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7 ( THE GAME OF FANTASY FOOTBALL 2 ¥ Human Thrower Human Blitzer Human Catcher 1 r B ‘Human Lineman Human Lineman Human Lineman Black Orc Blocker Ore Blitzer Ore Thrower OreLinemet Ore Lineman “Good evening sports fans. I'm Bob Bifford, welcoming you to the Blood Bowl for tonight’s contest. You join a capacity crowd, packed with members from every race from across the known world, all howling like banshees in anticipation of tonight's game. Oh, and yes, there are some banshees... Well, kick-off is in about twenty minutes, so we've just got lime to recap on the rules of the game before battle starts. And of course, joining me 1s Jim Johnson. Evening, Jim!” “Thank you, Bob! Well, good evening, and boy, are you folks in for a great night of top-class sporting entertainment! First of all, though, for those of you at home ‘who are unfarniliar with the rules, here's how the game is played.” “As you know, Blood Bowl is an epic conflict between two teams of heavily-armed and quite insane warriors. Players pass, throw or run with the ball, attempting to get it to the other end of the field, the End Zone. Of course, the other team must fry to stop them, and recover the ball for their side. Ifa tearn gets the ball over the line into their opponent's End Zone, ifs called a touchdown; the team that scores the most touchdowns by the end of the match wins the game, and is declared Blood Bowl Champions! How do they do it? It’s like this...” ‘Welcome to Blood Bow. Blood Bowl Boot Camp... Basic Rules... Setting up the Game 2 The Kickoff. ss ‘The Sequence of Ply 2 Player Actions. Turnovers. Movement. Tackle Zones. Blocks... ‘ Knock Downs & Injuries ‘ ‘Throwing the Ball. : Re Tol ne e ‘Winning the Match.. Extra Rules, Creating a Blood Bow! Team... 5 Blood Bowl Roster Sheet. Star Payer - Special Play Ca¥ enone ‘The Kick-off Table een The Weather. IMlegal Proced ~ Going for It, ~-Manding-off the Ball. Assisting a Block vennnon Interceptions & Fumbles. = skills. ‘The Origins of Blood Bow. “Assembling your Teams .o.cnmnnennn 2 Blood Bowl is dedicated tothe memory of Wayne England {© Copyright Games Workshop Limited 2016, Blood Bowl, Blood Bow! The Game of Fantasy Footbal, Citadel, Games Workshop, ‘GW andall associated logos, names, races, vehicles, weapons and characters are either or TM and/or © Games Workshop Limited. All Rights Reserved, ‘No part ofthis publication may be reproduced, stored ina retrieval system, or transmitted in any form or by any means clectronic, mechanical, photocopying, recording or otherwise, without the prior perinission of the publishers. This isa work of fiction, All the characters and events portrayed inthis book are fcrional, and any resemblance to real people or incidents is purely coincidental, British Catalogting-in-Publication Data, A catalogue record for this ‘book is available from the British Library.” Peinted in China = . Games Workshop Website yrmgumes workshopcom ‘ "Forge World Website wurnforgeworldcoske < ” ‘Welcome to the world of Blood Bowl, where asthe coach of your team, youll be seeking to defeat your tivals in as convincing and violent a manner as possible, and no doubt to earn fame, fortune end the adulation of your fans along the way! Blood Bowl is a sportenjoyed by numerous races from sneaky Goblins to lumbering Ogres, but there are few who enjoy agood bout of oP merce erg ode tc prid Ut Haaren Oval Yor oa ae ee First Half Tur rack asi sfs 71S e112) 314) 5/817 /81e ‘Seton Half Turn Trace — ‘A QUICK-START INTRODUCTION TO BLOOD BOWL “The next few pages of the rulebook are intended to give You en overview of Blood Bowl, and show you how afew of the Actions work before they'e explained to you. The drills telex to the Human coach and the Ore coach; remember, ‘this means you! In Blood Bowl, player is used o refer to the plastic models If youre reading this by yourself youll be playing the part of both couches ‘Once you've gone through the three training drills here, xead through the rules themselves. They're divided into wo sections: the first part has al ofthe most important ‘core! rules, while che second part has optional advanced rules that male fora richer, more exciting game. We recommend that You stick to the core rules for yous first couple of games, then bring in the advanced rules as you see fit Before you carey on, you will need to assembletwo Human, Linemen and two Orc Linemen. Ifyeut havent already assembled them, You can find instrictions Om page 56: DRILL : Moving AND DoooiNG Set up the playing field in front of you and setup the four players as shown below. In Blood Bow, the wo coaches alternate taking turns one afer the other. When i's your turn, each of the players on ‘your team can do something this is called Yalking an Action ‘ach pliyer can only take one Action per turn. There are several to choose from, bu for now we'l focus on the one you'll be using the most: MOVE, “This dail takes place during the Human teams turn, 50 the ‘Human couch ean take Actions with their players, Note the capital H!— we assume that both coaches are probably hhumap, but here we'e referring to the one in charge ofthe Human team, They pick one oftheir Lineman and declare that they will rake a Move Action. This lets them move up ‘to six squates in any direction or combination of directions, {nchuding diagonally. It goes without saying that you cant ‘enter a square containing another player. Youll ned to clear ‘the way ist, which we'll coverin Drill “Hie Human Linehan movediv equate oregie iy standing next to the Ore Lineman as shown in the example above. Do this now! * ‘TACKLE ZONES AND DODGING ‘The Human coach wants to take a Move Action with their other Lineman, to get them away from the Oc Lineman, ‘Who can blame them? However, moving isnt so easy when theres an enemy player bresthing down your neck. ‘The eight squares around a player (the shaded spaces around the Ore Tiheman inthe example above} make up ts tackle ‘one. This represents the area itcan reach in ordee to grab or tackle opposing players. When one of your players leaves a square tha’ in an opposing player's tackle zou, you need 10 sake « Dodge roll ‘The Human player moves to their frst square, but before they can go any further, their coach makes a Dodge roll by rolling one of the normal six-sided dice. Do this now = move the Lineman one square away from the Oze, then roll che appropriate dice, Ifyou roll a3 or higher, your player dodges nimbly aside and can continue moving, On a t or, they fall down in the square they moved to and their move ends In ur example, the coach rolled as, so the players move carried on unimpeded. DRILL 2: BLOCKING AND BLITZIN First, make sure your board looks the same as the exemple ‘below. If che Human Lineman fell over, duse them off stand. them back up and move them the right quae, Wea 4 fudge things a little for now. Ir is a training drill, after: = Now that both players on the Human team have taken an © ‘Action, the Ore team takes srurn. The Ore-coach starts things in much the seme wayas countless Ore coaches since the ‘eatliest days ofthe sport by taking a BLOCK Action with” the Ore Lineman standing next to the Human 2inémaigNote = that youineed tobe adjacent to an enemy player to take a Block Action Blocks are a fundemental part of Blood Bowl, as important asthe odily-shaped bal the oversized pads and the post touchdown victory dances, A blocking player is attempting topurt their opponent out of action or atthe very least move them out of the way, Its not without its risks, tholigh= there's sways achance you opponent wilt ou bag! a Block dice. Each face has a special ve ‘youcan, Took these up on the reference sheer, but before long, voullknow them by heart. In our example, the Orc coach rolls and’gets - ay 8 vhich meat Hunan per puede ay fiom teacher and knocked fez Goode a olla Black dice yourself Ifyou get anything ther shan ey aan union do. Now hat youroponent vl ais his in fel pai ee player hasbeen posi beck ond caoeeed aE Bed dacain porte data ‘Whenever player is knocked over, the opposing coach, :mekesan Armour roll to see whether they're injured, “The Ore coach rolls swo-dice