LADDER LEAGUE 2025/2026
To avoid the season dragging out too long, games are to be played on a weekly basis if possible.
It is the responsibility of the players from each match up to organise a suitable time during the week to do their game.
The competition proceeds via a system of challenges.
Any player can challenge a player above them on the ladder.
These challenges generally should not or can not be declined.
Players may only challenge an opponent that is above their position on the ladder board.
If the lower-placed player loses, then they may not challenge the same person again without challenging or be challenged by someone else first.
If both players cannot line up a time, then they can request an extension. Obviously extensions can be awarded if you were in hospital for a week or had a booked a holiday away etc. We must keep on top of how long each round goes otherwise we run the risk of players losing interest and other priorities coming into play. We all work various times and have commitments but if the 8 other peoples in the league can find 2 hours a week, you can too.
If one player cannot find time during the entirety of the week but the other player has proposed multiple available times, the available player will play their game against the league substitute player. It is the responsibility of the player who cannot attend the fixture to organise their team for the substitute player.
5 missed games equal a forfeit from the league.
Sometimes we will finish a round before the two week period is over. If this is the case the next round begins straight away. We will find that some rounds get smashed out quickly and other we need the full week.
Rounds are to be played during Mondays.
The ladder is updated at the conclusion of every game.
Team positions are determined by the number of League Points they have.
Every team will play a total of 21 games.
If teams are tied on points their position is determined by the following, in order:
TD difference
Casualty difference
Most touchdowns
Least Touchdowns conceded
Most casualties inflicted
Least casualties conceded
These a just a few things that should be practiced during games to avoid arguments and so the enjoyment of both players is kept throughout the match.
- Players should swap team sheets at the beginning of a match and check each other’s Current Team Value. This is also an opportunity to have a glance at your opposition team’s players and may help you decide what inducement to hire.
- When purchasing inducements using your treasury, this does not increase your team value when working out petty cash before a game.
- The kicking team is determined by the flip of the home team’s blood bowl token. If the blood bowl side lands face up, then it is the away team which gets to choose to kick off or not. If it lands on the home team’s symbol, then they choose to receive or kick.
- The Home team gets 1 extra point of fan factor for the duration of that game
- The Home team elects which weather table to use.
- The home team must also roll the D8 after the initial weather roll to determine if a special ball is used. On a roll of 1, a random special ball will be used during the game. The home team player rolls a die to select one. If a 2 is rolled on the D8 then the home team may select any one special ball to use for the duration of the game.
- Time limits are not necessary but if both players agree you can play turns to a 4-minute limit. If halfway through the game you find you are pressed for time, it is getting late etc. and you haven’t been using 4-minute turns, then this is the time to employ them. When using 4-minute turns a player must conclude his turn when the timer goes off. If he is midway through a model’s activation, he may finish that activation then must end his turn. Predetermining order of activations does not mean your time is extended.
- Decide with your opponent your position on cocked dice. It’s recommended you don’t count any roll unless it is completely flat on the board or in a dice tray. If you choose to count cocked dice, ensure you are both in agreement.
- Move your turn marker up before the beginning of your turn. If you forget to do this, the moment after which you have moved a model, rolled a dice etc. your opponent may remind you to do so.
- One person should keep track of all awarded SPP and Fouls. Use the match report document to note down all in game events, injuries etc. Use this sheet at the end of the game to award SPP. This sheet must also be sent to League Comissar who will use the information provided to update the awards table.
- Players who are sent-off for two consecutive matches must miss their next game as a suspension. This does not include players sent off with secret weapons
- Write down every Foul committed. Even those which do not force an injury roll. The dirtiest player doesn’t mean he is the most effective at actually hurting people!
- When the game is finished follow the sequence below:
1. Choose each other’s MVP and worst players
2. Update MNG’s and other suspensions
3. Award Star Player Points
4. Earn winnings
5. Update Dedicated Fans
6. Spend SPP (this can be done later however the match report must be updated accordingly)
7. Spend Treasury
8. Roll for expensive mistakes if you qualify (consult crisis event table if an a mistake is rolled plus record who witnessed the roll)
9. Resolve any other ongoing effects from sponsors etc. (all rolls must be recorded on the match report document and list who witnessed the roll)
10. Re-calculate Current and overall Team Values
11. Send through results
- SPP and treasury must be spent in the Post-Game sequence. You cannot do this before a game. This is to avoid, people hiring and getting skills tailored to the opposition’s team and will stop players forgetting to do their Expensive Mistakes roll.
- Expensive mistakes must use the house rule table as well
- If you spend star play points and make a random skill/characteristic roll you must ensure someone witnesses the roll otherwise the roll is void and the SPP lost. This goes for updating the match report. If it is not done the above comes into effect.
This season the rules for on-field refs will be used as per the Spike! Almanac book.
If after a game you qualify to purchase a stadium as per the Deathzone rules, you keep this as your home stadium. All home games use that specific stadium rules until a different stadium is bought or it is sold.
MINOR CRISIS
MAJOR CRISIS / CATASTROPHE
Finals are played at the conclusion of the season between the top 4 teams off the league ladder.
Top 4 teams qualify for the finals.
Special balls are not used in finals
Suspensions and injuries are all carried over into finals however apply a rest week in between finals games.
Players continue to earn SPP into finals however, the awards tables are finalised at the end of round 21 of the league. Finals do not count towards the awards.