Creating A Blood Bowl Team: Star Players
Creating A Blood Bowl Team: Star Players
Creating A Blood Bowl Team: Star Players
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at any time, interrupting his opponent's simply nominates the player that he
turn if necessary. The Wizard may wants the spell to hit, and rolls a dice.
cast one of the following three spells: On a roll of 5 or 6 the nominated
Lightning Bolt, Fireball or Zap! player is hit. On a roll of 1 to 4 the
Fireball Spell spell scatters a number of times equal
In order to use this spell you will need to the dice roll (eg, if you rolled a 3 it
the circular Fireball template. Take the would scatter three times). If the Zap!
template and place it anywhere over spell ends up in an occupied square
the playing field. Any model (from then the player in that square is hit. If it
either team) that is fully or partially ends up in an empty square then the
underneath the template may be hit by spell has no effect.
the fireball. Roll one dice for each A player who is hit by the Zap! spell is
model. If the dice roll beats the turned into a toad: replace their model
player's Agility then they are knocked with the Toad counter. If the player
over. If it is under their Agility they was holding the ball then they drop it
manage to dodge the fireball's blast. and it will scatter one square (this
Make an Armour roll for any player counts as a turnover if it happens to a
that is knocked over as if they had player from the moving team). The
been knocked over by a player with player will remain in toad form until a
the Mighty Blow skill. If a player on touchdown is scored or the half ends,
the moving team is knocked over by a whichever comes first.
fireball, then the moving team does not While a player is a toad they have the
suffer a turnover unless the player was special 'toad' characteristics. A toad
carrying the ball at the time. may never pick up the ball, and if they
Zap! Spell enter the square that the ball is in it will
The Zap! spell is potentially the most immediately scatter one square. Any
devastating spell in a Wizard's injuries the player suffers while he is a
repertoire, because it turns whoever it toad do apply when the player reverts
hits into a slimy toad! Unfortunately to normal.
the spell is not all that reliable, and has MA ST AG AV Skills
a nasty habit of hitting the wrong 3 1 4 4 Dodge, Leap, Stunty
target. The Zap! spell may be cast at
any player on the field. The coach
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equal to the roll of one dice x 10,000 team gained. So, for example, if the
for every match that they play. The Halfling team gained two re-rolls, then
extra money is collected at the end of their opponents would lose two! A
the match when the team collects its team may never have the number of
winnings. re-rolls it has reduced to less than 0 in
Hafting Master Chefs this way.
Halfling teams do not have Wizards as Necromancers
such. Instead, their team may include a Necromancy is the magic of the dead
Master Chef on the roster, who and of the Undead, and Necromancers
happens to be a wizard in the kitchen! can cast evil and unnatural spells that
The quality of the Master Chef's will bring the dead to life. All Undead
cooking generally serves to inspire the teams must have a Necromancer as
Halflings on the team to perform their head coach — after all, it is the
exceptionally well, because they won't Necromancer's spells that created the
get fed after the match if they play team in the first place and they
badly! wouldn't exist without him! All
The effect of this extra stimulation is Undead teams are assumed to have a
represented by allowing Halfling teams Necromancer for free, and do not
that include a Master Chef to take a have to pay to hire one.
number of extra Team Re-roll In addition to his abilities as a head
counters at the start of each half. Roll coach, the Necromancer may cast a
a dice and halve the score, rounding Raise the Dead, spell once per match.
down (ie, 1 = 0; 2-3 = 1; 4-5 = 2; 6 = This spell may only be cast if a player
3). The result is the number of extra from the opposing team is killed
counters the team gets for the half. In during the match. It allows the
addition, the fabulous cooking smells Necromancer to raise the player from
emanating from the Halfling team's the dead, and add him to the Undead
Dugout can prove very distracting for team as a new Zombie player!
the players in the opposing team. To The spell may only be cast on players
represent this, the opposing coach of roughly human size (ie, not on large
must reduce the number of Team monsters like Ogres or Trolls, or small
Re-roll counters he has by a number players like Halflings or Goblins). The
equal to the re-rolls that the Halfling new player has standard Zombie
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SKILLS
The following list includes all the skills available to players chosen from the Blood
Bowl and Death Zone team lists and Star Player cards, as well as several skills not
included in either of these sections but which can be taken by players as bonus
skills if you are using the League rules. Skills are now split into five types: General
Skills, Agility Skills, Strength Skills, Passing Skills and Physical Abilities. In the
normal course of play the difference between the different types of skill has little
effect, but it does become important if you are using the League rules. In addition,
some Skills are considered Traits. The primary differences between a Trait and a
regular skill is that the use of a Skill is optional, while a Trait takes effect whenever it
applies, whether or not the coach wants it to; also, Traits can never be learned.
Either a player has one, or he does not.
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Bone-Head (Trait)
Before attempting any action they must pass a Bone-Head test (1/6 chance). If they
fail this then they may not make any actions for the remainder of the turn. In
addition they lose their tackle zone.
Dauntless (Trait)
A player with this skill is capable of psyching themselves up so that they can take
on even the very strongest opponent. The skill only works when the player attempts
to block an opponent who is stronger than himself. When the skill is used the coach
of the Dauntless player rolls two dice and adds them together. If the total is greater
than the opponent's Strength value, then the Dauntless player's Strength is counted
as being equal to his opponent's when he makes the block, before any bonuses for
defensive or offensive assists are added. If the dice roll is less than or equal to the
opponent's Strength value, then the Dauntless player must use his normal Strength
for the block.