and adds them together, then compares them to the Human Lineman's Armour value of 8 He scores a total of 0~ beating the Armour value~ so the Human players injured! The Ore coach rolls two dice again, this time looking the total up on the Injury table. A lucky ‘oll of 11 means the unlucky Human is Seriously Injured and removed from the field. Ouch! if you want tohave a goat replicating these rolls yourself ‘0 for it you'd rather save some time and j Humen player without rolling, we won't rel. ‘Once per turn, one of yout players can take a BLITZ ‘Action. This is like a Move Action, but once during the rove, the player can make a block at the cost of one square ‘of movement: The Ore coach decides that the other Ore Lineman will takes Blitz Action ~ thar Slippety Human player ist getting away so castly! “The Lineman moves four squares, and has one square left (Ores ccin move wp to five squares in turn) which they use to ‘throw a lock. The Ore coach rolls a Blok dice, and gers (68, This results in both players being Knocked Down at the same time! Each coach makes an Armour toll~and maybe even an Injury soll~ forthe opposing player. Go ahead ahd do this and see how i goes! Remember the Human has an Armour value of§ The Orc, onthe other hand, has an ‘Armour alu of DRILL 3: PASSING Its time ro reset the playing field, Clear the players away, then set up both the Human Linemeh and one of the Ore Linemen as shown in the exemple below. As you can see, one of the ‘Human players is holding the ball slot it into the hole on that player’ base to show this. In this ase, che player falls nto the second séétions0 its a Short Pass. The Human coach rolls a normal sicsided dice, requiring a4, sor 6 for the pass to be accurate, In our example, the coach rolls 22,80 the pass misses “The ball has to come down somewhere, so the Human exch ‘uses the Scatter template to sce where it ends up. Centre it on the square where the ball should have landed (in this case, the playerin the End 2onejand rol he cigheslided dice BuPIRE 1 this example isthe Human team’s turn again. They've___ballin the space that corresponds tothe number you rolled managed to get one oftheir Linemen intothe Orc End Zone _Repeat this twice mote (three times in oral) to determine the ~ if tha player can get theithandson the ball its going to _ball’s nal resting place = be a touchdown! Scoring touchdowns is, generally, how you ‘win games of Blood Bowl. You ean also go for stomping the other team flat, but thats often more challenging. “The Human coach declares that the player with the ball will take a Pass Action, in an attempt to get the ball up the field tothe player waiting in the End Zone. The player making the pass can move (up to six squares 2s befOre)then they can ‘throw the bal. “Take the plastie range ruler and place itso thatthe hole atone ends dtectly over the throwing player's head. Then align it so thatthe centr line of the ruler passes over the head of the receiving playet. The different sections ofthe ruler represent In the example above, the Human coach rolled a2, then Ailfeéenc passing ranges as you can imagine its harderto _anothe=2,thena to the bal scatered into the Oreplaye’s ae ant player than itis oa nearby one spice. ‘That cant be good! ifthe balllands in apa that player gets a chance to catch it. The Human coach wi hoping their own player would ge chs chance, b 4 can ofbad luck i's their opponent doing t i throw the bal roa wildly bouncing bell, will Ke make i Roll che dice and decide for yourse ‘you score a 4, 5 of 6, slot the ball into the space on player's base. I's an interception! Otherwise, the B ‘one final time and comes to rest in the space is Moves There you go! Three training drills tac give y cof how to play Blood Bowl. Now read on to lea 4 game for real 3 RU a he Basic Rules section cavers everything you need 9 ‘become a fully-fledged Blood Bowl coach, and if you've followed the ation inthe Blood Row! Boot Camp section, you'll no doubr be Keen to get stuck into a full geme. After the Basic Rules, youll find the Evera Rules section which presenti an element of the game that most coaches regard as alkimportant fouling the other side! But don't worry about such tactics for now, first you need to master the basic plays SETTING UP THE GAME Before you start i'sa good idea to read through these rules atleast once so you get some idea of what you are doing. ‘Once you have done this, lay out the board and assemble the players. The owner ofthe game always gets the first choice as o which team they will play! Each coach will also need a Dugout, the appropriate player cards and the counters found ‘on the plastic frames with the player figures. Each cosch should place their Dugout behind orbeside one of the End Zones. This shows which halfof the pitch belongs.10 each team, You scorea touchdown by getting the bal into the / opposing team's End Zone Each couch should place a Turn marker inthe Fist Half square on the Turn tack, and a Score counter in ther Score ‘tack. Finally each coach should refer to their ream listo Siow Monox Reexar Jims As any coach witl ell you, Boba team’s sarting formation {svitally important. Here we can ee the Reikland Reavers’ well honed Cage AMlack which they use against fast moving oragile fam ‘Bol: You sai it, Jim. Those Throwers will recover the ball ‘guickly, while the Blitzrs probe the flan fo a weakness. > Ji hats about ih Bob And sso thy ind the est of the tearm will form up on that flank, protecting the ball Briere linge the End Zone Us las see how meny Re roll counters their team is entitled to, and should place that many counters on the'Re-roll reck of their team’s Dugout Flip the Blood Bowl coin or rol Dé to see which cosch will choose who will setup frstThe team that sets up fists. called the kicking team, because they will kick-off the ball. ‘The other team iscalled the receiving team, because they will receive the kick-off Each coach must set up 1x players, ot ifthey cant field 11 players then as many players as they have in the Reserves box, between their End Zone and the half ‘way line, and within the following restrictions: 1. The kicking team always sets up fist 2. No more than two playets per team may beset up in each wide zone (i.e, « maximum of four players may be split wide, two on each flank). 3. Atleast three players must beset up next ro the halfway line,on the line of scrimmage. 4 Ifyou cannot setup three players on the line of scrishmage, you must either concede the match (see page 2) or cary on playing by placing as many players on the line of scrimmage as possible THE KICK-OFF ‘After both teams have setup, the coach ofthe kicking team places the ball in any square in their opponent’ half of the pitch, including the opponents End Zone ifthey like. The ‘ball will then seater in atandom direction. Using the Scatter {cinplate, rol the D8 onee for the direction of scatter, and then roll a D6 0 see how many squares che ball will rave Important Note:The kickoffs the only time that you ell ¢ Dé to see how many squares the ball tioves when it scatters This is because kicks are very inaccurate. When relling seater fora missed pass, or when the ball ounces, the bal only ‘moves one square per Scatter rll ‘A kick-off mus land in the opponent’ half of the pitch. ‘Assuming the ball lands inthe receiving team’ half ofthe pitch then it will either land in ax empty square or a square occupied by a player. Ifthe ball lands in an empty square it ‘will bounce one more square (see Bouncing Balls on page 19)-I the ball lands on a squere occupied by a players the player must ey to catch the bal (see Catching the Football ‘on page 19) IF the ball scaters or bounces off he pirch oF ico the kicking team’s half the receiving coach is awarded ‘rouchbaek’ and must gi7@Bhe ball ro any player in their team. Onee the kick-off has been taken, you are ready to proceed tothe first tur of the game. THE SEQUENCE OF PLAY ‘Blood Bou is split into two halves of x6 tins exch (ie, eight turns per coach). At the end of the second half, the team with the most rouchdowns i the winner. The game is played using 4 simple bur striet sequence of play, which runs as follows: ~/A. Receiving