces of Chaos no longer try to slaughter the world, instead focusing on dominating the Blood Bowl tournament. In fact, the first game stopped a battle between Dwarves and Orcs, two races that have been fighting for generations.



** A number of canon Blood Bowl teams are named after real life American Football teams, such as the [[http://en.wikipedia.org/wiki/Oakland_Raiders Orcland Raiders]], the [[http://en.wikipedia.org/wiki/New_York_Giants Dwarf Giants]] and the [[http://en.wikipedia.org/wiki/Dallas_cowboys Darkside Cowboys]].

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** A number of canon Blood Bowl teams are named after real life American Football teams, such as the [[http://en.wikipedia.org/wiki/Oakland_Raiders Orcland Raiders]], the [[http://en.wikipedia.org/wiki/New_York_Giants Dwarf Giants]] Giants]], and the [[http://en.wikipedia.org/wiki/Dallas_cowboys Darkside Cowboys]].



** When scoring, Bretonnian Knights in the second game will praise the sun.

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** When scoring, Bretonnian Knights in the second game will [[Franchise/DarkSouls praise the sun.sun]].



* ShaggyDogStory: The comic is mostly about Kalter Morder, an assassin undercover in the Blood Bay Hackers, who takes contracts on opposing players. After the Dwarf Giants game, he receives a contract on one of his own teammates, star player Dunk Hoffnung, and is told to make it look like an on-field accident. He's constantly foiled by the chaos of the game throughout the season. After the Hackers win the championship, Hoffnung is momentarily distracted by his amorous fiancée and Morder moves for the kill... [[spoiler: only to be killed by the team's coach, who has decided to "cut" him from the team.]]
* SiblingTeam: The Swift Brothers, Lucien and Valen, are a pair of Elven twins who, since reconciling with each other after a long running feud, have refused to play for any team individually. As a Star Blitzer and Thrower who have been practicing together for more than a century, the pair combine into a strong team with the only downside being the cost of hiring them (only Morg ‘n’ Thorg is more expensive).

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* ShaggyDogStory: The comic is mostly about Kalter Morder, an assassin undercover in the Blood Bay Hackers, who takes contracts on opposing players. After the Dwarf Giants game, he receives a contract on one of his own teammates, star player Dunk Hoffnung, and is told to make it look like an on-field accident. He's constantly foiled by the chaos of the game throughout the season. After the Hackers win the championship, Hoffnung is momentarily distracted by his amorous fiancée fiancée, and Morder moves for the kill... [[spoiler: only [[spoiler:only to be killed by the team's coach, who has decided to "cut" him from the team.]]
* SiblingTeam: The Swift Brothers, Lucien and Valen, are a pair of Elven twins who, since reconciling with each other after a long running long-running feud, have refused to play for any team individually. As a Star Blitzer and Thrower who have been practicing together for more than a century, the pair combine into a strong team team, with the only downside being the cost of hiring them (only Morg ‘n’ Thorg is more expensive).



** Dwarf teams are the orc team UpToEleven: They're even slower and even better at making giant man-piles to crush their opponents, but they're even slower, less dodgy and only have one way to win, making them extremely predictable and thus easier to counter if you know what you're doing.

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** Dwarf teams are the orc team UpToEleven: They're even slower and even better at making giant man-piles to crush their opponents, but they're even slower, less dodgy dodgy, and only have one way to win, making them extremely predictable and thus easier to counter if you know what you're doing.



* TheSleepless: Due to an addiction to Madcap Mushrooms, the Goblin Star Player, and former apprentice to the inventor of the pogo stick, Scrappa Sorehead hasn’t slept a wink in over three years. Scrappa himself is perfectly fine with this situation as his obsession with his pogo stick is such that he refuses to get down from the device for even a moment’s rest.
* SteamPunk: A game starring Elves, Dwarfs, Orcs and Goblins also features gas-powered chainsaws and [[ShapedLikeItself steam-powered steamrollers]] as special models.
* StoneWall: Nurgle. Practically every player worth his salary has high AV, ignores 1 in 6 blocks and regenerates from injuries, they can throw cheap rotters at opponents in hu-errr, rotter wave attacks, their Big Guy starts with one of the greatest 'roadblock' skills and half the team has skills that makes the idea of passing around them a sad joke, making them very good at defending against opposing drives. On offence they're a slower and less agile Chaos team with dead weight players that are useless for anything but marking, no ball handling skills, and an unreliable and slow Big Guy.
* StoutStrength: The Skaven Star Player Glart Smashrip is not only insanely obese but also the strongest Skaven player in the game who isn’t a Rat Ogre.

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* TheSleepless: Due to an addiction to Madcap Mushrooms, the Goblin Star Player, and former apprentice to the inventor of the pogo stick, Scrappa Sorehead hasn’t slept a wink in over three years. Scrappa himself is perfectly fine with this situation situation, as his obsession with his pogo stick is such that he refuses to get down from the device for even a moment’s rest.
* SteamPunk: A game starring Elves, Dwarfs, Orcs Orcs, and Goblins also features gas-powered chainsaws and [[ShapedLikeItself steam-powered steamrollers]] as special models.
* StoneWall: Nurgle. Practically every player worth his salary has high AV, ignores 1 in 6 blocks and regenerates from injuries, they can throw cheap rotters at opponents in hu-errr, rotter wave attacks, their Big Guy starts with one of the greatest 'roadblock' skills skills, and half the team has skills that makes the idea of passing around them a sad joke, making them very good at defending against opposing drives. On offence offence, they're a slower and less agile Chaos team with dead weight players that are useless for anything but marking, no ball handling skills, and an unreliable and slow Big Guy.
* StoutStrength: The Skaven Star Player Glart Smashrip is not only insanely obese obese, but also the strongest Skaven player in the game who isn’t a Rat Ogre.