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Frenzy (Trait)
A player with the Frenzy skill is allowed to make an extra block if he pushes back
an opponent without knocking them over. The player must follow up their opponent
and throw another block at them, even if his coach doesn't want him to! Each
additional block made by a frenzied player costs them an extra square of movement
if they are taking a Blitz action. The blocks are free if the player is taking a Block
action, but the player may not throw more blocks than his movement allowance.
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Regeneration (Trait)
A player with this skill is very, very difficult to kill. To represent this, a player with
this ability cannot normally be killed or injured, but he can be broken badly enough
so that it takes some time for him to pull himself together! Stunned and KO'd
results on the Injury Table are treated as normal. If the player is badly hurt, seriously
injured or killed, then they are placed in the Dead and Injured players box in the
Dugout as normal. Before the next kick-off takes place (or at the end of the match if
that comes first), a dice is rolled for the player to see if he regenerates. On a roll of
'1' the player suffers the effects of the injury as normal. On a roll of 2-6 the player
regenerates and should be moved to the Reserves box in the Dugout. Note that
opposing players earn Star Player points as normal for inflicting a badly hurt,
serious injury, or dead result on a player with this skill, even if the result doesn't
affect the player in the normal way.
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Split (Trait)
Only Pink Horrors have Split. When a Pink HOrror suffers “an injury” it splits into
two Blue Horrors instead of being banished back to the Warp. This may allow the
Chaos team to have more than eleven players on the pitch. One is placed in the
square the Pink Horror occupied, the other scatters D6 squares as it pops into
existence. If the final square is occupied or off the pitch then roll again. As long as
one of the Blue Horrors survives the match then the team wizard will be able to
bring back the Pink Horror for the next game. Blue Horrors are not added to a
team roster.
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Titchy (Trait)
The player may add 1 to any Dodge roll he attempts. On the other hand, while
opponents do have to dodge to leave any of a Titchy player’s tackle zones, Titchy
players are so small that they do not exert a -1 modifier when opponents dodge into
any of their tackle zones.
Unstable (Trait)
Some creatures like Greater Demons are Unstable and may disappear to a different
realm at any moment. To represent this roll a D6 for each player with this trait after
each touchdown and at halftime. On a roll of 5+ the player has disappeared and
may not be used for the rest of the game. They will reappear for the next match.
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SEQUENCE OF PLAY
A. Pre-Match Sequence
1. Hire Freebooters
2. Roll on Weather Table
3. Work out the Gate
4. Work out Handicap
5. Take Special Play cards
6. Roll for Niggling Injuries
B. The Match
1. Receiving Team Turn
2. Kicking Team Turn Etc...
C. Post-Match Sequence
1. Work out each team's winnings
2. Allocate MVPs and make Star Player rolls
3. Roll on the Fan Factor Table
4. Hire new players and coaching staff
5. Work out new team rating
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Blood Bowl is split into two halves of every one of his team turns. If he
sixteen turns each (ie, eight team turns forgets to move the counter before
per coach). At the end of the second taking an action with one or more of
half the team with the most his players, then the opposing coach
touchdowns is the winner. The game is allowed to call for an 'illegal
is played using a simple but strict procedure' penalty as soon as he
sequence of play, which runs as spots the mistake. An action is
follows: considered to be declaring the action
of a player, moving one or more
A. Receiving Team Turn squares, or rolling the dice to throw a
block, pass the ball or dodge. A
B. Kicking Team Turn
coach who is called for illegal
Repeat A and B, one after the other, procedure must either use up a re-roll
until a touchdown is scored or the half or suffer a turnover.
ends. During a team turn, the team in
play may perform one action with Turnovers are explained in more detail
each player in the team. A coach is below, but basically a coach that
only allowed four minutes to complete suffers a turnover must end his turn
his team turn. The other team may do immediately – even if part way through
nothing until their own team turn a player's action. If the coach uses up
comes round. a re-roll, he is not allowed to use
another re-roll counter in the same
MOVING THE TURN MARKER turn. What's more, if he has already
Each coach is responsible for keeping used a re-roll when the penalty is
track of how many turns his team has called, or he doesn't have any re-rolls
used, and must move the Turn counter left, then his team turn automatically
one space along the track provided on ends! If a coach forgets to move the
his Dugout at the start of each and turn marker, but can rectify his mistake
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before the opposing coach spots the ● Blitz: The player may move a
error, then he cannot be called for number of squares equal to their
illegal procedure. Movement Allowance. He may
make one block during the
PLAYER ACTIONS move. The block may be made
Players perform actions one at a time. at any point during the move,
In other words, the coach may and costs one square of
perform an action with one player, movement. IMPORTANT: This
then perform an action with another action may only be performed
player and so on. This carries on until by one player per team turn.
all of the players have performed an However, any player may
action, the coach does not want to perform a Blitz – the player
perform an action with any more doesn't have to be a Blitzer
players, or the team suffers a turnover. (Blitzers are just better at it than
Note that a player must finish his other players). The coach must
action before another player can take declare that the player in
one. Each player may only perform question is performing a Blitz at
one action per team turn. Only one the beginning of that player’s
player may take a Blitz, Foul, or Pass action, before any movement,
action per team turn. blocking, passing, or skill use
takes place.