Team's Tin B. Kicking Teams Tan ‘Repeat A and B, off after the other, until the end of the drive. Nort: A driveis defined as playing until a roiichdown is scored o the half ends During tur, the team in play may pperform one Action with eich player inthe team, The players ‘onthe other team may not take any Actions until their own: turn comes around. MOVING THE TURN MARKER Each coach is responsible for keeping track of how many tus their téam has used, and must move the Turn marker: cone spacé along the track provided on their Dugout at the start of each and every one oftheir turns Ifcoaches find themselves regularly forgetting to move the Turn marker along, they might agree rouse the Illegal Procedure special rule, which is found inthe Extra Rules section lter on. PLAYER ACTIONS ‘Each player ina team may perform one Action per turn. The Actions that may be pesformed are described below. When all ofthe players in a team have performed an Action then the turn ends and the opposing coach is allowed to take a turn ‘You mus declare which Action «players goingo take efor arti cA Far creme, you might ar "This player ing tae Bc Action” Players perform Actions one at ime. In other words, the coach may perform an Action with one player, and then perform an Action with another player and so on. This arses con until all ofthe players have performed an Action ot the coach does not want to perform an Action with any more players. Note thata player must finish their Action before another player can take one. Each player may only perform ‘one Action per turn. Only one Blitz and one Pass Action ‘may be taken in each turn. These Actions must be taken by’ separate players; a player cannot perform a Blite Action and ass Action in che same turn LIST OF ACTIONS Movs: The Blood Bowl pliyet may move.e number of squates equal to their Movement Allowance (MA) = including moving ero squares, Certain events cause the turn to end before all of the plage: Bivcks Thc player may makea taplobiects agsiossplayerin an adjacent square. Players who are rone may not performs this Action . s Burra: The player may move a numberof squares equal 10 their MA. They may make one block during the move. The block may be made at any point during the move,and’eosis ‘one square of movement. ie Important: This Action may not be declared by more than cone player per turn, However, any player may perform a blica~the player doesn have to be a Blier ~ livers are jst better a it than other players es. ise Theiler nity move Heed of gud (MA. At the end ofthe méve, the player may pass the ball Important: This Action may not be declared by more than cone player per turn, i % sae Nors: The Extra Rules section provides rwoiadditional ‘Actions: Hand-off (see page 29) and Foul (see page 32) ‘Neither of these Actions may be declared by more than one _ player per turn, ae TURNOVERS % bbave taken an Action. These events are called turnovers. The fellowing events cause «rurnover: . 1. A player on the moving team is Knocked Down ~being injured by the crowd or being Placed Proneis nota rurover unless itis player from the active eam holding, the balk eg. skills lke Diving TackleyPiling Qn and ‘Wrestle counras being Placed Prone,or = 2. passed bal, ot hand-off, is not caught by any member of the moving team before the ball comes torest,oF 4. Aplaer fiom the moving team temps to pick up the ae buallend hails, Note: Failing « Catch roll,as opposed 10.4 pick up,is by itself never a turnover, oF i 4 Arouchdown isscored, or 5: Apass acempris fumbled even ifa player from shat eam catches the Fumbled ball, or " {& Applayer with the ball is thrown or is attempred to be thrown using Throw Team-mate (see page 34) and fails to land successfully including being eaten or squirming free from an Always Hungry roll), or 27. Aplayer is ejected by the referee for afoul ‘Acoach who suffers a turnovers norallowed totake any — further Actions that turn, and any Action being taken ends immediately even ifit was only partially completed. Make Armour rolls and Injury. cols for players who were Knocked Down, and ifthe ball was dropped then roll see where it ; bounces to normally Stunned players should be turned face up, and then the opposing coach may start to take cheis rum ~ MOVEMENT player may move a number of squarés equal to their ‘Movement Allowance. Players may move in any direction ‘or combination of directions, including diagonally, as long 2s they do not enter square that holds another player (from either team), Players do not have to use up al oftheir ‘Movement Allowance in their tur; they don't need to move atallf their coach does not want them to. TACKLE ZONES ‘The eight squares adjacent toa player make up their tackle zone, as shown in the diagram below. A player who is Prone tr Stunned does not have a tackle zone. "Each times player leaves a square that isin one or more ‘opposing tackle zones, the coach must makea Dodge roll. The ~ phayer only as to dodge once in order to leave the square, no ‘matter how many opposing tackle zonesare oni. Note that you must aways make a Dodge rll when you leave a square ina tackle zone, evenif there arent any tackle zones on the square you are moving t0 (see the Slow Motion Replay on page 15). Look up the player's Agility on the Agility able — Dodge ‘opposite 1o find the score which is required to successfully iordge our ofthe square, For example, ifthe player had an Riley ct beqronel need ws 30's 4 oF Glare bo dodge’ ‘ut ofthe square. Rolla Dé, and add or subiract any oF the modifiers that apply to the Dé rll. rol of x before ‘modification ALWAYS fails and a roll of 6 before modification “ALWAYS succeeds ‘Ifthe final modified score equals or beats the required roll, the player may carry on moving (and dodging ifrequired) © until they have used up thei fll Movement Allowance. 1f {the D6 rolls less than the requied total, then the player is “© Knocked Down in the squate they were dodging to and aroll must be made tose if they were injured Gee Knock Downs ‘Injuries on page 17) Ifthe player is Knocked Down then ‘their team suffersa turnover and their turn ends immediately Dovarse Mopusisas Making a Dodge roll... Peropposing tackle zone onthe square thatthe player i, dodging 10.0. aft ie PICKING UP THE BALL Ifa player moves into a square in which the ball is lying, they must attempt to pick it up, and ~ifthey wish and are able ~ ‘cerry on moving Players chat move into the saiare with the ballet other tries (eg, when pushed back, thrown by another player with “Throw Tears-mate ete) cannot pik up che Bll and instead ‘twill bounce one square. Tis does not cause a turnover (see Bouncing Balls on pee 1). ‘Look up the player's Agility on the Agility table ~ Pick-up to find te score requited to successfully pick up the bell Roll Dé,and add or subtract any of the modifiers that apply to the D6 roll A roll of x before modification ALWAYS fils and a roll of before modificaion ALWAYS succeeds for any Agility roll made during a gue. ‘the inal modified score equals or beats the reqited roll then th player sueceeds in picking up che ball. lot ehe ball {nto the players base to show thar they bave picked it up and carry on with the player’ cur. Ifthe Dé rolls ess chan the required tora, thea the player drops the ball, which wil bounce one square. I the player drops the ball then theit team suffersa turnover and theirturn ends immediately AGILITY TABLE - Pic Player's AG > ae D6Roll Required G+ 5+ 4834 24H Pickcur Monnens Picking up the ball... ccs coat er opposing tackle one onthe play... Important: The Agility sable is used to work out the success or failure ofa numberof different Actions in Blood Bow! including dodging, picking up the bal, and throwing ot ‘catching the ball name but afew Each Action has its owp set of modifiers, and iis only these modifiers which spply «9 the Désoll (Le; do not use any ofthe dodging modifiers when 6 pstow Morton Ren Jim: There goes Ivan Kellhoofer dfthe Reiland Reaver. It looks dodging: to me Bob, ike he going to try to mave through the acke zones of two Gouged Eye payers! First he tiesto move to square 4. Ivan hasan agility of, which means that he need to roll asi 4 arrive dodge