During each drive the ball starts out as a Bombn' Ball with a countdown timer of 6 (this can be marked on the kicker's turn tracker using an extra token). Start the Bombn' Ball token on 6. The coach of the receiving team will roll the 6 sided BOMB! Die at the end of each of their turns:
If the marker ever moves off the turn track (to the "zero" space), the ball is removed from play and an explosion occurs. The coach of the receiving team may choose to spend a team re-roll on the Bombn' Ball roll on their turn.
When the ball explodes, any player carrying the ball is automatically knocked down and an armor roll is made. Additionally, roll a d6 for each player adjacent to the ball (standing or prone). On a 4+ they are knocked down and a normal armor roll is made.
After the ball has exploded, a replacement ball is thrown in by the sideline official. Place another Bombn' Ball in the space where the Bombn' Ball was, then scatter (3d8) the ball. This new Bombn' Ball will start a with a new countdown timer of 6 and will behave exactly as the previous ball. The fuse roll will still occur at the end of the receiving team's turn.
The rules are below.
If a player is caught stalling the Bomb'n Ball immediately explodes
1,150,000 gc with tier based skill bonuses
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