In a team turn a coach may perform ● Pass: The player may move a
one of the following actions with each number of squares equal to his
of the players in his team. MA. At the end of the move the
● Move: The player may move a player must pass the ball.
number of squares equal to their IMPORTANT: This action may
MA. only be performed by one
● Block: The player may make a player per team turn.
single block against a player in ● Foul: One player per turn may
an adjacent square. Players may kick an opponent who is prone
not block in a turn where they and in an adjacent square. See
spent MA unless they are taking rules for Fouling below for
a Blitz action. details.
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TURNOVERS MOVEMENT
Normally, a team turn only ends when A player may move a number of
all of the players in the team have squares equal to his Movement
performed an action. However, certain Allowance. Players may move in any
events cause the team turn to end direction or combination of directions,
before all of the players have taken an including diagonally, as long as they
action. These events are called do not enter a square that holds
turnovers. The following events cause another player (from either team).
a turnover: Players do not have to use up all of
1. A team is called for illegal their Movement Allowance in their
procedure and doesn't have a turn; they don't need to move at all if
re-roll counter their coach does not want them to.
2. A player on the moving team is
knocked down or falls over GOING FOR IT! (STRETCHING)
3. The ball is passed and not When a player takes a Move, Pass or
caught by a player from the Blitz action, they may try to move one
moving team or two extra squares over and above
4. A player from the moving team the number that they are normally
attempts to pick up the ball and allowed to move - this is called 'going
fails for it' or ‘making a stretch.’
5. A touchdown is scored
6. The four minute time limit for Roll a die for the player after they have
the turn runs out. moved each extra square. On a roll of
A coach that suffers a turnover must 1 the player trips up and falls prone in
end his turn immediately - even if the square that they moved to. On any
partway through a player's action. The other roll the player makes the move
only exception to this is that armour without mishap. If the player falls over
rolls and injury must still be made for then his team suffers a turnover and
players that have been knocked over. their team turn ends immediately. A
player that is taking a Blitz move may
'go for it' in order to make a block.
Roll a dice for the player after
declaring that they will make the block.
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On a roll of 1 the player falls prone as to. Look up the player's Agility on the
described above. On any other roll the Agility Table to find the score required
player makes the block without to successfully dodge out of the
mishap. If the player falls over then his square. For example, if the player had
team suffers a turnover and their team an Agility of 3 he would need to roll a
turn ends immediately. 4 or more to dodge out of the square.
Roll a dice, and add or subtract any of
the modifiers that apply to the dice
TACKLE ZONES roll. A roll of 1 before modification
All players exert a tackle zone on the always fails and a roll of 6 before
eight adjacent squares, as shown in the modification always succeeds.
diagram below.
If the final modified score equals or
beats the required roll, the player may
carry on moving (and dodging if
P required) until he has used up his full
movement allowance. If the dice roll is
less than the required total, then the
player is knocked down in the square
The player's tackle zone is shown by he was dodging to and a roll must be
the shaded squares. made to see if he was injured (See
Care must be taken when moving into, knock Downs & Injuries). If the player
out of, or through enemy tackle zones. is knocked over then his team suffers
In order to leave a square that is in one a turnover and their team turn ends
or more opposing tackle zones, a immediately.
player must make a Dodge roll. The
player only has to dodge once in order
to leave the square, no matter how
many opposing tackles zones are on
it. Note that you must always make a
Dodge roll when you leave a tackle
zone, even if there aren't any tackle
zones on the square you are moving
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injured. If a ‘Stunned' result is rolled who falls over will drop the ball if he
on the Injury Table the player should was carrying it, and it will bounce one
be placed in the Reserves box of the square in a random direction (see
Dugout, and must remain there until a Bouncing Balls). If the player who is
touchdown is scored or the half ends. knocked down comes from the
moving team, then a turnover takes
Follow Up Moves: A player who has place and the moving team's turn ends
made a block is allowed to make a immediately!
special follow up move and occupy a
square vacated by a player that they While prone the player may do
have pushed back. This move is free, nothing except stand up at a cost of 3
and the player can ignore enemy tackle squares of their movement when they
zones when he makes the move (ie, he next take an action. Players may stand
does not have to dodge to enter the up in an opposing player's tackle zone
square). Players that are blitzing are without having to make a dodge roll
allowed to make follow up moves, and (they will have to dodge if they
the move does not cost them any of subsequently leave). Note that a player
their movement (as they paid a square that stands up may not take a Block
in order to make the block, they have action, because you may not move
effectively already paid for the move). when you take a Block action. The
Whether or not an attacker elects to player may take a Blitz or a Pass
follow up after pushing a defender action.
back is up to the individual, but must
be decided BEFORE making an armor INJURIES
roll for a player that was knocked Any player that is knocked over may
down in addition to being pushed be injured; the opposing coach is
back. allowed to roll two dice and add their
scores together in an attempt to try to
KNOCK DOWNS & INJURIES beat the knocked over player's
Players that are knocked down or fall Armour Value. If the roll succeeds,
over for any reason should be placed then the opposing coach is allowed to
face up on the field in the square they roll on the Injury Table below to see
were in when they fell over. A player what injury the player has suffered.