sucessfully out of the Square. He gets 1 othe roll for making & dodge, but then has tosubtvact-2 because there are hwo Or tackle zones onthe square he is moving f,for final ‘modifier fs Iva males the move ~ the row holds its breath — and the D6‘lbis 5, which means that Ivan sucesfly dodges Yvan into the square! Kellhoofer Bab:-Too night an moves to quare + and deidso keep on : sing square 21H must sill make @ Dodge rl hough Agility eee as - 40: 2 aa there areit any tackle zones on square 2 because he isleaving the DodgeRoll 6+ stat 3 24th | tackle aos on square t. There are no tackle ones om guar 350 E Tuan gets ats modiferto his Déroll. OH NO! an ollsa sand» —‘Doverse: Montenens s comes ershing down. Now he’ lying prone in square» afer an Making a Dodge roll... =e insucesful Aman al nd what's mote tht cnsea trove Pet enemy nicklestpe onthe squire thar theppapeeie a ek for the Reavers soit’ the Gouged Eye to move nett dodging tom z Insteed of thong &pligeP an #ERs HOPE WEES ot boil ook ayes ecnucr OS andthe eee Fr player who is in an adjacent square. You may only make a toknock down their opponent when they makea block To block against e standing player — you may nor block aplayer «represent this, the number of Block dice chat ate rolled varies ‘who hasalready been Knocked Down. Ablock isa very rough depending on the relative Strengths ofthe players. However, tackle, designed to really stopan opponent intheic tacks! To no matter how many dice axe rolled only one of therais seeifa block works, you will need to use the special Block _ever used to decide the result of the block. The couch of the dice included with the game. “stronger player chooses which of the dice is used BLITZ ‘Once pec urn a player ox the moving team is allowed to make special Blitz move, A Mit allows the player to move» fone players STRONGER, rwo diceare olled andthe and make a block. The block may be male atany point during coach ofthe stronger player may choose which one is used the move, but costs one square of movement for the player ei to make, The player may catzy on moving after the effects of + Ifone playefs MORE THAN TWICE AS STRONG, three the block have been worked ou if they have any squares of __digeareolled andthe coach of the stronger player may movement lef and providing that there was nota turoves + Ifthe players’ Strengths are EQUAL, one is rolled the coach of the player making & dice, bur thatthe coach ofthe st Roll che dice and consult the table below. The player making the blocks the attacker, while their targets the defender. Result Arracker Down: The attacking player is Knocked Down, ‘Symbol Born Down: Both players are Knocked Down, unless one or both ofthe players involved hes, the Block skill. fone player uses the Block skal then they are not Knocked Down by this, result,though their opponent wil stil go down. Ifboth the players use the Block skill then neither player is Knocked Down, Pusump: the defending players pushed back one square by the blocking player. The tacking player may follow-up the defender. Dursnpen Srunmtas: Unless the defender uses the Dodge skill, they are pushed back and then Knocked Bown, Ifthey are using the Dodge sla then they are only pushed back. The attacking player may follow-up the defender. ‘Detinnen Down: Thé defending players ‘pushed back and then Knocked'Down in the square they are moved to. The atacking player ‘nay follow-up the defender, Posi Bacus A player that is pushed back mustbe moved _one square away from the player making the block, as shown ‘below. The coach of the blocking player decides which square the players moved o.The player must be pushed buck into anempiysquareif posible. A square containing only the ball {sconsideted empty anda player pushed 1 itwill cause the sack in turn. "This secondary push beck is treared cet oe mal pushes if he second plajochal: be ar eds inate eee © ignore enemy tackle rones wher’ they Players must be pushed off the pitch if there are no eligible ‘empty squares on the pitch. A player pushed off the pitch, , even if Knocked Dow, is beaten up only by che erowd and receives one roll on the Injury able (See Injuries on page 17). ‘The crowd does not have any injury modifying skills, Note that no Armour rollis made for player that is pushed off che pitch, they are automaticaly injured. Ifa Stunned result is rolled on the Injury ableythe player should be placed in the Reserves box of the Dugout, and must remain there until a touchdown is Scored or the half ends. Ifthe player holding the ball is pushed out of bounds, they are beaten up by the fans, who are more than happy to throw the: bull bck into play! The Theow in templates centred on the last square thatthe player was in before they were pushed off the pitch Kwocx Downs: Aplayer that is Knocked Down should be placed on tir side in the sae, face-up. The player may ‘be injured (see Injuries on page 17). Ifthe player who is ‘Knocked Down comes from the moving team, then this causes an immediate imover, Fouiow-vr Movas Aplayer whohss made» Hock allowed to maka special followasp move and occupy a square ‘ited by the player that they heve pushed back. The player's ozch must decide whether follow-up before any ther dice rolls are made. This move js fee ani the player can the move (ie, they do not haveto dodge roenterthe squate).A player that: > is liang is allowed to makes follow-np move, andche move. does not cost them any additional movement a5 + sgune in dr to make the Bloc, they he effecively already paid forthe move). ‘Black Ore Blocker. He’ just blitzed down the pitch and now ses guinea thr back at Hans vop Broke, the Rewvers a Lineman. Unfit’ got a Strength of, compared tp Hans 3, which means that Urfrik an roll to Bloc dice and chose sohich ona he wil ws Heals anda HE and ses the “Deer Down’ eo mas Hans back ae ad nck “J i ftaton his ack inthe ud = RERRUNCH! le of Blocking: Hans von Broken 3 Urftik Skullhack KNOCK DOWNS € INJURIES Players that are Knocked Down or Placed Prone for any reason should be placed face-up on the pitch inthe square they ae in. While Prone, the player loses their tackle zones and may do nothing before standing up ava cost of three squares of their movement when they next take an Action. Players may stand up in an opposing player’ tackle zone without having to make & Dodge roll though (they will have to dodge if they subsequently le stands up may net take a Block Action, because you may not move when you take a Block Action. The player may take any Action otherthan a Block Action ve). Note that a player who IFeplayer carrying the ball is Knocked Down or Placed Prone, they will drop the ballin the square where they fall. The dropped ball will oun dixection (see Bouncing Balls, page 19) after che players Armour rolls and Injury rolls (ifany) ee flly tesolved tone square ina random “Lef Player on their side, lying face-up. Right: Standing player. ‘nsunses: Uses the rules state otherwise, any player tharis Knocked Down may be injured. The opposing coach rolls D6 snd adds theit scores together in an aftempt to exceed the Knocked Dovin players Armour value. If the rol success, then the opposing coach is allowed to roll onthe Injury sable ‘opposite o see what injury the player has suffered _ Staxnse Ur: The only sime a player ean stand up is at the beginning of an Action a a cost of three squares from ‘theirmovement. Ifthe player has less than three squares of ‘movement they must toll 4+ 10 stand up ~iftheystand up sucessfully, they may not move any further unless they Go Forlt (see Extra Rules page 29): Failure to stand successfully for Suasrtrotss:A coach may not Substitute fit players for injured players or players that have been sent offswhilea drive isin progiess. The only time that a coach may add-Reserves is when setting up after a touchdown has been scored, or when setting up after half ine or for overtime. Nees a ee eee ca Nad eee neste) Perera eet apes Nemes INJURY TABLE 2D6 Result 267 Sedtiped 4 Pesveshe player onal pitanianaem turn them face-down, All face-down players: are turned face-up ake end of thelr teas ‘next turn, even if tumover takes place. Note that player may not turn face-upon the turn they