* TakingYouWithMe: The Wrestle skill counters the Block skill by sending both characters into the floor on a Both Down result, which characters with Block usually ignores. Since you don't roll for armour when using Wrestle, though, there's no chance of either player getting actually injured and it doesn't cause a turnover either (unless your ball carrier gets wrestled).
* ThrowDownTheBomblet: Players with the Bombardier skill (such as the Goblin Bombardier, and the star players Bomber Dribblesnot and Boomer Eziasson) are armed with bombs that they can throw in the same way as making a pass. Use such weapons will get them automatically sent off by the referee at the end of the drive.

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* TakingYouWithMe: The Wrestle skill counters the Block skill by sending both characters into to the floor on a Both Down result, which characters with Block usually ignores.ignore. Since you don't roll for armour when using Wrestle, though, there's no chance of either player getting actually injured and it doesn't cause a turnover either (unless your ball carrier gets wrestled).
* ThrowDownTheBomblet: Players with the Bombardier skill (such as the Goblin Bombardier, and the star players Bomber Dribblesnot and Boomer Eziasson) are armed with bombs that they can throw in the same way as making a pass. Use Using such weapons will get them automatically sent off by the referee at the end of the drive.



* UnPerson: A bit of an unusual one: Slann teams are pretty much treated by Games Workshop as though they didn't exist, but Games Workshop has no creative control over the rulebook. In other words the race is still in the rulebook but no supplementary material, models or mentions of the team exists in any Games Workshop-controlled media.

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* UnPerson: A bit of an unusual one: Slann teams are pretty much treated by Games Workshop as though they didn't exist, but Games Workshop has no creative control over the rulebook. In other words words, the race is still in the rulebook rulebook, but no supplementary material, models models, or mentions of the team exists in any Games Workshop-controlled media.



* UntouchableUntilTagged: Players with the Block and Dodge combos, coupled with high Agility can weave in and out of tackle zones and easily fend off opponents going for a block attempt. But if something actually lands, expect the player to be on his back and a recipient of stomps from 3 or more opponents.
* UselessUsefulSpell: The Stabbing skill sounds useful, it gives your player an attack that automatically makes an unmodified roll against the enemies' armour. This means the enemy can't fight back against it, like a regular block attempt would. However, being unmodified means that no positive or negative bonus is applied to the roll. So Dirty Blow and Niggling Injuries don't apply and high AV opponents can easily shrug off a stab attempt. Even worse, because Stabbing isn't a block attempt, if the roll fails to damage an enemy then there's no possibility of a knockdown. This makes Stabbing only effective against weak opponents like goblins or halflings, and against those you can simply hammer them with a regular block.

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* UntouchableUntilTagged: Players with the Block and Dodge combos, coupled with high Agility Agility, can weave in and out of tackle zones and easily fend off opponents going for a block attempt. But if something actually lands, expect the player to be on his back and a recipient of stomps from 3 or more opponents.
* UselessUsefulSpell: The Stabbing skill sounds useful, useful; it gives your player an attack that automatically makes an unmodified roll against the enemies' armour. This means the enemy can't fight back against it, like a regular block attempt would. However, being unmodified means that no positive or negative bonus is applied to the roll. So Dirty Blow and Niggling Injuries don't apply and high AV opponents can easily shrug off a stab attempt. Even worse, because Stabbing isn't a block attempt, if the roll fails to damage an enemy enemy, then there's no possibility of a knockdown. This makes Stabbing only effective against weak opponents like goblins or halflings, and against those those, you can simply hammer them with a regular block.



** Dwarf blockers start with Block and Tackle to compensate for their bad agility (2) and their absolutely atrocious movement (4). However, those two skills and their AV of 9 means they'll stay relevant as roadblocks even into long tournaments even if (or perhaps exactly ''because'') they hardly ever skill up.

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** Dwarf blockers start with Block and Tackle to compensate for their bad agility (2) and their absolutely atrocious movement (4). However, those two skills and their AV of 9 means they'll stay relevant as roadblocks even into long tournaments tournaments, even if (or perhaps exactly ''because'') they hardly ever skill up.



** Snotlings and Halflings are the cheapest and second cheapest players in the game, and the easiest to kill. Do the math.

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** Snotlings and Halflings are the cheapest and second cheapest second-cheapest players in the game, and the easiest to kill. Do the math.



** Skaven coaches tend to sacrifice their linerats by the dozen by making them base opposing players' pieces so their gutter runners and stormvermin can work unmolested.

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** Skaven coaches tend to sacrifice their linerats by the dozen by making them base block opposing players' pieces so their gutter runners and stormvermin can work unmolested.
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