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players may attempt to catch the ball . lands in an empty square or a square
Look up the player's Agility on the occupied by a prone player, then it will
Agility Table to find the score required bounce. If a throw-in results in the ball
to successfully catch the ball. Roll a going off the field again, it will be
D6, and add or subtract any of the thrown-in again, centred on the last
modifiers that apply to the dice roll. A square it was in before it left the field.
roll of 1 before modification always
fails and a roll of 6 before BOUNCING BALLS
modification always succeeds. If the If the football is not caught, or the
final modified score equals or beats square where it lands is unoccupied
the required roll, then the player (or is occupied by a prone player)
succeeds in catching the ball. Place then it will bounce. To find out where
the ball on the player's base to show the ball bounces to, roll for scatter one
that they have caught it up and carry more time. If the ball bounces into an
on with the team turn. If the player occupied square, then the player in the
who caught the ball has not taken an square must attempt to catch it, as
action yet, he may do so as normal. If described above. If the player fails to
the dice roll is less than the required catch the ball, then it will bounce again
total, then the player drops the ball until it is either caught or bounces into
which will bounce (see Bouncing an empty square or off the field.
Balls).
THROW-INS TURNOVERS
When a ball scatters off the field it is If the ball isn't caught by a player from
immediately thrown back in by the the moving team, a turnover takes
eager spectators! Use the Throw-in place and the moving team's turn
template to work out where the ball ends. The turnover does not take
goes, using the last square the ball place until the ball finally comes to
crossed before going off as a starting rest. This means that if the ball misses
point. If the ball is thrown into a the target but is still caught by a player
square occupied by a standing player, from the moving team, then a turnover
that player may attempt to catch the does not take place. The ball could
ball as described above. If the ball even scatter out of bounds, be thrown
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back in to an empty square, and as one of his players will try to intercept
long as it was caught by a player from before the thrower rolls to see if he is
the moving team then the turnover on target. Look up the player's Agility
would be avoided! on the Agility Table to find the score
required to successfully intercept the
INTERCEPTIONS AND ball. Roll a D6, and add or subtract
FUMBLES any of the modifiers that apply to the
When a player throws the football dice roll. A roll of 1 before
various things can go wrong. Usually modification always fails and a roll of
the ball will be slightly off target or will 6 before modification always
be dropped by the intended receiver, succeeds. If the final modified score is
and these events are handled by the less than the required total, then the
normal throwing rules. Sometimes, player fails to intercept the ball and the
however, the thrower may completely pass can carry on as normal. If the
fumble the throw, dropping the ball in dice roll equals or beats the required
their own square, or the ball may be roll, then the player succeeds in
intercepted by an opposing player intercepting and catching the ball.
before it reaches the target square. Place the ball on the player's base to
Both of these events are handled by show that they have caught it. A
the rules below. successful interception counts as a
turnover, and the moving team's turn
Interceptions: One player on the ends immediately.
opposing team may attempt to
intercept a thrown ball. To be able to Fumbles: Sometimes a player
make an interception, the player must attempting to throw the ball will drop it
be between the player who threw the in their own square. This is more likely
ball and the player who is meant to if the player has any opposing players
receive it, and the plastic ruler must breathing down his neck! To represent
pass over at least part of the this, if the dice roll for a pass is 1 or
intercepting player's base. Note that less before or after modification, then
only one player can attempt an the thrower has fumbled and dropped
interception, no matter how many are the ball. The ball will bounce once
eligible. The coach must declare that from the thrower's square, and the
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moving team will suffer a turnover and If the throw is accurate the thrown
their team turn ends immediately. player lands in the target square. If the
throw misses, then roll three times for
THROWING TEAMMATES scatter to see where the thrown player
Some monsters are allowed to throw ends up as normal. As long as the
small players on their team instead of thrown player lands in an empty
the ball. In order to do this the square, then the next step is to make a
monster must have the Throw roll to see if he manages to land on his
Teammate skill, and the other player feet (see Landing, below). If the
must have the Right Stuff skill. The thrown player ends up out of bounds
monster must take a Pass action, and then they are beaten up by the crowd
may move before he throws the other just as if they had been pushed out of
player. After his move the two players bounds. If they land on top of another
must be in adjacent squares, and both player, then both they and the other
must be standing. A monster may player are knocked over, and the
throw a teammate who is holding the player that they hit is pushed back one
ball. square.
The throw is treated like a normal
pass, except that the range is treated Landing
as being one band higher (a Quick Look up the player's Agility on the
Pass counts as a Short Pass, for Agility Table to find the score required
example), which means that it is to successfully land upright. Roll a
impossible to throw a teammate out to die, and add or subtract any of the
Long Bomb range. In addition, the modifiers that apply to the dice roll. A
teammate must be thrown to an empty roll of 1 before modification always
square, and may not be intercepted by fails and a roll of 6 before
an opposing player. Apart from the modification always succeeds. If the
changes noted above you must roll to final modified score equals or beats
see if the throw was accurate just as if the required roll, then the player lands
the monster were throwing the on their feet and may take an action if
football. If the monster has the Pass they have not done so already. If the
skill then he is allowed to re-roll the die roll is less than the required total,
dice if he misses on his first attempt. then they fall over on landing and the
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opposing coach may make an Armour If the score beats the victim's Armour
roll to see if they are injured. A failed Value then he is injured and a roll is
roll does not count as a turnover made on the Injury Table to see what
unless the player was holding the ball. has happened to him. However, if the
Important: A player thrown into the coach rolls a double for the Armour
End Zone must land on his feet to roll then – no matter what happens to
score a touchdown. If he falls over, a the victim – the referee spots the foul
touchdown is not scored. and sends off the player who
committed it for the rest of the match.