ae Siunned. Once face-up they may stand upon any subsequent nt ua thes eae ae 89 KO'd—Take the player off the pitch and place them in the Dugoutin the KO' Players box.At the next ick-ff before you set up any players, roll foreach of your players chat have been KO'd. On a roll of 3, the player rust remain in the KO box and may not be used, although you may roll again atthe next Kick-off. On a roll of 4-6, you must return the player to the Reserves box and can use them as normal from now on yo-12 Casualry ~Take the player offthe pitch and place them in the Dugout in the Dead & Injured Players box. The player must miss the rest of the match. THROWING THE BALL ‘Once per turn a player on the moving team is allowed to smake'a Pass Action, The players allowed to make a normal move, and after they have completed the move, they may throw the ball even ifehe receiver isin an adjacent square | Note thatthe playerin question does not have tobe holding oa the ball at the start of the Action; they could use their move to sun over and pil pa ball on the ground and then throw it, for example. THROWING Fics ofall, the coach must declare thatthe player taking a Pass Action. The pleyer can throw the bll to another player ‘n their own team (or another player inthe opposing team sfcheyteally want 0), oF simply roan empry square, though ‘obviously the frst ofthese oprions will be the most useful — and may keep them from ae stacked by their own team Sh eaten the bal a GBI jabs once per turn a the coach mustmeagiie the range using the range ruler by placing the endoover the cente ofthe Motion Replay "Bok Ard thers Tok lpr forthe Gouge 3) who has an _Agulty of3 and weattempting to throw the ball four squates to Krug angele shi that this ls just on the Boia ee Cc Bass anid Shr os the loge of the two ranges mst be se, Ti: That’ righl- Bob Toks Agility of means that e must ol a +4 or more to belo target. No modifiers apply tothe Dé rol because "Trak ie notin amy tackle zones, and the modifier for a Short Rass i540. Toles arm goes back and he throws. 6. Look at tat ball g, ‘el right om target! Now all Krug hast do is etc i. Bok: You said if Jin san accurate pass so Krug gets +1 to his “Dé roll, but theres Matthias Meier net to him, hs chances of| ‘atch the ball The evowa goes quiet asthe dice are rolled. .3— he's Aropged tad the ball bounces away one square, Jimena icon just bum here, Bob that mised pass causes a Iwaover, which ends the Gouged Eye's turn. Agility tars 4 eee PassingRoll 6+ s+ e394 2e at assinc Moniriens catching sufjersa-1 medifey which means that Krugneeds a4 t9 square of the player throwing the ball, and the line that runs up the centr ofthe ruler over the centre ofthe square the ball is being thrown to, Ifthe line benween two passing ranges crosses any part ofthe receiving player's square the higher range should be used, Iris perfectly acceptable to pre- :measure the range to several players at any point during the ‘throwing player's mave before you declare the target ofthe pass. Once you have thrown the ball however, you may not rove the throwing player any further chat rurn, even if they have spare MA left. Look up the player's Agility on the Agility table vo find the score required to successfully pass the ball. Roll a D6,and add or subtract any ofthe modifiers that apply to the Dé rol. Atoll oft before modification ALWAYS fails and a roll of 6 before modification ALWAYS succeeds. If the final modified score equals o beats the required rol the passis accurate and lands in che target squae. Ifthe D6 rolls less than the requited total, then the passis not accurate and will scatter. Roll for seater three timessone after the Example of passing snd thing Trek eepliner at ag insbest Macias Mer CatchingRoll 6+ s+ 4+ 3+ 2#. oF Carcinnc Montriens Throwing a Quick Piston ‘Throwing a Shor Pass. “Throwing 4 Long PAS8 nme 1 ‘Throwing a Long Bomb, ‘Perenemy tackle one in the player throwing the ball. Gatehing an accurate pass cc rare Catching scartered pass, bouncing ball, kick-off ‘or throwin, Es Pirenémytacle one ante player. a ‘atching the ball thee en tn other, to see where the ball ends up. Note that each of the AGILITY TABLE - CATCHING Scatter rolls is made separately, soit is possible forthe ball to Player's AG 1 ae end up back inthe target squar¢ (though it will beharderto D6 Roll Required G++ 4 catch). The ball ean only be caught in the final square where tends up ifitscatters through player's square then the arcu Monimasns player isnot allowed to attempt to catch the ball Catching an accurate pass s Catching 2 scattered pass, aac tall ideo * Note: Extra rules on page 31 allowtor Throwers tofumble or throw-in. = the pass and for opponents to attempt pass interceptions. er opposing tackle zone onthe player. AGILITY TABLE - PASSING BOUNCING BALLS Player's AG T 2% 3d. § | 6+ _ Iftheallis dropped or not caught, or the ball bouncésto 3! DERollRequired 6+ s+ 4H 34 24 x4 Square witha Prone or Stunned player ora player is pushed to orlands in the balls square, or the square wheze-a thrown, ‘ ‘Passrvg Montes ball lands is unoccupied (oris occupied by a Prone orStunned ‘Throwing a Quick Pass. player) then it will bounce. This is technical erm for the ‘Throwing a Short Pas..n thing jumping about all over the place while the players — ‘Throwing a Long Pass stumble about ying o grab it) To find our where the ball ‘Throwing a Long Bomb... bounces to, roll for scatter eropposing tackle zone on the player a : ee Y Ifthe ball seen into an occupied square; then the playetin CATCHING THE FOOTBALL che square musatemp octet as described previously fthe ball ands ina square occupied by astanding player, __Tfche player ails toeatch the ball then ic will Bounce again then the player must attempt to eatch the ball Prone and tne tiseithereaught or bounces into an emprysqute Stunned players may never attempt to catch the ball Either goes off che pitch. 4 team’s players may attempt to catch the ball fa player from See ak the other team manages to catch the ball, they can rightly yell. THROW-INS @ cae and jump around alot! When a ball scatters orbounces ofthe pitch itis = immediately chrown back in by thé eager spectators! Use the ‘Look up the player's Agility on the Agility table ~ Catching ‘Thrown template to work out where the ball goes, using the to find the score required to successfully catch the ball Rolla last square the ball crossed before going offasastarting point 'D6, and add or subtract any of the modifiers that apply othe (see page 4). Ifthe hall is thrown into a square occupied by a De roll Arollof before moification ALWAYS falsanda standing player that playermaust tempt to caththe balla roll of 6 before modification ALWAYS succeeds described earlier If the final modified score equals or beats the required roll, __ Uf the bell lands in an empty square ora square occupied by then the player succeeds in catchingtthe ball. Place the ballon a Prone or Stunned player, then it will bounce, Ifa throw-in. the player's base to show that they have caught itand carry on results in che Ball going off the pitch again, e will be thrown # with the turn. Ifthe player who caught the ball has not taken in again, centred on the last square it was in before it left the F sin Action yet, they may dosoas normal. Ifthe Dérollisless pitch. Throw-ins caniot be intercepted 3 @ 4. thantherequited total, then the player drops the ball andit J TURNOVERS fa bell thrown by a player isnt caught by aplayer ftom the ‘moving team, this causes a turnover and the moving team's tum ends. The turnover doesnot take place until the ball er finally comes to rest. This means thar ifthe ball misses the ere ‘arget bu is still caught by a player from the moving team, fon then a tumover does not take place. The ball couldeven scatter or bounce out of bounds, or be thrown back intoan empty square, and es long as itwas caught by a player from *he moving team then the tumover wouldBe avoided). will bounce (see Bouncing Balls, opposite). discover There are two types of re-rolls: team re-rolls and player re-rolls. In either case, they both allow you to texoll ll the dice ther produced any one result. So, for example, are- ‘oll