![]() ![]() Tackled players aren't immediately eliminated but tipped sideways to show their "downed" Star Power, a smart feature that allows for another layer of distinction between players. Roll one die against a player of equal strength, and if the tackling player is weaker than the target, roll two and your opponent can pick which to use (meaning you must roll "double tackles" to succeed). If the tackling player is stronger, you roll two dice and pick one (with only a small chance to fail). The tackle dice are another streamlined mechanic that works great without having to think about it. ![]() When a player with the tackling skill is placed at a match-up, his manager may choose an opposing player to attempt to tackle. Tackling: Not surprisingly, players can tackle each other. It's a tiny mechanic, yet captures the shifting momentum of a football game perfectly. Teams get the ball token by playing cards with Passing skill icons effectively, passing gets you a temporary +2 Star Power, which can be stolen if an opposing player uses the passing skill or the ball carrier gets tackled (see below). When a match-up is resolved, the ball is worth +2 Star Power (about a player worth). Passing: Each match-up has a ball token, which represents superior ball control by the team who carries it. All of them together help make every contest tense and surprising in different ways. ![]() Each of the four skills embodies mechanics borrowed from other games, and they are incredibly simple and effective. In addition to Star Power, every player has one or more Skills, and possibly a special ability. ![]() It can be difficult (and delightful) to choose how and when to play your cards most effectively, and when to cut your losses on a losing contest in order to reinforce a different one. Managers take turns placing their cards (players) on a handful of match-ups each round, hoping to have the highest total Star Power at each match-up. Team Manager's core mechanic is a 2-4 player extension of the Battle Line/ Balloon Cup formula, which itself is an evolution of trick taking games. It's incredibly simple to play, but features some slick mechanics that add depth and reinforce the (ridiculous) theme. I usually skip guard on the Bulls too, but you can certainly mix that in, and if you never roll doubles for dodge it will just come as nothing else looks better.I didn't expect much from Blood Bowl: Team Manager – The Card Game, and so I was blown away when it turned out to be a meaty little euro. ST and MA are so good on Bulls it's ridiculous. Again stats are always great, though for this guy, AG isn't super necessary, but it's still almost impossible to turn down. After that you again look at what you need and can go with mighty blow (though I don't like this on Bulls that much) stand firm. So that bull has block/break tackle/tackle, and again, dodge ideally on doubles. The other bull is a safety, not a blitzer, I want to blitz with some clawpomb blocker, or at least get value blocks from my blockers. After that you hope for more stats (doubles not as useful unless you want side step over stand firm) or you just add tackle because it's always nice at higher TVs and stand firm or fend or something at legend. I like to build one bull as a ball carrier, so block/break tackle/sure hands and hopefully dodge. The only time you shouldn't take break tackle on a bull is if you rolled +AG, and even then you still might take it unless you roll another +AG. ![]()
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