Official rules for GDBBL
Version 1.2
Sequence of play
| Pre-Match | |
| Hire freebooters | |
| Decide weather | |
| The gate | |
| Handicap | |
| Special Play cards | |
| Roll for niggling injuries | |
| The match | |
| Flip of coin. | |
| Kicking team set up. | |
| Receiving team set up. | |
| Kick-off. | |
| Receiving team turn. | |
| Kicking team turn. | |
| etc | |
| Post-Match | |
| Teams winnings | |
| Choose MVPs | |
| Check Star Player Points (SPP) | |
| Hire new players and coaching staff | |
| Work out new team rating. |
Hire freebooters
A coach can hire players for just one game. Those players cost half the normal price, but stays with the team for just one game. Both star players and "normal" players can be hired in this way. Only players that normally are allowed in the team can be hired.
Deciding weather
At the beginning of the match, roll 2d6 to decide the weather.
| 2 | Sweltering heat. Roll d6 for each player. On 1 the player cannot play. Put him in the reserves box. | |
| 3 | Very sunny, -1 on pass attempts. | |
| 4-10 | Nice. Perfect blood bowl weather. | |
| 11 | Pouring rain. -1 on catch attempts. | |
| 12 | Blizzard; Every attempt to "Go for it" fails on 1-2. Only quick and short passes can be attempted. |
The Gate
Add the fan factors of the two teams together. Roll that number of d6. Add those results and multiply with 1000. That is the number of fans that attend the match.
Handicap
The team with the lower team rating can get bonus Special Play cards and bonus MVPs.
| Difference in team rating | Bonus cards | Bonus MVPs | ||
| 0-10 | 0 | 0 | ||
| 11-20 | 1 | 0 | ||
| 21-30 | 1 | 1 | ||
| 31-50 | 2 | 1 | ||
| 51-75 | 2 | 2 | ||
| 76-100 | 3 | 2 | ||
| 100+ | 3 | 3 |
Special play cards
At the start of the game each coach, starting with the home team rolls a d6 to se how many special play cards he get. 1: one card, 2-5: two cards, 6: three cards. The cards can be taken from any of the three decks, Dirty Trick, Random Event or Magic Item. The only restriction is that the coach may never take more than one Magic Item card.
Setting up the team on the field.
There can be max 11 players in each team.
No more than 2 players may be set up in the wide zone for each team.
At least three players in each team must be set up at the line of scrimmage,
Kick-off
The coach of the kicking team places the ball in any square in the opponents half of the field including the end zone. Check the kick-off table. The ball scatters (distance d6). If the ball lands on a square occupied by a player the player may try to catch the ball. If the ball lands on an empty square it scatters once more. If the ball scatters of field it is a touchback and the coach of the receiving coach can give the ball to any player in his team.
A coach must field as many players as possible.
Kick Off is the only time coaches are able to make substitutes.
Kick-off table
After both teams has set up, but before the football is placed on the field, the coach of the kicking team roll 2d6.
| 2 | Riot. Move the turn counters d6 turns. | |
| 3 | Get the ref! Each coach rolls 2d6 and adds the number of fan factors. The coach with the highest result will not be penalised by the referee during the rest of the half. If the result is equal neither team will be penalised. | |
| 4 | Perfect defence. The kicking team may reorganise his players. | |
| 5 | Cheering fans. Each coach roll d6. Add the number of team factors and cheerleaders. Re-roll any ties. The coach with the highest result will get an extra re-roll this half. | |
| 6 | Bad kick. The ball scatters 2d6 instead of normal 1d6. | |
| 7 | Changing weather. Make a new weather roll. | |
| 8 | Fooled ya! All of the players in the receiving team are allowed to move one square before starting the turn. This is a free move. Ignore tackle zones. | |
| 9 | Brilliant coaching. Each coach rolls a d6. Add the number of assistant coaches. Re-roll any ties. The coach with the highest score gets an extra re-roll this half. | |
| 10 | Blitz. The kicking team gets a bonus team turn after the kick is made. The kicking team takes a turn without moving the turn marker. | |
| 11 | Throw a rock. Each coach roll 2d6. Add the number of team factors. Re-roll any ties. One player in the team of the coach with the lower result is hit by a rock. Decide randomly which player. Roll for injury for that player. | |
| 12 | Field invasion. Each coach roll 2d6. Add the number of fan factors. Re-roll any ties. The team with the lowest score gets d6 players injured. The coach with the higher score rolls. Chose randomly which players that get injured. |
Turns
During a team turn, the team may perform one action with each player in the team.
The coach is allowed four minutes to complete a turn.
If a coach takes an action with a player before moving the turn counter, the opposing coach is allowed to call for an illegal procedure. If a coach forgets to move his turn counter, but rectify his mistake before the opposing coach detects this, he cannot be called for illegal procedure.
Illegal procedure
A coach called for illegal procedure must either use up a re-roll or suffer a turnover.
Turnover
The moving teams turn ends,
Events that cause turnover
Forgetting to move the turn counter before taking any action.
A player on the moving team is knocked down.
The ball is passed and not caught by a player from the moving team.
A player from the moving team attempts to pick up the ball and fails.
A touchdown is scored.
The four minutes time limit for the turn runs out.
The ball is fumbled.
Actions
A player can only make one action per turn. A player must finish his action before the next player can start his action. The actions are move, block, blitz, pass and foul.
Move action
Players standing up may make a move action.
Players that are knocked down may stand up at a cost of 3 squares from their movement. If a player has less than 3 in MA the coach may roll a d6. On roll of 4-6 the player stands up. On roll 1-3 the player remains prone. Other players standing in squares adjacent to the prone player adds +1 to the roll if they do not stand in an enemy tackle zone.
Players that are stunned may be knocked down.
The player may move a number of squares less than or equal to their MA.
The player may move in any combinations of directions, including diagonally.
If a player leaves a square that are in one or more opposing tackle zones, the player must dodge out of the square.
Block action
The player may make a single block against a player in an adjacent square.
Only players standing up may be blocked.
To determine the outcome of the block, use 1, 2 or 3 block dice.
If the players involved in a block have the
same ST, roll 1 dice.
If one player has greater ST, roll 2 dice.
If one player has ST more than twice the opponents ST roll
3 dice.