could be used to re-rll a dodge, in which case the single dice rolled would be thrown again, ora three-dice block, in ‘and s9 on *2° Yess Iseontaer: No matter how many re-rolls you have, or ‘what type they are, you may never retol a single dice roll ‘mare than once. ‘may Usea team re-toll axe-roll any dice rol (other than tte, Distance, Direction, Armour, Injury or Casualty rolls) made by a playeron theis own team and whois sill © on the pitch duting their own turn (even ifthe dice rll was © buccal) The result ofthe new ol must be accepted in ‘The Block skill ifused affects the results rolled withthe Block dice, as expliined in the Blocking niles. Aplayer that has the Catch skill isallowed to reroll the dice iFthey fil to catch the ball. Lf you ate using the Extra Rules that appear later on in this rulebook then the Catch sil aso allows the player e-0ll the diceif they drop a hand-off or fail to ‘make an interception. ‘A player withthe Dodge skills allowed to rectoll the Déif they filo dodge out of an ‘opposing player's tackle zone. However, the player may only re-oll onefiled Dodge roll per turn. So ifthe player kept on moving and failed a second Dodge rol they could ‘ot use the Skil again, The Dodge skill also, fused, affects the results rolled with the Block dice (se the rules for Blocks). _ than one team re-roll per turm,and may not use ateam re-roll the opposing coach to re-roll a dice roll © Aplayer with the Pass skill is allowed to re- oe : roll the Dé if they miss pass. ‘A player with the Sure Hands skills ae fs allowed to 1é-ol the Dé f they filo pick ei ‘upthe ball. Inaddition, ifyou are using the > ‘Extra Rules ifm opposing player has the Strip Ball skill they may noc use itagainsca player who bas Sure Hands. pera tege-folh oNtlice” = Mangipliveetmave bile euchras Catch, Pass crc. Uns, reertain ineumstances. For exanipleja Throwerhes the sated otherwise inthe skills description, you never have to skill whieh allows them to re-roll the : skill just because the player has it, and you can choose 5 skill hataffects a dice roll after rolling the dice, For example, you could say you were going rouse the Catch skill cher before or after making a Catch rll "Some skills are also used in your opponent’ turn. 1n this ‘ase you may chose to use the sill afteran opposing player carries out an Action or moves a square, If both coaches want +9 use skill to affect the same Action or move, then the coach whose ruen is taking place must use their sil st. jon. A full description ofeach skill is given later Youll “Note thar you cant 'go back’ in time and use a skill or re- do refer othe rules for skills quite alot during yourfirstrolltoaffectan carlier Action For example if player was ries~but don't worry, the effects of the kills wllsoon blitzing you couldnt have him throw ablock, move acouple cof equates, and then sy, “Actually 1th se my Pr skill j ta yerall hat black"~ the skill or re-roll rust be used directly : before or after che event i will effec or Rot ata WINNING THE MATCH ‘Blood Bows split into two halves of sixteen turns each ~ eight turns per coach, per half. Each coach is responsible for s keeping trck of how many rurns their team has used, and ‘must move the marker one space along the track provided on their Dugout a the start ofeach oftheir turns, as explained carlier Play stops when both coaches have had eight turns ‘each, giving the players the chance of a much needed rest, and forthe coaches to reset the team’s Re-coll counter on the Team Re-rol track Play resaris with another kidk-off athe startof the second half atk ‘The team with the most touchdowns atthe end ofthe last turn ofthe second half is the winner. Ifthe match is ied at thelend ofthe second half tis delared a draw unless both coaches agree too into ‘sudden death overtime’ Flip the Blocid Bowl coin to see which coach chooses who kicks off, And then play a third series of eight rurns per team, Any re rolls sill remaining at che end of the second halFGneluding reroll earned from Kick-off events Induigements or Special Play cards if these extra rules are in play) are cattied over and may be used in overtime, but teams do not recelve new allocatiois of re-olls as they normally would at the start of anew half The fist team to score wins the match. If neither team scores, then the match is decided by a penalty shoot-out, each coach rolls a D6, highest score wins, re-roll tes! Each > unused team re-roll adds 1 t0 the Dé score. SCORING TOUCHDOWNS IN YOUR TURN ‘Ateam scores « touchdown during their urn when one of their players is standing in the opposing teams End Zone ‘while holding the ball athe end of any of your players’ ‘Actions. As soon as this heppens, play stops, the crowd cheers and whistles, and cheerleaders dance about waving pom poms. The coach ofthe scoring feam has our permission to leap about and-cheer a bit too, while moving their Score counter one space along the Score track. ‘Any player may enter clther End Zone at any ime, even ifnot carrying the ball f the balls thrown to them and they catch ‘tor they até abe to pick up the ball while in theit opponents End Zone, the player scores a touchdown. Note however, thavin order ro score a touchdosyn the player mustend their ‘Acton standing in the End Zone; ifthe player failed to make a Dodge rol, for example, and thus was Knocked Down i the End Zone then they would notseote «touchdown. If playet from the moving team entéts (ox Was alzeady in) the opposing: teams End Zone andhas or obtains the ball then they may not voluntarily leave the‘End Zone for ay reason during the same Action nor may they hand-off o passthe ball ~they ae far too intent on scoring the touchdown these! ‘SCORING IN YOUR OPPONENT'S TURN In some rare cases, your team will score a touchdown in your opponent’ turn. For examplea player holding the ball ¢ould be pushed ino the End Zone by block one oF Vou. lye isholing teal inthe opposing emis End ape any pot during yous oppenent’s turn then your re a touchdown immeditelysbat must move their Turn mal cone space along the Turn track to represent che extra ti players spend celebrating this unusual method ofscoring! = RESTARTING THE MATCH = * : ud 1 Aftera touchdown has been scored, and at the ee KOU player on their tanh. On a roll of 4, s or 6 the fic enough to rerutn to play, buton any other résult, stay in the KO'd box ih the Dugout. Both coaches may then set up any ft players just a6 i did at the star ofthe geme, When play iszastrted afer) touchdown, the scoring team isalways the one tokick off At the start ofthe second half the kicking teams isthe one that did not kick off at thestart of the first half. i ¥ 3 Inthe rae event chat one thm has no players set uplaler ‘KOd rolls, both teams’ Turn markers are maved forward _ along the turn track two spaces and if one team could field _ at leastone playerthen that team is ewarded a touchdown, If this takes the number of turns to eight or more for both ‘teams, then the half ends. If there are still turns left in the half then continue playing as ifa drive has just ended (i, clear the pitch and rll for KO'd players). CONCEDING THE MATCH ey ‘You may choose to concede « match at the start of one of y ‘own tuens, before moving the Turn mnarker alofg the track, ‘STOP! You have read all ofthe rules that you need to know in order to play a game of Blood Bow! using the teams and team cards provided with the game, Why not!» hhave a game or two before you go on to the following Extra Rules section. ‘of the following extra rules are optional. This means that both coaches must agree which ((fany) they are going to use before the match starts. Howeves they ae all highly recommended and youll find that using them provides an + even more exciting and interesting game without slowing down the mayhem and destruction much, Cive ema try! ‘The Entra Rules section includes rules that make reference toother elements of Blood Bove, which wil be explored fully in furure supplements but that are provided here for ‘completeness, Future supplements will escribe new teams and Star Players, and the sills ssocisted with them. Detailed rales for Blood Bowl leagues will be provided, as will rules for