
Tech?No!Bowl: MF!C North
- 2 jugadores
- 45–90 min
- 2017

2017
Ayuda con las reglas de Techno Bowl: Arcade Football Unplugged
Explicaciones claras de turnos, efectos de cartas y situaciones dudosas, con referencias a fuentes oficiales e historial de preguntas guardado.
Para 2 jugadores

¿Qué quieres saber?
Las respuestas salen del reglamento oficial, con la página para comprobarlo.
Techno Bowl: Arcade Football Unplugged es un juego de mesa publicado en 2017 para 2 jugadores, con partidas de 45 a 90 minutos y a partir de 14 años. Fue diseñado por Brent Spivey y sus mecánicas principales son Hand Management, Dice Rolling y Simultaneous Action Selection.
En inglés
TECH? NO! Forget about expensive game systems, emulators, disconnected online games, and high-priced yearly roster updates. TECHNO BOWL takes everything you love about arcade and video game football classics like Tecmo Bowl, NFL Blitz, and Madden and puts it all on the tabletop. 1UP And as if that isn’t cool enough, it also gives you a feature that gamers have long asked for but never gotten… until now! What is it you ask? As a coach in TECHNO BOWL, you will design your own formations and plays. That’s right. Let me say it again. You get to design your own formations and plays. And I’m not talking about choosing several formation cards, lining up elements on a chart, or utilizing some other abstraction. This is putting the power to effortlessly create real football formations and plays into your hands. ZERO DOWN TIME Thanks to the BOX SPORTS ENGINE, there is almost zero down time in the game [except for half time and timeouts of course!]. Coaches are constantly involved, and the on-field players are always interacting with one another as skill checks and ever evolving plays result in: free actions, reactions, read-and-reacts, and offensive and defensive adjustments. Add to that real world timers for setting up formations and selecting plays, and you have a truly dynamic fast-paced tabletop football experience. UNPARALLELED FOOTBALL GAMEPLAY TECHNO BOWL delivers that authentic football feel like no game before it. Establish the running game by punching it in between the tackles or tossing it to a back for an outside sweep. Launch an air offensive while sitting in the pocket or throwing on the run with laser accurate throws directly to the receiver or exciting route passes where you lead the receiver in hopes of beating the coverage. Defense can run man, zone, and mixed defensive packages and bring the blitz. Oh, can it bring the blitz! No matter which strategy you choose, the gameplay will look, feel, and flow like a real football play. OPTIONS TECHNO BOWL is all about options, and there’s a game mode, team, and play style for everyone. You even have the option to run an option! MODES There are five different modes of play. Each of these brings a different experience to the table. - TECHNO is 7-vs-7 with no skills and no field goals. - ALL TECHNO is 7-vs-7 with skills but no field goals. - INFERNO! It’s ALL TECHNO with more awesome and fire! [more later] - PRO is 8-vs-8 with no skills but includes field goal rules. - ALL PRO is 8-vs-8 with skills and field goal rules. Each of these modes offers a completely different game experience, and I know what you’re thinking. How does adding an extra couple of players to the field [and the ability to kick field goals] equate with an entirely different mode? Trust me. Having that extra player on both sides of the ball quite literally changes everything. MAD SKILLS When playing in modes that utilize special skills and abilities, coaches will have access to three types of players: - IMPACT - STAR - SUPERSTAR These players will come equipped with one or more of the 26 skills found in the game. That count of 26 skills doesn’t even include core fundamentals or INFERNO MODE specific skills. SKILL Speaking of skills, TECHNO BOWL is a game of skill and not a random ‘dice fest’. The 2d6 rolls used for skill checks mean that coaches won’t fall prey to straight-line probabilities or random chaos. Winning is about getting the right match and modifiers to deliver a high percentage roll, having a plan when you get an unusually poor result, and knowing the right time to make a high risk roll for a shot at a very high payoff. Of course, your formations, play calling, and player positioning create these opportunities. PLAYMAKER DIE The PLAYMAKER die powers some of the special skills in the game like stiff arms and spin moves allowing for sophisticated passive abilities to be triggered without the need for complex rules. TEAMS There are 32 teams in the MORE FUN LEAGUE [MFL], and each of these has its own unique play style. This means that you’re not just trying to get into the head of the coach that’s sitting across the table from you, but that you have to take into consideration the strengths and weaknesses of the players on the specific rosters that you and your opponent are using. PLAYER SKILL RATINGS The player skill rating system ensures that coaches and spectators will know how well or poorly a player performs fundamental actions by simply looking at the jersey number! No need to look at charts or extended stat lines. The league skill cap manages team composition so that you are never taxed to remember an insane number of special abilities or which players have them. Coaches get beaten by other coaches and NOT the rules. Welcome to the More Fun League!
Según el catálogo, Techno Bowl: Arcade Football Unplugged admite 2 jugadores. Es el número de jugadores indicado por la editorial, así que el juego está diseñado exactamente para esa cantidad de participantes. Las variantes para otros tamaños de grupo, si existen, se describen en el reglamento de tu edición; consúltalo antes de preparar otra configuración.
La duración indicada para Techno Bowl: Arcade Football Unplugged es de 45 a 90 minutos, la estimación de la editorial para una partida completa. El tiempo real depende del grupo, del número de jugadores y del conocimiento de las reglas: las primeras partidas suelen alargarse y los grupos con experiencia terminan antes. La preparación y la explicación de las reglas no están incluidas.
El catálogo indica Techno Bowl: Arcade Football Unplugged a partir de 14 años. Es la recomendación de la editorial y refleja la lectura necesaria, la complejidad de las reglas y las piezas pequeñas, no solo el tema. Los más pequeños a menudo pueden jugar con ayuda de un adulto: comprueba la edad recomendada en tu edición y la experiencia de tu grupo.
Techno Bowl: Arcade Football Unplugged tiene una puntuación de complejidad de 2,8 sobre 5 según los jugadores de BoardGameGeek, lo que lo convierte en un juego algo ligero. La puntuación refleja cuánto conocimiento de reglas, planificación y toma de decisiones exige una partida típica. Los juegos exigentes requieren una explicación inicial más larga, así que conviene usar una guía de preparación.
Techno Bowl: Arcade Football Unplugged pertenece a estas categorías: Video Game Theme y Sports. Sus mecánicas principales son Hand Management, Dice Rolling y Simultaneous Action Selection. Las categorías describen el tema y la ambientación de un juego, mientras que las mecánicas describen lo que los jugadores hacen realmente en su turno. Cada mecánica lleva a una página del catálogo con juegos similares.
Los autores acreditados de Techno Bowl: Arcade Football Unplugged son: Brent Spivey. Estos créditos proceden de los datos publicados del juego y nombran a las personas responsables de su diseño, no a ilustradores ni editoriales. Las páginas de autor de MeepleRules reúnen otros títulos de los mismos autores, algo útil cuando un juego te gusta y buscas otros parecidos.
El catálogo clasifica Techno Bowl: Arcade Football Unplugged como juego base. Se juega por sí solo con los componentes de la caja y no requiere ningún otro título. Las expansiones, si existen, añaden contenido o reglas nuevas y aparecen por separado en el catálogo con un enlace a este juego base.