It is always the attacking coach who rolls the dice and the coach of the player with greater ST who choose which dice to use.
Result:
| (Skull) | Attacker is knocked down | |
| (Skull + Cloud) | Both players are knocked down. The player that has block skill in not knocked down. | |
| (Arrow) | Defender is pushed back. The attacker may follow up. | |
| (Cloud +!) | Defending player is
pushed back and knocked down. If defender has dodge skill
he only pushed back and not knocked down. The attacked may follow up. |
|
| (Cloud) | Defender is pushed back and knocked over. Attacker may follow up. |
Assisting a block
After a block has been declared the attacker and the defender can declare assisting blockers. First the attacking coach declares assisting blockers, than the defending coach. For each assist the players involved in the block get +1 to his ST value for each assisting team member. In order to make an assist, a player must be standing in a square adjacent to the enemy player, and must not be in a tackle zone of any other enemy player.
Push back
A player that is pushed back must be moved one square away from the blocking player. The coach of the blocking player chose one of the three squares furthest away from the block. The player must be pushed back into an empty square if possible. If all such squares are occupied, the player is pushed into an occupied square and the player who was in that square is pushed back.
If no empty squares are available the player can be pushed off the field. If a player is pushed off the field he is beaten up by the crowd and is injured. No armour roll is made. If the result is stunned, the player is put into the Reserves box.
Follow up
A player that has pushed back another player may make a follow up move. He can move into the square that was occupied by the defending player. This move is free, and the player can ignore enemy tackle zones.
Blitz action
Move + Block. The player may make one block during the move. The block costs one square of movement. Only one player may make a Blitz during a turn.
Pass action
The player can first make a move before making a pass.
Only one player per team turn can make a pass.
The coach must first declare to which square
the pass will go.
Then roll a dice (d6):
| Players AG: | 1 | 2 | 3 | 4 | 5 | 6+ | ||||||
| D6 required | 6+ | 5+ | 4+ | 3+ | 2+ | 1+ |
Modifiers:
Quick Pass +1
Short Pass 0
Long Pass 1
Long Bomb 2
Per enemy tackle zone on the thrower 1
If score equals or beats the required roll, the pass is accurate and lands on the target.
If the score is less than required roll three scatters. Players cannot catch the ball before making all the three scatters.
A player on the square where the ball ends up must try to catch the ball.
If the roll is 1 or less, the pass is fumbled. Roll for scatter.
Handing off the ball
A hand-off is a very short pass. The ball is handed to a player that is in an adjacent square. A hand-off does not count as an action. A hand-off can be performed during a move action. The ball can only be handed-off once per team turn. It is allowed to make one hand-off and one pass during a turn.
No dice roll is needed to see if the hand-off succeeded. The player receiving the ball must roll to see if he can catch the ball. The hand-off counts as an accurate pass.
Throwing team-mates
A player with "Throw team-mate" skill can throw team-mates with "Right Stuff" skill. The players must be standing in squares adjacent to each other. Count this as a pass action, but use one band higher on the pass ruler (a quick pass is counted as a short pass, for example). The team-mate must be thrown to an empty square, and may not be intercepted. If the thrown player lands on another player, both players are knocked down. The player that was hit is pushed back one square. If the thrown player lands on an empty square, roll to see if he stands. Roll a d6.
| Thrown players AG: | 1 | 2 | 3 | 4 | 5 | 6+ | ||||||
| D6 required | 6+ | 5+ | 4+ | 3+ | 2+ | 1+ |
Modifiers:
Accurate pass +1
Per opposing tackle zone on the landing square 1
Going for it
When a player moves he can try to move two extra squares. Roll a d6. The first extra square succeeds on 2+, the second on 3+. If the roll fails, the player is knocked down.
Foul action
One player per team turn can make a foul action. The player can first move and then make a foul against an opposing player who is prone. The attacking coach nominates the player and then rolls 2d6 against the prone players AV adding +1 to the score. Players in the attacking team adjacent to the victim can assist the foul. Add +1 for each assist. Players are not allowed to give defensive assist. If the score beats the victims AV then he is injured. If the attacking coach rolls doubles then the player who committed the foul is send off for the rest of the match.
Interception
If the passing ruler covers part of a square where an opponent stands, the defending coach can try to intercept the pass. Only one player in the defending team can try to intercept each pass. Before the attacking coach rolls to see if the pass is successful, the defending coach can roll a d6 to try to intercept.
| Intercepting players AG: | 1 | 2 | 3 | 4 | 5 | 6+ | ||||||
| D6 required | 6+ | 5+ | 4+ | 3+ | 2+ | 1+ |
Interception modifiers:
Attempting an interception: -2
Per opposing tackle zone on the intercepting player: -1
A roll of 1 always fails. A roll of 6 always succeeds.
Catching the football
If the football lands in a square occupied by a standing player, the player must attempt to catch the ball.
Roll a dice (d6):
| Players AG: | 1 | 2 | 3 | 4 | 5 | 6+ | ||||||
| D6 required | 6+ | 5+ | 4+ | 3+ | 2+ | 1+ |
Modifiers:
Catching an accurate pass +1
Catching a missed pass, bouncing ball or throw in 0
Per enemy tackle zone on the catcher 1
If the final score equals or beats the required roll, then the player succeeds in catching the ball. If the roll is less than required the ball will bounce.
Bouncing ball
If a player fails a catch or the ball lands on a prone player or on an unoccupied square it will bounce. Roll one scatter. If the ball lands on a player he must try to catch the ball. If the ball lands on a prone player it will bounce again until it is caught or lands on an unoccupied square. If the ball bounces off the field it will be thrown in.
Throw-ins
If the ball scatters off the filed it is immediately thrown back. Use the throw-in template. If the ball lands on a player he must try to catch the ball. If the ball lands on an unoccupied square or on a prone player, it will bounce.
Knocked down
A player lying on the ground, face up.
When a player is knocked down, check for injuries.
A player who is knocked down will drop the ball. The ball becomes a bouncing ball.