FOULS, OR KICKING PLAYERS Assisting players are let off with a
THAT ARE DOWN severe caution! If the ref spots a foul
Normally players that are prone cannot then the team suffers a turnover and
be attacked. However, when you use their turn ends immediately. A coach
this rule, one player per team turn is may not replace a player who has been
allowed to take a Foul action. This sent off until after a touchdown has
allows the player to move a number of been scored or a half has ended.
squares equal to his MA and then The head coach can elect to argue
make a foul against an opposing with the ref about the sending off, but
player who is both prone and in an risks being thrown off the sidelines
adjacent square. The coach nominates himself and not being able to argue
the victim, and then makes an Armour any further calls until the next game.
roll for him, adding +1 to the score.
Other players that are adjacent to the
victim may assist the player making
the foul, and each extra player joining
in adds a further +1 to the Armour
roll. Note that players are not allowed
to give defensive assists to help out
the victim and the bonuses to the
Armor roll are not cancelled out by
enemy tackle zones.
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POST MATCH DETAILS them Star Player rolls at the end of the
You must go through the following match. This phase is used by each
five steps after each and every league coach to update the Star Player points
match that you play. the players in their team have earned,
and to make any Star Player rolls for
1. Treasury Phase: At the end of a the players in their team.
match each team receives a fee for
playing the game from the owner of 3. Fan Factors: A team's fan factor
the stadium where the match was may not be voluntarily changed once
played. The amount received the league has started. Instead, each
represents the money that is left after coach must roll after every match to
all expenses have been paid. Teams see if their fan factor changes. Roll a
with a higher rating get less gold dice, add or subtract any modifiers,
because they have to pay out more and look up the result on the Fan
money to the players in their team and Factor Table. Any change to the
for other expenses. In order to work team's fan factor must be recorded on
out their winnings each coach rolls a the team roster. There is no limit to
dice, and then cross references their how high a team's fan factor may go,
team rating with the gate for the match but it can never be reduced to less
on the Match Winnings Table to see if than 1.
there is any modifier to the dice roll.
This table is at the end of this
document. The modified dice roll is
multiplied by 10,000 to see how many
gold pieces are added to the team's
treasury. If the modified dice roll was
5, for example, the coach would be
allowed to add 50,000 gold pieces to
his treasury.
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coaches may buy new players for their pieces, total Star Player points, and
teams, either as replacement players team rating need to be recalculated at
for any that were killed during the the end of each game, and any notes
match, or as new players to add to the or points of special interest can be
team. New coaching staff (ie, assistant recorded on the team roster at this
coaches, cheerleaders, Apothecaries, time.
etc) may also be hired. A coach is
also allowed to purchase additional STAR PLAYER POINTS
Team Re roll counters for his team. Players are able to earn Star Player
New Team Re-roll counters cost points (SPP's) in league matches. Star
DOUBLE the amount shown on the Player points are earned for scoring
team list, unless they are purchased touchdowns, making complete passes,
with an 'Extra Training' Special Play making interceptions, killing or injuring
card at the start of the match (see the opposing players, and for earning
Extra Training cards in the Special 'Most Valuable Player' awards. Once a
Play decks). If a coach hires a new player has earned enough Star Player
player for a team that already has 16 points he becomes entitled to a 'Star
players, then one of the old players Player roll, and will gain an extra skill
will have to be retired to make room or increased characteristic. Players
for him. Simply delete the retired who survive long enough may even
player from the roster and fill the progress to become Star Players, with
resulting space with the details of the special abilities and skills that they
new player. Each player that retires have picked up over the course of
allows the coach to add an extra their long career on the Blood Bowl
assistant coach to his team for free. A field. This is a very cost effective way
coach can, if he wishes, retire a player to add Star Players to your team,
even if they do not have a new player although it does take time. A team may
to take his place. have any number of Star Players
generated in this way, in addition to
5. Update Team Roster This phase the four Star Players that can be hired
is used to make sure that both teams' for the team 'ready-made' as Star
rosters are up to date and filled in Player cards!
correctly. A team's value in gold
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Rolling Doubles
Normally a player is only allowed to
choose a skill from the categories
listed on the Player Skill List.
However, if the Star Player roll was a
double (ie 1, 1 or 2, 2 etc), then the
coach may ignore the result rolled on
the Star Player Roll Table (even if it
was a characteristic increase) and
instead may take any skill they like for
the player. The restrictions for the
player's race and the position he plays
are ignored in this case, so a Human
Catcher could take a Strength skill, for
example. Only Chaos and Skaven
players may take a physical ability -
see below.
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List, which represents the fact they Just take the total value of the team
can develop strange mutations later in and knock off the last four zeros. For
life. For Chaos players, these example, a starting team with a value
mutations are a 'gift' from the gods of 1,000,000 gold pieces has a team
they worship; Skaven players can rating of 100 points. Next work out
mutate as a result of consuming the the combined total of all the Star
magical substance known as Player points belonging to the players
warpstone. Such players are allowed in your team. Divide this number by 5,
to take a physical ability as a new skill, rounding any fractions down, and add
but only if the Star Player roll was a the result to the total worked out
double. above. For example, if the players in a
team had a total of 60 Star Player
TEAM RATINGS All teams that take points then 60:5 =12, so 12 points
part in a league must be given a team would be added to the team rating.
