Testing
Calibration. The simulator's matches are checked against what real Blood Bowl looks like, in five measures, each with a band its averages must sit inside:
- touchdowns per team per match;
- casualties per match;
- turnovers per team per half;
- the completion rate of passes;
- the win rate of a stronger team over a weaker one, by tier.
The coaches are benchmarked against each other and against a coach that moves at random. Each style must beat random play at least 90% of the time.
Balance. Ten-season runs check that no race or style runs away with a league.
The rules suite. Thousands of tests check the rules one by one, from the book's own examples, alongside the FAQ answers and the errata.
Phase gates. Each phase of the work ended with a gate it had to pass: exact replays and a 10,000-match soak; coaches beating random play; the rules suite and the bands; a 32-team season in under two minutes; and, for the coverage, fewer than one fault in forty sentences across a sample of fifty reports.