Cheerleaders, Coaching Staff and even Secret Weapons ‘azried by the leas, ee... scrupulous of players. CREATING A BLOOD BOWL TEAM Apatt from the teams in this rulebook, there are plenty of others playing in leagues all over the known world. There are = many other Human and Orc teams, for example, which you / can reprevent using the plastic models provided inthe game So you can get started with your very own Blodd Bow! feam straight away tis section presents basic rules for Human and Orc texms You cat either use the plastic playing pieces provided with the game ro represent the players in your team, cor colleet the miniatures available separately Humas Teams 0-8 Re-roll counters: 50,000 gold pieces each Orc Teams 04 Black Ore Blockers Sooco 4 4 2 9 o4 Ble S000 6 3 «3 9 fo: Troll 10000} st Re-roll counters: 6o,o00 gold pieces each QUy TE COST MA ST AG AV SKILLS 16 Linemen” 50000 6 3 3 8 None o4- Catchers 60000 8 «02 «3 7,—— Aizection before landing hs : ‘Busttsavt Goncnine: Each eoach rolls « D3 and adds their FAME (Gee page 26). The team with the highest total gers 4n extra tem reoll his helf thanks othe brilliant instruction provided by che coaching staf Incase oF te both, the teams got an extrs ream reroll (Quick Svar! The offence star their drive a fzction of a moment befor ‘team flat-footed. All ofthe plavers on the receiving team are allowe ‘be made into any adjacent empty square, ignoring tackle zones, [emi ‘Burz! The defence start their drive fraction of time before the offence flat-footed, The kicking team receives a free ‘bonus! turn. However players that are in an enemy tackle beginning ofthis free turn may not performan Action. The kicking team may ase team resolled player suffers a turnover then the bonus turn ends immediately. if ae ‘Turow a Rock: An enraged fen hurls alarge tock et one of the players on the opposing team. and adds their FAME (see page 26) to the rol The fans ofthe team with the highest result ate the ones rock: In the case of tie, a rock is thrown at each tearn! Decide randomly which player in the other team: players on the pitch ae eligible) and roll forthe effeets ofthe injury straightaway. No Atmour ollie rica SivastondBoth coaches well a Dé foreach opposing piper onthe pitch and add hel: FAME tol fall 6 or more after mofcation then the playet is Srunned (players with the Ball & Chai ‘Aros bafore adding FAME will almayshave no eet Blood Bow players are a pretty hardy bunch, so itcomes as no surprise that gemes have been played in all rypes of weather conditions, From the ice floes ofthe furthest north to the steainy southern jungles, arenas open their doors on match ‘ys and the combatants go about their business heedless of the climate. Atthe stat of the game, each coach should roll Dé. Add the results together and refer tothe Weather table 10 find our what the weather is like forthe da. Result (at: It's 0 hot and humid thet some players collapse from heat exhaustion } Roll « fos each player thar ison the pitch | atthe end afadrive, Ona rollof 1 the player | collapses and iay.nor be ser up forthe next | Kick-off <3 Very Suny: Aglbrious day fora game of |<. Blood Bowl bur the Blinding sunshine causes ¢ fogs otalgjany cl | J gto Nice Pesiecs Blood Bow weather sn: raning makingthe ball | - igiiaddificotwholi, A-tmodiier | ‘applies to all Catch, Intercept, ot Pick-up rolls. | 42 Blinard:\es cold and snowing! theiceon | the pitch means that any player atempng 0 ‘move amettrs square (sing the oprional Going. | Forltlnie will slip and be Knocked Downon J roll of 1-2, while the snow means thatonly | seit | | toeen oon Ba Cee “The Illegal Procedure rule can be used when keeping track of turns is absolutely valor coaches keep forgetting 10 ‘move their Turn marker along, end using it certainly focuses peoples’ minds! llegel procedure is included among the Extra Rules, s0 new or casual coaches shoulda feel compelled to use it In more formal, competition games, itis however entirely appropriate, fa coach forgets to move the marker before starting play with one or more of their players, chen che opposing coach y {sallowed to call foran ‘illegal procedure! penalty a8 soon 35 ) they spot the mistake. A play is considered to be moving a 4 player one or more squares, standing up player or rolling the ’ dice during your turn ‘A.coach who is called for an illegal procedure must either bat! end their tur or immediately lose one reroll, which will count as the use ofa team re-oll forthe turn ifone has not already been used. Ifthe coach chooses to not end their turn, and has no re-rolls lft, chen the opposing coach gains are rol. fa coach forgets to move the Tura marker, but rectfies their mistake before the opposing coach spots the ervor, then they cannot be called for an illegal procedure. Ifa coach incorseétly calls anilegal procedure then they must lose se-oll immediately. If they have no re-olls remaining, their ‘opponent gains re-roll, IE LIMIT ‘In competition games when itis vital to keep the event moving along ta fair pace, many people lke ro impose a four ‘minute time limit on each player's turn. After four minutes, a ‘When a player takes any Action apart froma Block, they may try fo move one or two extta squares over and above the number that they are normally allowed to move thisis called Going For It! or GFL 1fa rule refers to a player's ‘normal movement, do not inclide the one oF two GFT squares. Roll a Dé for the player afer they have moved each extra square. On aro of x, the player tips up and is Knocked Down in che square that they moved to, Roll tosee if they were injured (see page 17). On any other toll, the player ‘moves withour mishap, Ifthe player is Knocked Down then thelr team suffers « tuenover and their urn ends immediately A player who is talking a Blitz Action may go ori in order io make a block. Roll a D6 for the player afier declating they will make the block. On a z, the players Knocked Down as described previously. On any other roll, the player makes the block without mishap. Ifthe player is Knocked Down, theit team suffers a turnover and the team’s turn ends iimmediately Te Ahand-offis when she balls simply handedto another player, eiend or foe, in an adjacent squate. The Hand-off Action is added to the lis of Actions such 4 Move, Blinc Blicz and Pass. A coach may only declare one Handoff Action perturn. A player mey move before performing the hand off, but once they attempt tohhand-off the ball, the player jerGhaning che Hand-off Nefin may notmoiaaeathee ‘even if they have spare MA left. The ball may not be handed-off in their opponents tur. Ifthe balls handed off and comes to rest without being caught By any member ofthe thae tuum, ‘moving team, it causes a turnover, No dice rolls requited to see ifthe player attempting the hand-off s successful ~if automatically hits the targeted player. However, the player that the bal s handed-off to must roll 0 catch the bll (see Catching the Football on page 13). Use these modifiers for the Cateh toll: Catching a hand-off S Per opposing tackle zone on the player. ss ASSISTING A BLOCK After block has been declared, the extra team players ofthe attacker and the defender give an assist. This allows wo or ‘more atackers to gang up ona single defender, or for one ot ‘more defenders to aid a companion against a block. These ‘extra players each ad +1 to che Strength ofthe player they are assisting, Assisting a block does not count as an Action, ‘and player ean assist ny number of blocks per turn. A players allowed to make an assist even ifthey have moved or taken af Action. Stow Moros Restar ‘ok: Tei the Fro preparesto smash Matthias Meier ou ofthe way Both es ond Matthias havea Strength of which means ‘that normally iz would only get to roll one Block dice and ‘would have to take whatever result he oll on the dice. Ji That's absolutly cored, Bob but his case Lai etting ‘sit fom Gort Shullhack which ads fo his Sent “That ins that Le counts os having «Strength of to ‘Mathias’, ands ai gets to oll two dee and choos which done he will use. He rolls @ and % , and so only manages to ‘push Matthias beck. ‘Bob; And if could just jump in theye Jim, 1 think that we | should pont ou to