Injuries
When a check if a player is injured should be made. The opposing coach rolls two dice (d6). If the score exceeds the players AV, then the opposing coach rolls two dice (d6) against the injury table.
| 2-7 | Stunned. | ||||||||||||||||||||||||||||||||||||||||||||||||||||
| 8-9 | Knocked out. (KO) | ||||||||||||||||||||||||||||||||||||||||||||||||||||
| 10 | Badly hurt. Put the player in the Dead & Injured box. The player misses the rest of the game. | ||||||||||||||||||||||||||||||||||||||||||||||||||||
| 11 | Serious injury. Put the
player in the Dead & Injured box. The player misses
the rest of the game and the next game. The opposing coach roll 2d6:
Miss next game: Write an M in players injury box on the team rooster and rub it out at the end of the next match. Niggling Injury: Miss the next match as described above. In addition write an N in the players injury box on the team rooster. In the beginning of each match roll a d6 for each player. On a roll of 1 the player miss the match. -1 ability: Miss the next match as described above. In addition reduce the players ability with 1. An ability cannot be reduced more than 1. |
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| 12 | Dead. Put the player in the Dead & Injured box. The player wont be playing again. A player is only killed with an unmodified roll of 12. If modifiers make the roll to be 12 (or more) the player is considered to be serious injured. |
Tackle zone
The eight adjacent squares to the square a player is standing on. Players that are stunned or knocked down do not have a tackle zone.
Stunned
A player lying on the ground, face down. All the player may do for their next action is turn face up (i.e. become knocked down).
Knocked Out (KO)
A player that has been knocked out is taken off the field and placed in the Dugout in the KO box.
Before the next kick off the players coach may roll a dice (d6) for each player in the KO box. On a roll of 1-3 the player remains in the KO box. On a roll of 4-6 the player returns to the reserves box
Dodge
If a player leaves a square that is in one or
more tackle zones, the player must roll a d6 against his AG.
| Players AG: | 1 | 2 | 3 | 4 | 5 | 6+ | ||||||
| D6 required | 6+ | 5+ | 4+ | 3+ | 2+ | 1+ |
Modifiers:
Making a Dodge roll +1.
Per opposing tackle zone on the square that the player is dodging
to 1.
If the score is more than or equal to the required score, the player may carry on moving.
If the score is less than the required score, the player is knocked down in the square he was dodging to.
Picking up the ball
If a player moves into a square in which the
football is lying, he may attempt to pick it up, and if he
wishes and are able carry on moving. Roll a d6 against his
AG.
| Players AG: | 1 | 2 | 3 | 4 | 5 | 6+ | ||||||
| D6 required | 6+ | 5+ | 4+ | 3+ | 2+ | 1+ |
Modifiers:
Picking up the ball +1.
Per opposing tackle zone on the player 1.
If the score is more than or equal to the required score, the player now carries the ball.
If the score is less than the required score, the ball scatters. If a player in the same team does not catch the ball, the result is a turnover.
Scatter
If the ball scatters, roll a d8 and check the scatter template for directions. When the ball scatters it moves only one square in that direction.
If the ball scatters onto an occupied square, the player on the square must try to catch the ball.
If the ball scatters onto a square with a player who are stunned or knocked down, it scatters once more.
Re-rolls
The re-rolls available for a team are shown with counters on the dugout. A coach can use a re-roll counter to force a re-roll of any dice roll that takes place during his own team turn. The result of the new roll must be accepted. A coach may not use more than 1 re-roll counter per team turn. At halftime and match-start the number of re-roll counters are restored to the number indicated on the team roster-sheet.
Argue a call from the referee
Each time the referee sends off one or more players, issues an illegal procedure call or bans the use of a secret weapon, the coach may argue the call.
Roll a d6:
| 1 | The coach is expelled from the game and may not argue any more calls during the game. | |
| 2-5 | The referee ignores the coach. The call stands. | |
| 6 | The referee accepts the argument from the coach and reverses his decision. |
Team winnings
After the match each team receives a fee for playing the match. Each coach rolls a d6 (no re-rolls allowed) and adds a modifier depending on their team rating:
| The Gate | 0-99 | 100-125 | 126-150 | 151-175 | 176-200 | 201-250 | 251+ | |||||||
| 0-15000 | +1 | 0 | 0 | 0 | 0 | 0 | 0 | |||||||
| 15001-30000 | +2 | +1 | 0 | 0 | 0 | 0 | 0 | |||||||
| 30001-45000 | +3 | +2 | +1 | 0 | 0 | 0 | 0 | |||||||
| 45001-60000 | +4 | +3 | +2 | +1 | 0 | 0 | 0 | |||||||
| 60001-75000 | +5 | +4 | +3 | +2 | +1 | 0 | 0 | |||||||
| 75001+ | +6 | +5 | +4 | +3 | +2 | +1 | 0 |
The team gets the result multiplied with 10000, gold pieces.
Star Player Points (SPP)
During the play each coach should note
completions, touchdowns, interceptions and caused casualties for
each player on the team roster.
Completion: An accurate pass, which is caught by a team-mate
Casualty: When a player is killed, seriously injured or badly
hurt.
After the match one player in each team is
randomly chosen to be MVP, which should be noted on the team
roster.
It is just "normal" players who can earn SPP, Star
Players cannot earn SPP.
After a game add all earned SPP:
| Per completion | 1SPP | |
| Per caused casualties | 2 SPP | |
| Per interception | 2 SPP | |
| Per touchdown | 3 SPP | |
| Per MVP | 5 SPP |
The number of SPPs a player has shows how experienced he is.
| SPP | Title | |
| 0-5 | Rookie | |
| 6-10 | Experienced | |
| 11-25 | Veteran | |
| 26-50 | Star Player | |
| 51-100 | Star Player | |
| 101-150 | Star Player | |
| 151-250 | Star Player | |
| 251+ | Star Player |
When a player raises one experience level he is allowed to make a star player roll. Roll 2d6:
| 2-9 | Choose a new skill. | |
| 10 | Increase MA by 1 | |
| 11 | Increase AG by 1. | |
| 12 | Increase ST by 1. |
When the player choose a new skill he must choose among the skill allowed to his race and profession.
If the roll results in a double (i.e. 1, 1 or 2, 2) the player may ignore the table above and instead choose any skill ignoring any restrictions.
A players abilities cannot increase more than 2 above its original value.
Physical abilities can only be given to Skaven or Chaos players.
Fan factor
Each fan factor cost 10000 gold pieces. Each team must have a fan factor of at least 1 and may not have more than 9. Fan factors affect the kick-off roll and the Gate. Fan factors may only be bought at the beginning of the season. After that they are changed depending on the teams performance.