rating. This is based on the Spike! Note that the Star Player points for all
Magazine Team Rating SystemTM, of the players in the team are used,
and is a very good indicator of the even if some of them have to miss the
team's ability and effectiveness on the next match due to injury. Note that all
Blood Bowl field. Two teams with starting teams have a team rating of
equal team ratings would expect to 100 points.
have a very close match, while if one
team has a team rating considerably MATCH RECORDS On the back of
higher than their opponent's, they the Death Zone team roster there is a
should win the match easily. To Match Record Chart for recording
calculate a team's Spike! Magazine information about the games that the
team rating, first work out the total team has played. Keep a record of the
value of the team in gold pieces. matches played by the team here. The
Remember to include any money in coach should record the name of the
the treasury in the total. For every opposition, the score and number of
10,000 gold pieces that the team is casualties inflicted by each team, as
worth, it receives 1 team rating point. well as the gate and match winnings,
This may sound like a difficult sum to and any brief notes about the game.
work out, but it is actually quite easy.
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The biggest complaint about the basic rules for Big Guys in Blood Bowl has always
been that they don’t live up to their name. Ogres, Trolls, Minotaurs, and Treemen
simply should not exist on the same scale as other players. These guys need to BE
BIG. To wit, we have been developing rules that make them live up to their names.
While these rules are neither perfect nor entirely intuitive, we feel that with a bit more
playtesting and time, they will evolve into a rule set that really brings the various
types of Big Guys into Blood Bowl with the feel that they should have always had.
Large Model
Players with the Large Model trait are monsters on the pitch, or indeed just plain
monsters, who cannot be measured by the standards of normal Blood Bowl
players. Accordingly, they take up four squares on the pitch. This allows the use
of literal large models, placed on 50mm bases, for Big Guy players. It is
recommended, in fact, to do so. Obviously, this has the potential to cause some
unusual effects in relation to movement and tackle zones. We have attempted to
create rules to account for these circumstances, but in the event that the explicit
rules written here do not satisfactorily cover a situation, feel free to dice it off with
your opponent to keep the game moving along.
A Large Model takes up four squares on the pitch, and as a result has a tackle zone
that consists of a whopping twelve squares surrounding its position. While this
may seem like an overwhelming advantage, remember that it also means that they
can be easily ganged up on by a large group of opposing players. Applying the
rules for tackle zones as you normally would, with them extending one square all the
way around the Large Model’s four square footprint, should work as intended.
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Movement for a Large Model requires some mental gymnastics, but in all we feel it
is not too terribly difficult. A Large Model that needed a space as wide as its actual
size in order to pass through would find much of the pitch impassible for most of a
game. As such, we have created movement rules that should allow them to be used
relatively easily, and most importantly should keep the game moving along
smoothly. Accordingly, a Large Model can move through any space between other
models large enough for a regular player to pass, so long as it has enough
movement to take it to a position on the pitch where its entire four-square footprint
can fit.
The final aspect of Large Model rules that has the potential to cause confusion is
when blocking results in a Push or a Large Model player throws a block and elects
to follow-up. These circumstances can create a situation where a Large model will
be forced to move other models in order to complete the action that has occured.
As with regular-sized players, when a Push has been selected as a block result, the
player being Pushed must be moved into an open square if possible. However, if
the model who is the target of the block is a Large Model, then it cannot be moved
by a Push result unless it is also knocked down, except by another Large Model.
In the even that a Large Model is the target of a block, that it needs to be pushed
back (either by being also knocked down or by being Pushed by another Large
Model), and that it cannot be pushed into open squares without moving at least one
other model, then the direction of movement may be chosen by the player who
threw the block. Players displaced by a Large Model being moved into a square
they currently occupy are moved as though being pushed from the point of contact
of the Large Model that is forcing them to move.
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Random Events
Total number of cards is 45. Use numbergenerator.org or other randomization
method for card selection
1. Demo Game (Gain d6x10K Gc after match)
2. Will (As above)
3. Bad Habits (Opponent team loses 1 team re-roll)
4. Bad Habits
5. Inspiration (One your player gains MVP award just before match; make rolls if
necessary)
6. Extra Training (One extra team re-roll or buy new at normal, not double, price)
7. Extra Training
8. Extra Training
9. Injured in Practise (One random opponent player is seriously injured just before
match)
10. The Big Match (Both players gain +3 to fan factor test and roll two dice at
income phase after game)
11. Biased Referee (Ref does not penalty you at d6 4+, and automatically sends
opponent with secret weapon, out)
12. Charity Match (Play during fan factor roll after match, gain +1 FF in
addition to roll)
13. The Chuck (Gain immediately back d3 used team re-rolls, sheet H)
14. Press-Gang (Play before match, see card text)
15. Heroic Effort (Play when a player suffers an injury)
16. Unsportmanlike conduct (Opponent player which just scored is sent away for
the rest of the match)
17. That makes me mad!! (Fouling player is knocked down and his original target
stands up)
18. Inspired Play (One action is automatically successful)
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19. A Large Donation (Either team donates all winnings to charity and receives