the fans that although Krug Bainspear “wanted fo give 1zi on assist as well, he couldn't because he was. sgn he ack zone of tter von Baur. ee a feet ee ned try, bu the b Ses ard suspected something was up when they nt eee eer aa Peer The atzacking couch must declare if ny oftheir players will give an assist ftst, then che defending coach must add defensive assists with players from thetr team. In order 10 make an assist, the player: x. Must be adjacent to the enemy player involved in the block, and.. ‘Must not be in the tackle zone of any other player from the opposing team, and... : 5. Must be standing, and. 4 Must have tackle zones of theit own (there are some things that may cause a player to lose their tackle zone). ‘The resul of theblack onlyaffecs the two players directly involved. Any assisting players are not affected, Similarly, only thé skills belonging to the two players direcly involved in the block may he used on the result. Skills belonging to assisting players cannot be taken advantage of bycether sie, Ruiner von ravens’ Sranvers Rou. Both players equal strength” “One Block dice One player stronger: Two Block dice” One player more than twice as strong Three Block dice* “The coach ofthe stronger play picks which Block dice fused. INTERCEPTIONS € FUMBLES ‘When player throws the ball, various tgs can go wrong. Usually, the ball will be slightly off target or will be dropped by the intended receiver, and these events are handled by the normal throwing rules. Sometimes, however, the Thrower ‘ay completely fumble the throw, dropping the ball in theit ‘own square or the ball may be intercepted by an opposing. player before it reaches the target square. Both of these events are handled by the additional niles below. INTERCEPTIONS (One player om the opposing team may attempt to itercept a ‘thrown ball To be able to make an interception, the player: ‘Must have the plastic range ruler pass over at least part of the square the intercepting players standing in, and ‘Must have a tackle zone, and. ‘Must be closer to the Thrower than the Throweris te the target player/square of the pass, and. ‘Must be closer to che target player/square of the pass than the Thrower to the target player/square ofthe pas. Note that only one player can attempt an interception, no rarter how many ae eligible. See page 6 for rules on how to ‘measure distance with the range ruler to determine which of the playersis closer. ‘The couch must declare that one oftheir players will ry to intercept before the Thrower ols to see ifthey are on target. Look up the players Agility on the Agility table Interception to find the score required to successfully ‘ntereep the ball. Roll D6, and add or subtract any of. <) tis modifiersrhat apply 10 the Dé roll 'A rol ofx before Siow Monox Rerzav the required roll, then the player succeeds in inte catching the ball. Slor the ball into the player's base: Player's AG ‘Dé Roll Required “yrencrrrion Moniriens ‘Attempting an Interception Per opposing tackle zone on the player... Fowanss = Sometines,«Slijeewho ear es pang ata te will drop it in their own square: This is more likely ifthe player has any opposing players breathing down thelt nneck!"To represent this ifthe Dé roll forapassis 1 orless ‘before or after modification, then the Thrower has furnbled and dropped the ball The ball will bounce once from the ‘Throwers square, 2nd the moving team will suffers tuslgver ~ and their tun ends immediately ‘Jim: As we vetarit to the match, Trok Elfplitter is aboutto attempt another piss This ime however, Matthias Meir sin apesion fo ‘mk an interception aleip “bob The crowed holds jt neath as Matthias eas to ere the pass. < “Henecds an Agility rll of 3 or more. However « player making an ‘ntercehion attempt sufersa-2 modifier which means that Matthias ‘wil eed score of sor 6 catch the ball. The dceis rolled and comes ‘up with o 6 Matthias picks of the ball= it's ar reception! And just listen to those Reavers fans Jim ave they going wild! “Agility £25 Interception Roll 6+ 54 ge 34 24 Tereicertion Monies Adtempting an intec#p HOR nnn Peresiemy tackle zine on the player intereepting the ball iS: FOULS ‘Attacking opponents that have been Knocked Down is strictly against the rules. However, despite the large number ‘of ways in which players can attack one another legally, raniy resort tothe time-honoured tradition of kicking a man when he's down. The referee is supposed to spot and penalize players who use such underhanded tactics but unfortunately, ‘when something nasty happens on the pitch, the refs are + often looking the other way and miss the foul altogether. No ‘wonder the referee is constantly harangued by the crowd! Normally players who are Prone or Stunned cannot be attacked, However, when you use this rule, one player per tunis allowed to take a Foul Action. Thisallows he player to move a number of squares equal to their MA and then make a foulagainst an opposing player whois Prone or Stunned and {in an adjacene square, The coach nominates the victim, and ‘then makes an Armour oll for them, Other players who ate adjacent to the victim must assist the player making the foul, and each extra player adds + tothe Armour roll Defending players adjacent to db fouler mus alo give assists to aplayer thats being fouled. Each defensive assist modifies ‘the Armour ro by -r per assist. No player from either side Dissection ofthe rules describes the skill used bythe teams and Star Elayers covered by the basic game. Bech entry also lists which category the skill belongs ro (ie, Strength Agility, etc) Asks category refers to he separately published Blood Bowl League rules and describes which players can acces it when using those rules: Unless otherwise stated inthe ski's description, the following rules appy toall skill: + Allbonuses/modiiers from skillscan be combined. + Skills may be wed an unlimited numberof times pet ~ hetion + Some kills refer to pushing a player back in order to work. These hills will work as long as you roll result of Pushed, Defender Stumbles or Defender Down on the Block dice. ~ + Skilluse isnot mandatory. + You can choose to use a skill tha affects a ce rll after “polling the dice (eg, Diving Tackle does not need to be ‘sed unt after seeing the result ofthe Dodge rll) + Only Extrzosdinary skills work when a player is Bone ot ~ Stunned. 'Aclall may only be taken once per play: may assista foul if they are in the tackle zone of an opposing player, do not have their tackle zones for any reason or are not stending, Ifthe score beats the victim’s Armour value then they are injured and a rol is madeon the Injury table 0 see what has happened to them. THE REFEREE ‘ Referees do occasionally spot a player making 2 ful and send them off he pitch, although this is quite rare occurrence ~ how would you likeso tell a ive-foot wide Black Ore Blocker that he's our ofthe match? To reflect this, fthe Armour rll and/or Injury rollisa double (ie, tw0 5 or ovo 25, ec) the referee has spotted the foul and _the player taking the Foul Action is sent off othe dungeon that lies under every Blood Bow! pitch. In addition, their team suffers a turnover and ther rurn ends immediately. 1 the sent-off player was holding the ball, the ball bounces from the square they were standing in when sent off. A player ‘whois sent to the dungeon is locked up and may not play for the rest of the match, even ifthe referee is subsequently ‘ot by the cfowd as a result of roll on the Kick-off table. Acoach ray not replace a player who hasbeen sent off util after the drive ends. SKILL DESCRIPTIONS ALWAYS HUNGRY CEXTRAGRDINARYD “The player is always ravenously hungry ~and whats snore, they'll est absolutely anything! Should the player ever use ‘the Throw Teammate skill roll D6 afer the player has finished moving, bu before they throw their teem-mate. On. 124, continue with the throw. On a rol Of x they attempt to atthe unfortunate tm-mate! Roll the Dé again, a second 1 means that they successfully scoff the team-mate down, which kills the teem-mate without any opportunity for recovery! Ifthe teammate had the ball it wil scatter once

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