After a match the coach should roll a d6.
Modifiers:
| Won the match | +1 | |
| Lost the match | 1 | |
| Team scored 2 or more touchdowns | +1 | |
| Team inflicted 2 or more casualties | +1 |
Result:
| 1 or less | Fan factor goes down 1 point | |
| 2-5 | Fan factor stays the same | |
| 6 | Fan factor goes up 1 point |
The fan factor can never go below 1.
Purchases
After a game a coach can purchase new players and new coaching staff. A coach is allowed to buy additional re-rolls at a cost double the cost shown in the team list. A coach is allowed to retire one or more of his players. The retired players then become extra assistant coaches.
Team Ratings
(Team value / 10000) + (Total number of SPP / 5)
All divisions are rounded down. The team rating should be recorded on the team roster.
Team roster sheet
The team roster sheet defines the team.
In the game of Blood Bowl all kinds of foul play and cheating is almost encouraged with one important exception:
A BLOOD BOWL COACH CAN NEVER FALSIFY HIS TEAM ROSTER.
If a coach is detected falsifying the team roster on purpose he is immediately punished by the other coaches in an appropriate way
Skills
Accurate (Passing skill)
Add +1 when passing the ball.
Big Hand (Physical ability)
Picks up the ball on a roll of 2+. No modifiers apply.
Block (General skill)
Affects the block dice.
Bonehead (Physical ability)
Roll a D6 before taking an action for a player with this skill. On a roll of 1 they standing around trying to remember what it is they're meant to be doing. This means that they can't do anything for the turn, and they lose their tackle zone until they managed to roll something other than a '1' at the start of a turn. In addition, bone-headed players must take their actions last of all during a turn UNLESS there is a player from the team that is not a "bonehead" or really stupid in an adjacent square. This simply reflects the slow-witted and sluggish nature of these creatures unless there is someone around to tell them to get a move-on.
Break tackle (Strength skill)
May use ST instead of AG when dodging.
Catch (Agility skill)
Allows a re-roll when a player fails to catch the ball or drops a hand-off or fails to make an interception.
Claw (Physical ability)
May add 2+ when making an armour roll.
Dauntless (General skill)
If the player tries to block a player with greater strength, roll 2d6. If the result is greater than the defending players strength, the attacking player gets the same strength.
Dirty Player (General skill)
If the player makes a foul action add 2+ to armour roll and injury roll.
Diving Catch (Agility skill)
The player may move one square if the ball is thrown to him and missed. The move is made after the ball has scattered. No dodge roll is required to make this move. If the move takes the player to the square in which the ball scattered the player may try to catch the ball.
Diving Tackle (Agility skill)
The player may make a block if an opposing player enters his tackle zone. It allows the player to interrupt the opponents turn. The block is worked out using all the normal rules (both teams may use assists). If the opposing player is pushed back or knocked down, his move ends. No turnover is suffered unless the opposing player was carrying the ball and dropped it.
Dodge (Agility skill)
Allows a re-roll when player fails to dodge out of a tackle zone. The player may only do this once per turn. Affects the block dice.
Dump-Off (Passing skill)
Allows the player to make a Quick Pass when an opposing player declares a block at him. Work out the pass (and catch) before continuing with the block.
Extra Arms (Physical ability)
Add +1 to catch roll.
Foul Appearance (Physical ability)
Any player within three squares of player with this ability subtracts 1 from rolls when catching or passing. If any player tries to block player with this ability his must roll a d6. If roll is 1 he cannot make the block.
Frenzy (General skill)
A player with frenzy who makes a block and pushes the defender back must follow up and make another block on the same player. The player may not make more blocks than he has movement points. A player who makes a block action can still make these moves.
Guard (Strength skill)
May assist a block even if player is in enemy tackle zone.
Hail Mary Pass (Passing skill)
The ball may be thrown to any square on the field. Do not use the range ruler. On a roll of 1 the player fumbles and the ball scatters once from the throwers square. On roll of 2-6 the throw succeeds. The pass is never accurate. The ball scatters three squares. The pass cannot be intercepted.
Horns (Physical ability)
Add +1 to the players ST when throwing a block if player has moved at least one square before throwing the block. (Only when taking a blitz action.)
Hypnotic Gaze (Physical ability)
The hypnotic gaze is a free action. It can be taken anytime during a players action. Use the gaze on a player on an adjacent square. Roll a d6. If result is greater than victims AG then the victim loses his tackle zone for the rest of the team turn.
Jump up (Agility skill)
Stand up for free. Dont pay 3 movement point to stand up when knocked down.
Kick (General skill)
A player who wants to use this skill must be on the field during kick-off. He may not be set up in the wide zone or on the line of scrimmage. Half the number of squares the ball scatters on kick-off. Round down.
Leader (General skill)
The team gets an extra re-roll. Only one re-roll, even if many player on the team has the skill. The re-roll can only be used when the player with the skill is on the field.
Leap (Agility skill)
A player with leap can try to jump over one
occupied square. Roll a d6.
Player agility: 1 2 3 4 5 6+
D6 required: 6+ 5+ 4+ 3+ 2+ 1+
If the roll fails, the player is knocked down in the square he
was leaping to.
Making a leap costs two squares of movement.
Mighty blow (Strength skill)
Add +1 when rolling for injuries. Both armour roll and injury roll. Players with strength 2 or less may not use the skill.
Multiple Block (Strength skill)
The player may block two or more players at the same time. The opposing players must stand on adjacent squares. The opposing players ST is added together and all opponents suffer the effects of the block equally.
Nerves of Steel (General skill)
The player may ignore the 1 modifiers for enemy tackle zones when passing or catching.
Pass (Passing skill)
Allows a re-roll when a player misses a pass.
Pass Block (General skill)
The player may move three squares after opponent declares a passing action. The move may only be made if it takes the player to an interception position or places his tackle zone on the thrower or catcher. The move is made after the pass is declared but before interception is worked out. The opposing coach is not allowed to change his mind about the pass. The move is free. Work out dodge move as normal.
Piling On (Strength skill)
The player may use this skill after he has made a block and opposing player was knocked down. The player falls on top of his victim and adds his ST to the armour roll. The player is knocked down also, but no injury roll is made. The player is knocked down in his own square. Piling does not cause a turnover unless the player was carrying the ball.