+1 Fan Factor)
20. That Boy's Got Talent (Gain a player)
21. Burst Ball (Play stop immediately and kick-off is reheld)
22. Heroic Leap (One player may take a leap as with skill)
23. Away Fans Banned! (Opponent have Fan Factor of 0 for this match, but not
for gate)
24. Hall of Fame (Play before match, gain +1 Fan Factor)
25. Blitzkrieg! (Allows second blitz during same turn)
26. Snack Break (One opponent player loses tackle zone until end of turn)
27. Get'em Lads! (Play if your player is seriously injured (or worse) by opponent
team. All your players gain +1 strength and Mighty blow skill until end of your
next turn)
28. Crazy Referee! (Opponents Fan Factor is dropped to 0 for the rest of the
match, but can be used only if 'Get the Ref' card is played)
29. Half Time Team Talk (Play during half time. Gain d3 extra team re-rolls)
30. Is It a TD? (You may stop just scored touchdown)
31. 'Flu Bug (Play before match. d3 random opposing players must miss the
match)
32. This Will Hurt a Bit... (Move KO'd, badly hurt or seriously injured player to
reserves box)
33. I Am the Greatest! (After touchdown, two players in opposing team cannot
play at the same time until end of the match)
34. Player Strike (Play before match. Opponent must pay 2d6 x 10K Gc or all his
treasury)
35. Duh, Where Am I? (Opponent player juts knocked over but not injured is
switched to your side until next touchdown)
36. A Better Offer (One selected coaching staff member leaves opponent's team
unless he pays member's hiring cost + d6 x 10K Gc)
37. Bankruptcy! (Play after match. No income is given to opponent, and his team
loses all money in treasury as well)
38. Number One With a Bullet! (Gain additional 10K Gc for each 10,000 of your
fans that turned up for the match)
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39. Under Scrunity (Opponent may not make any fouls or use secret weapons
during the match. Play when he tries to)
40. Merchandising (Gain additional income of your fan factor x 10K Gc)
41. Woof Woof! (A dog catches the ball)
42. It Wasn't Me! (One random opponent player must miss the rest of the match,
and 50K must be paid for his release)
43. Doom and Gloom (Opponent team cannot use team re-rolls for the rest of the
half)
44. Special Offer (You can buy a player at half price after this match, but not
later)
45. Peaked (Nominated player cannot earn more SPPs)
Magic Items
Total number of cards is 27. Randomize draw as described above.
Only one Magic Item per team per game.
1. Magic Pills (All your player in field gain +1 MA until touchdown is scored)
2. Grasping Tentacles... (Dodging opponent automatically fails)
3. Hawkfing's Curse (Opponent player going for it automatically falls over)
4. Kelhoffer's Magic Foot (Do not roll scatter for kick-off)
5. Lurve Potion (Too long to explain..)
6. Mind Blow (Opponent player is immobilized until end of turn. His strength is
halved against block)
7. Magic Potion (Gives a player some random benefict)
8. Magic Helmet (Permanently increase player's AV by +1, up to 10)
9. Extra Training (One extra team re-roll or buy new at normal, not double, price)
10. Extra Training
11. Eye of the Eagle (One pass is automatically successful)
12. Healing Scroll (Just happened injury is negated and player is left face-up on
the field)
13. Healing Scroll
14. Healing Scroll
15. Magic Sponge (All KO'd or badly hurt players are restored to full health)
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Dirty Tricks
Total number of cards is 44. Randomize draw as described above
1. Banana Skin (Play when opposing player comes to your tackle zone. That
player automatically falls over)
2. Greased Shoes (Play during kick-off. One selected opponent player falls each
time he moves on a roll of 1 for each square. Lasts for this drive)
3. Kidnap Rical Coach (Lose coach until end of match, and lose your winnings at
the end of match)
4. Bribe the Ref (Negate Illegal procedure call against you)
5. Stink Bomb (Player has throwable stink bomb)
6. Stiletto (Instead of Block, knock down target automatically and do not roll
armour roll, but instead directly injury)
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31. Grudge Match (Any number of fouls can be committed by each team, play
before match)
32. Exploding Player (Replace one stationary player with exploding player)
33. Razzle Dazzle (Play at the start of your turn. You lose your turn at 1-2, and
opponent his at 3-6)
34. Fake Play (One throw cannot be intercepted)
35. Blatant Foul! (Make blatant foul that is automatically detected, and causes
always injury)
36. Pit Trap (A player entering your side is trapped into pit trap until next
kick-off)
37. Spike! (A foul automatically causes injury but player committing foul is
knocked down)
38. High Punt (Ball is kicked very high and lands later)
39. Assassin (Knock down and roll for injury for one player)
40. I'll Get You! (Just after kick-off, opposing player attacks one of your players
and is kicked out of game)
41. Bribe the Ref (You may have 12 players in field until next kick-off)
42. Sewer Map (You may have 12 players, but he may get lost in sewers)
43. Morley's Revenge (Play after players is set before kick-off. Half of them is
knocked doen automatically)
44. Side Bet (Gain an additional d6 x 10,000 Gc after match)
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Templates
Scatter (Bouncing Ball) Template
The scatter template is centered on the square from which a ball (or bomb or
grenade in some cases) is meant to scatter. The template is generally oriented so
that the numbers on it read in the same direction as the printed material on the board
(eg-with the score track on top) but as it is a random scatter template, it’s not truly
important what the orientation is as long as both players agree on a direction.
Simply roll a d8 after deciding which square surrounding the center will be
considered “one” and count around the center square in a clockwise manner.
Throw-In Template
Positioned with the center of the template on the square the ball last hit before
leaving the field, with arrows pointing back into the field of play, there are only three
directions in which the ball can be thrown back in. Diagonally left, straight away
from the sideline, or diagonally to the right. Roll a d6 to determine which direction
the ball moves (and remember that a ball thrown back into play by the crowd travels
2d6 inches).
