
The human linemen have very reasonable characteristics and cost, and they're the only players of your team who don't suffer from Animosity. The thrower lacks Sure Hands, but given the team's dire need of rerolls, you may want to give him Leader as soon as possible. Your two dedicated ball handlers, the thrower and the dark elf, suffer from Animosity. On the bright side, the roster offers a lot of variety and everyone has access to Mutations. Expensive rerolls combined with negative traits like Animosity and Loner and an absence of positive skills means that Turn Overs are to be expected. PlaystyleWhile fielding three Big Guys sounds fun, this team is actually hard to run.

Winnings are no longer random: their calculation includes the total Dedicated Fans of both teams and the amount of TDs that your team has scored.Fouls are now affected by friendly and hostile Guards.The rule is unchanged, it's only a cosmetic change. Go For It (GFI) has been renamed Rush.

Interceptions allow the player to either catch the ball himself as usual, or deflect (scatter) it instead.Any player can now jump over a prone or stunned player, but not over an empty square or a standing player.You can now burn as many rerolls as you have during a turn, though a roll can never be rerolled more than once. Rerolls are no longer limited to one per turn.See the section PLAYER SKILLS for all details. Rather than fixed levels and random rolls, you now spend SPP on different bonuses with different costs: Primary skills, Secondary skills and characteristic upgrades. You have more control over the upgrades of your players.Agility, Passing and Armor are presented as a score to reach, such as 4+, instead of a raw characteristic, such as 3.Passing is only used to throw the ball or throw a player.

The new Agility is used to dodge, leap, pick up the ball and catch a pass.