Prehensile Tail (Physical ability)
Opposing players gets 1 when trying to dodge out of players tackle zone.
Pro (General skill)
Once per team turn the player may make an extra re-roll on any of his rolls. Roll a d6. On roll 4-6 a free re-roll can be made. On roll 1-3 no re-roll can be made. Not even a team re-roll.
Razor Sharp Claws or Fangs (Physical ability)
The player may add +2 to injury rolls.
Regeneration (Physical ability)
Before kick-off or after match players with this ability who are badly hurt, seriously injured or dead can be regenerated. Roll a d6. On 1 the regeneration failed. On 2-6 place the player in the reserves box.
Right Stuff (Agility skill)
Allows player to be thrown by players with "Throw Team Mate" skill. Players with "Right Stuff" skill cannot have Strength greater than 2.
Safe Throw (Passing skill)
Roll a d6 if an interception successfully is made of a pass from player with this skill. On roll of 2-6 the interception failed.
Shadowing (General skill)
The player may use this skill whenever an opposing player moves out of his tackle zone. Each coach rolls a d6 and adds that score to their players MA. If the shadowing players score beat the other score, then he may move into the square vacated by the other player. No dodge is needed. A player may make any number of shadowing moves per turn.
Side Step (Agility skill)
If the player is pushed back his coach may choose into which square his is pushed back to. The coach may choose any adjacent square, not just the three normal "push back squares".
Spikes (Physical ability)
Add +1 to the players AV.
Sprint (Agility skill)
Allows player to try to "Go for it" maximum 3 squares.
Stand Firm (Strength skill)
The player may never be pushed back.
If the player fails a dodge move he doesnt become knocked down. His move action ends, but he stands up.
Strip ball (General skill)
A player with this skill forces defending player to drop the ball when defender is pushed back.
Strong Arm (Passing skill)
Reduce the range with one band when using the range rule. The range may never be shorter than Quick Pass.
Stunty (Physical ability)
Ignore dodge modifiers for tackle zones when dodging. This ability doesnt apply when the player carrying a secret weapon.
Sure feet (Agility skill)
Allows player a re-roll when trying to "Go for it".
Sure Hands (General skill)
Allows a re-roll when player fails to pick up the ball. The skill Strip Ball cannot be used against a player with Sure Hands.
Tackle (General skill)
Opposing player may not use dodge skill.
Tentacles (Physical ability)
If opponent tries to move out of the players tackle zone the opponent must roll under his ST on a d6.
Thick Skull (Physical ability)
Roll d6 if player is knocked out. If result is 4 or more they become stunned. If result is 3 or less they stay knocked out.
Throw Team-mate (Strength skill)
Allows player to throw players with "Right stuff" skill. Players with "Throw team-mate" must have strength 6 or more.
Two Heads (Physical ability)
Add +1 to dodge rolls.
Very Long Legs (Physical ability)
Add +1 to the players MA. Add +1 to rolls when player trying to intercept.
Creating a Blood Bowl team
A coach gets 1000000 gold pieces to create his team. The things a coach can buy for his money is players, re-rolls, fan factors, assistant coaches, cheerleaders and Wizards.
A coach chooses one of the team-lists and buys players and re-rolls at the prices given there.
Each team must have at least 11 players and may not have more than 16.
A team can also include star players. See the special star player cards.
Assistant coaches
Each assistant coach cost 10000 gold pieces. Assistant coaches affect the kick-off roll.
Cheerleaders
Each cheerleader cost 10000 gold pieces. Cheerleaders affect the kick-off roll.
Wizards
A wizard cost 150000 gold pieces. Once per game a wizard is allowed to cast Lightning Bolt, Fireball or Zap.
Dwarf teams may not have a wizard; they can have an Alchemist instead (cost 150000 gold pieces).
Halfling teams may not have a wizard; they can have a Master Chef instead (cost 150000 gold pieces).
Undead teams may not have a wizard; they can have a Necromancer instead (cost nothing, the head coach is a necromancer).
Wizard spell Lightning Bolt
Place the teardrop-shaped lighting ball template anywhere on the game board with its narrow end touching or outside the game board. Any player in a square partly or fully touched by the template may be hit. Starting with the player closest to the narrow end of the template, roll 2d6. Add the scores together. If the score beats the target players agility then they have been hit. If not continue with the next player. Prone players are automatically hit. The first player to be hit absorbs all of the bolts power. Only one player can be hit. The player who is hit is knocked down. When checking for injuries, do it as if the player has been knocked down by a player with the skill "Mighty Blow". If a player on the moving team is knocked down by this spell his team does not suffer a turnover, unless he was carrying the ball.
Wizard spell Fireball
Place the round fireball template anywhere on the playing field. Any model that stands in a square fully or partly covered by the template may be hit. The wizards coach rolls a d6 for each player that has been hit. If the result equals or beats the players agility, the player is knocked down. Prone players are automatically knocked down. When checking for injuries, do it as if the player has been knocked down by a player with the skill "Mighty Blow". If a player on the moving team is knocked down by this spell his team does not suffer a turnover, unless he was carrying the ball.
Wizard spell Zap
The wizard nominates any square on the field and rolls a d6. If the result is 5 or 6 the nominated square is hit. If the result is 1-4, roll that number of scatters.
If the resulting square is empty nothing happens. If a player occupies the square, that player is turned into a frog until a touchdown is scored or the half ends.
Toad: MA:3, ST:1, AG:4, AV:4 Skills: Dodge, Leap, Stunty.
The toad may never carry the ball, or try to pick the ball up, or try to catch the ball. If the toad is on the same square as the ball, the ball will scatter one square. Any injuries the player suffers when he is a toad will still count when he becomes normal.
Dwarf Alchemist
A dwarf team who employs an alchemist gets d6 * 10000 gold pieces extra when collecting the team winnings after the match.
Halfling Master Chef
A halfling team who employs a Master Chef gets d6 / 2 (round down) extra re-rolls at the start of each half. The opponents loses the same number of re-rolls (The result cannot be less then 0)
Undead Necromancer
Once per match a Necromancer can cast the Raise Dead spell on a player in the opposing team who has died during the match. That player must be a player of roughly human size (not large monsters or small players like halflings or goblins). He becomes a new Zombie player and is placed in the undead teams reserves box if the undead team has fewer than 16 players.