Pass Template
The pass template is probably the most infuriating piece of the entire Blood Bowl
set, using seemingly arbitrary numbers for the various passing range increments. It
can only be assumed that poor quality control was implemented in the production
of the templates, and that the intention of the template was as follows:
● Measuring from the center of the thrower, any player completely within 10 cm
range is considered a Quick Pass
● Measuring from the center of the thrower, any player completely within 20 cm
range is considered a Short Pass
● Measuring from the center of the thrower, any player completely within 30 cm
range is considered a Long Pass
● Measuring from the center of the thrower, any player completely within 38.5
cm range is considered a Long Bomb
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These range increments are tedious to work with, so it is also possible to use an
alternate method of measurement to determine passing range as outlined in a small
table as follows:
LB LB
LB LB LB LB LB
LB LB LB LB LB LB LB LB
L L L LB LB LB LB LB LB
L L L L L L LB LB LB LB
L L L L L L L LB LB LB LB
L L L L L L L L LB LB LB LB
S S S S L L L L L LB LB LB
S S S S S L L L L L LB LB
S S S S S S L L L L LB LB LB
Q Q S S S S S L L L LB LB LB
Q Q Q S S S S L L L L LB LB
Q Q Q S S S S L L L L LB LB LB
T Q Q Q S S S L L L L LB LB LB
Admittedly, this table is ALSO cumbersome, but it does remove the need for a
template or metric tape measure from the game, replacing it with a X axis/Y axis
count-off to establish pass range.
https://docs.google.com/document/d/1rlQsdj_vZgudZ_u3rdIwU4AwKRXfNP4l1_oAq-VwMdg/edit# 56/68
5/28/2019 BBRB Full Text - Google Docs
The Pitch
The Blood Bowl Pitch (or game board/playing field) is a rectangle measuring 15
squares by 26 squares. The squares on a Pitch should be roughly 30mm or 1 ¼”
on a side. There are a small number of significant markings in the field that are
important to gameplay. A single row of squares on each 15-square (short) end of
the board is considered the End Zone. The four squares along each 26-square
(long) end of the board are the Wide Zones. The Line of Scrimmage is a line drawn
down the center of the board on the short axis, leaving 13 squares each way.
https://docs.google.com/document/d/1rlQsdj_vZgudZ_u3rdIwU4AwKRXfNP4l1_oAq-VwMdg/edit# 57/68
5/28/2019 BBRB Full Text - Google Docs
As seen above, some fan sources have created their own printable pitches that
combine templates, dugouts, turn counters, etc all into the same surface. So long
as the game can proceed in an orderly and consistent fashion, the details of how the
information is tracked are irrelevant.
Block Dice
Block dice can be replaced with a simple d6 but if this is done then they MUST be
used as follows:
1. Attacker down (Skull)
2. Push
3. Defender knocked back and knocked down unless they possess the Dodge
skill (POW)
4. Defender knocked back and knocked down (Open POW)
5. Push
6. Block
This will ensure that the randomization matches the layout of an actual block die,
although the incremental progression of “success” does not match the linear
increase in value on the d6.
https://docs.google.com/document/d/1rlQsdj_vZgudZ_u3rdIwU4AwKRXfNP4l1_oAq-VwMdg/edit# 58/68
5/28/2019 BBRB Full Text - Google Docs
https://docs.google.com/document/d/1rlQsdj_vZgudZ_u3rdIwU4AwKRXfNP4l1_oAq-VwMdg/edit# 59/68
5/28/2019 BBRB Full Text - Google Docs
https://docs.google.com/document/d/1rlQsdj_vZgudZ_u3rdIwU4AwKRXfNP4l1_oAq-VwMdg/edit# 60/68
5/28/2019 BBRB Full Text - Google Docs
https://docs.google.com/document/d/1rlQsdj_vZgudZ_u3rdIwU4AwKRXfNP4l1_oAq-VwMdg/edit# 61/68
5/28/2019 BBRB Full Text - Google Docs
https://docs.google.com/document/d/1rlQsdj_vZgudZ_u3rdIwU4AwKRXfNP4l1_oAq-VwMdg/edit# 62/68
5/28/2019 BBRB Full Text - Google Docs
https://docs.google.com/document/d/1rlQsdj_vZgudZ_u3rdIwU4AwKRXfNP4l1_oAq-VwMdg/edit# 63/68
5/28/2019 BBRB Full Text - Google Docs
https://docs.google.com/document/d/1rlQsdj_vZgudZ_u3rdIwU4AwKRXfNP4l1_oAq-VwMdg/edit# 64/68
5/28/2019 BBRB Full Text - Google Docs
https://docs.google.com/document/d/1rlQsdj_vZgudZ_u3rdIwU4AwKRXfNP4l1_oAq-VwMdg/edit# 65/68
5/28/2019 BBRB Full Text - Google Docs
https://docs.google.com/document/d/1rlQsdj_vZgudZ_u3rdIwU4AwKRXfNP4l1_oAq-VwMdg/edit# 66/68
5/28/2019 BBRB Full Text - Google Docs
https://docs.google.com/document/d/1rlQsdj_vZgudZ_u3rdIwU4AwKRXfNP4l1_oAq-VwMdg/edit# 67/68
5/28/2019 BBRB Full Text - Google Docs
https://docs.google.com/document/d/1rlQsdj_vZgudZ_u3rdIwU4AwKRXfNP4l1_oAq-VwMdg/edit# 68/68