Apothecaries
Each apothecary cost 50000 gold pieces. Once per match the apothecary may perform one of the following actions:
Secret weapons
Some star players are armed with secret weapons. Secret weapons cannot be bought. The player must be equipped with the weapon from start. After a touchdown or after a half ends the opposing coach rolls 2d6. If the score equals or beats the secret weapons penalty roll then the referee sends off the player for the rest of the match.
Ball and Chain
Penalty roll 8+.
The only players who carry ball and chain are goblin fanatics. Fanatics do not have a tackle zone and are only allowed to make move action. The coach must always move the fanatic before taking any other actions. The fanatic has MA 4. The fanatic is moved by placing the throw-in template over his head (turned in any direction) and then roll d6 to se in which direction the fanatic moves. This is repeated for all moves the fanatic takes. The fanatic never has to make a dodge move to leave a square.
If the fanatic moves into a square occupied by a player of either team, then he makes a block against that player. The fanatics St counts as 6. When blocking. No player in any side may assist the block. If the victim is pushed back the fanatic must follow up (unless the opponent had Stand Firm skill, in which case the fanatics move ends). If the fanatic is knocked down no armour roll is made when checking for injuries. Count Stunned as knocked out.
If the fanatic moves into a square with a prone player, the prone player is pushed back.
After the fanatics move has finished roll d6. On a roll of 2-6 the fanatic remains in play. On a roll of 1 then player is placed in the dead and injured box. Roll a d6. On a roll of 1-3 the fanatic is dead. On a roll of 4-6 the player is injured and may play next match.
The only player that may block a fanatic is another fanatic. Should this happen both players are automatically knocked down.
Bomb
Penalty roll 8+.
A player who carries bombs is called a Bombardier. The coach may choose to have the Bombardier throw a bomb instead of taking any other action. The Bombardier cannot move the same turn. Roll a d6 to see if he can light the fuse. On a roll of 1 the bomb explodes in his hand. On a roll of 2-6 he succeeds to light the bomb. If a player with a lit bomb is knocked down the bomb scatters one square and then explodes. The bomb is thrown using the rules for throwing a football. The bomb may be intercepted or caught. The catching player may then throw the bomb immediately. This is a special action, which takes place out of normal sequence of play. For the second (and any subsequent) throws a roll must be made to see if the bomb explodes. Roll a d6. On a roll of 1-3 the bomb explodes in the throwers square. If the bomb lands in a square with a player who decides not to catch the bomb or in an empty square, then it scatters one square. After it has scattered once (for any reason) the bomb explodes. When a bomb explodes it knocks down any player on the same square, no roll is needed. Players on adjacent squares are knocked down on a d6 roll of 4-6. Make injury rolls for players that are knocked down as normal.
Chainsaw
Penalty roll 8+.
The chainsaw is always turned off during the kick-off.
Starting the chainsaw counts as an action
To start the chainsaw the player rolls a dice
(d6):
Player agility: 1 2 3 4 5 6+
D6 required: 6+ 5+ 4+ 3+ 2+ 1+
If the roll succeeds the chainsaw is running.
A player armed with a running chainsaw may never catch or carry the ball.
If a player carrying a running chainsaw falls over, check for injuries on the player with the chainsaw. Add 3 to armour roll.
When a player makes a block carrying a running chainsaw, check for injuries directly on the defending player. Add 3 to armour roll.
If a player with a running chainsaw kicks on a player who is down, add 3 instead of 1.
Chaos Dwarf Blunderbuss
Penalty roll 10+.
The player carrying a blunderbuss may use it to pass the ball as an action. No movement is allowed the same turn. The players coach nominates a square anywhere on the field. Roll a d6. On a roll of 1-3 the ball scatters (distance d6). If the ball lands on a square occupied by a player the player may try to catch the ball. If the ball lands on an empty square it scatters once more. On a roll of 4-6 the ball lands on the nominated square and counts as an accurate pass. After the blunderbuss has been used it may not be fired again until after a touchdown is scored or after the half ends.
Dwarf Death-Roller
Penalty roll 7+.
The death-roller does not have to dodge when leaving a tackle zone.
If a death-roller is knocked down remove it from the rest of the game and place it in the dead and injured box. It can be used again in next match.
If a death-roller is used to make a foul action add 6 to armour roll.
Goblin pogo stick
Penalty roll 10+.
A player equipped with a pogo stick may move 4 squares when he "Go for it".
A player equipped with a pogo stick has the skill Leap.
Poisoned Dagger
Penalty roll 10+.
A player with a poisoned dagger may attack with the dagger instead of making a block. Make an armour roll for the victim. If the result is less than or equal the attack has no effect. If the result is greater than the victims armour, make an injury roll. Treat stunned as knocked out. Once the dagger has successfully stabbed a victim it cannot be used again until after a touchdown or after the half ends.
Team lists
Chaos team
| Number in a team | Title | Cost | MA | ST | AG | AV | Skills |
| 0-12 | Chaos Beastmen | 60000 | 6 | 3 | 3 | 8 | Ability:Horns |
| 0-4 | Chaos Warriors | 100000 | 5 | 4 | 3 | 9 |
Re-roll counter: 70000 gold pieces each.
May use General Skills, Strength Skills, Physical Abilities.
Chaos Dwarf team
| Number in a team | Title | Cost | MA | ST | AG | AV | Skills |
| 0-12 | Hobgoblins | 40000 | 6 | 3 | 3 | 7 | |
| 0-6 | Chaos Dwarf Blockers | 70000 | 4 | 3 | 2 | 9 | Block, Tackle, Thick Skull |
Re-roll counter: 50000 gold pieces each.
Hobgoblins may use General Skills.
Chaos Dwarves may use General Skills, Strength Skills.
Dark Elf team
| Number in a team | Title | Cost | MA | ST | AG | AV | Skills |
| 0-12 | Linemen | 70000 | 6 | 3 | 4 | 8 | |
| 0-2 | Throwers | 90000 | 6 | 3 | 4 | 8 | Pass |
| 0-2 | Blitzers | 100000 | 7 | 3 | 4 | 8 | Block |
| 0-2 | Witch Elves | 110000 | 7 | 3 | 4 | 7 | Frenzy, Dodge, Jump Up |
Re-roll counter: 50000 gold pieces each.
Linemen, Blitzers and Witch Elves may use General Skills, Agility
Skills.
Throwers may use General Skills, Agility Skills, and Passing
Skills.
Dwarf team
| Number in a team | Title | Cost | MA | ST | AG | AV | Skills |
| 0-12 | Long Beards | 70000 | 4 | 3 | 2 | 9 | Block, Tackle, Thick Skull |
| 0-2 | Runners | 80000 | 6 | 3 | 3 | 8 | Sure Hands, Thick Skull |
| 0-2 | Blitzers | 80000 | 5 | 3 | 3 | 9 | Block, Thick Skull |
| 0-2 | Troll Slayers | 90000 | 5 | 3 | 2 | 8 | Block, Frenzy, Dauntless, Thick Skull |
Re-roll counter: 40000 gold pieces each.
Long Beards, Blitzers, Troll Slayers may use General Skills,
Strength Skills.
Runners may use General Skills, Passing Skills.
Goblin team
| Number in a team | Title | Cost | MA | ST | AG | AV | Skills |
| 0-16 | Goblins | 40000 | 6 | 2 | 3 | 7 | Right Stuff, Dodge, Stunty |
Re-roll counter: 60000 gold pieces each.
May use Agility Skills.
Star Players cost double, unless they are trolls or goblins.
When a goblin passes the ball, increase the range band with one.
When an opponent blocks a goblin player, the opponent adds +1
when rolling for injury on the goblin player.
Halfling team
| Number in a team | Title | Cost | MA | ST | AG | AV | Skills |
| 0-16 | Halflings | 30000 | 5 | 2 | 3 | 6 | Right Stuff, Dodge, Stunty |
Re-roll counter: 60000 gold pieces each.
May use Agility Skills.
To hire a Star Player cost double unless he is a treeman or a
halfling.
When a halfling passes the ball, increase the range band with
one.
When an opponent blocks a halfling player, the opponent adds +1
when rolling for injury on the halfling player.
High Elf team
| Number in a team | Title | Cost | MA | ST | AG | AV | Skills |
| 0-12 | Linemen | 70000 | 6 | 3 | 4 | 8 | |
| 0-2 | Phoenix Warrior | 80000 | 6 | 3 | 4 | 8 | Pass |
| 0-2 | Lion Warrior | 90000 | 8 | 3 | 4 | 7 | Catch |
| 0-2 | Dragon Warrior | 100000 | 7 | 3 | 4 | 8 | Block |
Re-roll counter: 50000 gold pieces each.
Linemen, Lion Warrior, Dragon Warrior may use General Skills,
Agility Skills.
Phoenix Warrior may use General Skills, Agility Skills, and
Passing Skills.
Human team
| Number in a team | Title | Cost | MA | ST | AG | AV | Skills |
| 0-12 | Linemen | 50000 | 6 | 3 | 3 | 8 | |
| 0-4 | Catchers | 70000 | 8 | 2 | 3 | 7 | Catch, Dodge |
| 0-2 | Throwers | 70000 | 6 | 3 | 3 | 8 | Sure Hands, Pass |
| 0-4 | Blitzers | 90000 | 7 | 3 | 3 | 8 | Block |
Re-roll counter: 50000 gold pieces each.
Linemen may use General Skills.
Catchers may use General Skills, Agility Skills.
Throwers may use General Skills, Passing Skills.
Blitzers may use General Skills, Strength Skills.
Lizardmen team
| Number in a team | Title | Cost | MA | ST | AG | AV | Skills |
| 0-12 | Saurus | 60000 | 6 | 3 | 3 | 9 | |
| 0-4 | Skink | 80000 | 8 | 2 | 4 | 7 | Dodge, Stunty |
| 0-2 | Kroxigor | 130000 | 5 | 5 | 2 | 9 | Prehensile Tail, Thick Skull |
Re-roll counter: 60000 gold pieces each.
Saurus may use General Skills.
Skink may use General Skill, Agility Skills.
Kroxigor may use Strength Skills.
Norse team
| Number in a team | Title | Cost | MA | ST | AG | AV | Skills |
| 0-12 | Norse Linemen | 50000 | 6 | 3 | 3 | 7 | Block |
| 0-4 | Norse Catchers | 70000 | 6 | 3 | 3 | 7 | Block, Catch |
| 0-2 | Norse Throwers | 70000 | 6 | 3 | 3 | 7 | Block, Pass |
| 0-4 | Norse Blitzers | 90000 | 6 | 3 | 3 | 7 | Block, Frenzy, Jump Up |
Re-roll counter: 60000 gold pieces each.
Norse Linemen may use General Skills.
Norse Catchers may use General Skills, Agility Skills.
Norse Throwers may use General Skills, Passing Skills.
Norse Blitzers may use General Skills, Agility Skills Strength
Skills.
Norse team may use the same Star Players that the human team can
use.
Orc team
| Number in a team | Title | Cost | MA | ST | AG | AV | Skills |
| 0-12 | Linemen | 50000 | 5 | 3 | 3 | 9 | |
| 0-2 | Throwers | 70000 | 5 | 3 | 3 | 8 | Sure Hands, Pass |
| 0-4 | Black Orc Blocker | 80000 | 4 | 4 | 2 | 9 | |
| 0-4 | Blitzers | 80000 | 6 | 3 | 3 | 9 | Block |
Re-roll counter: 60000 gold pieces each.
Linemen may use General Skills.
Throwers may use General Skills, Passing Skills.
Black Orc Blocker, Blitzers may use General Skills, Strength
Skills.
May hire up to four goblin players.
Skaven team
| Number in a team | Title | Cost | MA | ST | AG | AV | Skills |
| 0-12 | Linemen | 50000 | 7 | 3 | 3 | 7 | |
| 0-2 | Throwers | 70000 | 7 | 3 | 3 | 7 | Sure Hands, Pass |
| 0-4 | Gutter Runners | 80000 | 9 | 2 | 4 | 7 | Dodge |
| 0-2 | Storm Vermin | 90000 | 7 | 3 | 3 | 8 | Block |
Re-roll counter: 60000 gold pieces each.
Linemen may use General Skills, Physical Abilities.
Throwers may use General Skills, Passing Skills, and Physical
Abilities.
Gutter Runners may use General Skills, Agility Skills, and
Physical Abilities.
Storm Vermin may use General Skills, Strength Skills, and
Physical Abilities.
Undead team
| Number in a team | Title | Cost | MA | ST | AG | AV | Skills |
| 0-12 | Skeletons | 30000 | 5 | 3 | 2 | 7 | Regenerate |
| 0-8 | Zombies | 30000 | 4 | 3 | 2 | 8 | Regenerate |
| 0-4 | Ghouls | 70000 | 7 | 3 | 3 | 7 | Dodge |
| 0-2 | Wights | 90000 | 6 | 3 | 3 | 8 | Block, Regenerate |
| 0-2 | Mummy | 100000 | 3 | 5 | 1 | 9 | Mighty Blow, Regenerate |
Re-roll counter: 70000 gold pieces each.
Skeletons, Zombies, Wights may use General Skills.
Ghouls may use General Skills, Agility Skills.
Mummy may use General Skills, Strength Skills.
The coach of an undead team is a Necromancer. The team may not
hire any "normal" wizard. Undead teams may not hire an
Apothecary.
Wood Elf team
| Number in a team | Title | Cost | MA | ST | AG | AV | Skills |
| 0-12 | Linemen | 70000 | 7 | 3 | 4 | 7 | |
| 0-4 | Catchers | 90000 | 9 | 2 | 4 | 7 | Catch, Dodge |
| 0-2 | Throwers | 90000 | 7 | 3 | 4 | 7 | Pass |
| 0-2 | Wardancers | 120000 | 8 | 3 | 4 | 7 | Block, Dodge, Leap |
Re-roll counter: 50000 gold pieces each.
Linemen, Catchers, Wardancers may use General Skills, Agility
Skills.
Throwers may use General Skills, Agility Skills, and Passing
Skills.
Star Players
No team may include more than four star players. A star player should have "Star Player" in the "position box" on the team rooster.
| Name | MA |
ST |
AG |
AV |
Skills | Teams | Special | Price |
| Ahrni (Kroxigor) | 6 |
6 |
2 |
9 |
Prehensile Tail, Mighty Blow, Thick Skull, Throw Team Mate | Lizardmen | 180000 |
|
| Bomber Dribblesnot | 6 |
2 |
3 |
7 |
Dodge, Accurate | Orc, Goblin | Bombardier | 80000 |
| Chonwoo (Tempel guard) | 7 |
4 |
2 |
9 |
Block, Stand Firm, Guard | Lizardmen | 140000 |
|
| Count Luthor Von Drakenburg | 6 |
5 |
4 |
9 |
Block, Dodge, Hypnotic Gaze, Regenerate | Humans, Undead | 180000 |
|
| Deeproot Strongbranch | 2 |
7 |
1 |
10 |
Block, Mighty Blow, Stand Firm, Thick Skull, Throw Team-Mate | Halfling, Wood Elf | 180000 |
|
| Fungus the Loon | 4 |
2 |
3 |
7 |
Goblin, Orc | Ball & Chain | 60000 |
|
| Grashnak Blackhoof | 6 |
6 |
2 |
9 |
Horns, Mighty Blow, Thick Skull | Chaos, Chaos Dwarf | 160000 |
|
| Griff Oberwald | 8 |
4 |
4 |
8 |
Block, Dodge, Leap, Sprint, Sure Feet | Humans | 180000 |
|
| Grim Ironjaw | 5 |
4 |
3 |
8 |
Block, Mighty Blow, Dauntless, Frenzy, Thick Skull | Dwarf | 150000 |
|
| Hakflem Skuttlespike | 9 |
3 |
4 |
7 |
Prehensile Tail, Extra Arms, Two Heads, Dodge | Skaven | 130000 |
|
| Headsplitter | 6 |
6 |
3 |
9 |
Mighty Blow, Prehensile Tail | Skaven | 160000 |
|
| Horkon Heartripper | 6 |
3 |
4 |
8 |
Dodge, Leap, Shadow | Dark Elf | Poison Dagger | 120000 |
| Hthark the Unstoppable | 6 |
6 |
2 |
10 |
Block, Break Tackle, Sprint, Sure Feet, Thick Skull | Chaos Dwarf | 180000 |
|
| Jordell Freshbreeze | 8 |
3 |
5 |
7 |
Block, Diving Catch, Dodge, Leap, Side Step | Wood Elf | 150000 |
|
| Lord Borak the Despoiler | 5 |
5 |
3 |
9 |
Block, Dirty Player, Leader, Mighty Blow | Chaos | 160000 |
|
| Mighty Zug | 4 |
5 |
2 |
9 |
Block, Mighty Blow | Human | 120000 |
|
| Morg n Thorg | 6 |
6 |
3 |
10 |
Block, Mighty Blow, Thick Skull, Throw Team Mate | Chaos, Goblin, Human, Orc | 190000 |
|
| Nobbla Blackwart | 6 |
2 |
3 |
7 |
Dodge, Frenzy, Right Stuff | Chaos, Goblin, Orc | Chainsaw | 80000 |
| Prince Moranion | 7 |
4 |
4 |
8 |
Block, Dauntless | High Elves | 140000 |
|
| Ripper Bolgrot | 4 |
6 |
1 |
10 |
Regenerate, Mighty Blow, Throw Team Mate | Orc, Goblin, Chaos | 150000 |
|
| Scrappa Sorehead | 6 |
2 |
3 |
7 |
Dodge, Right Stuff | Goblin, Orc | Pogo Stick | 60000 |
| The Deathroller | 4 |
7 |
1 |
10 |
Mighty Blow, Stand Firm, Multiple Block | Dwarf | Death Roller | 160000 |
| Varag Ghoul-Chewer | 6 |
4 |
3 |
9 |
Block, Jump Up, Leader, Mighty Blow, Pro | Goblin, Orc | 160000 |
|
| Yaxi Chan (Skink) | 9 |
2 |
4 |
7 |
Dodge, Stunty, Right Stuff, Block, Dauntless | Lizardmen | 130000 |
|
| Zzharg Madeye | 5 |
3 |
2 |
9 |
Block, Tackle, Thick Skull | Chaos Dwarf | Chaos Dwarf Blunderbuss | 100000 |