OnLine BloodBowl Enthusiasts’ Reference With Assembled League Doctrines

(OBERWALD)

The Crazy Coaches Edition

(v2.06 22 October 2000)

This is based on Oberwald v1.09 by Dean Maki. This version edited by Brian Horton with assistance from Gary Moriarty, Steve Lalancette and the other gurus on Blood bowl Central.

Comments and suggestions can be sent to Brian Horton at oberwald@bloodbowl.net

Sections altered during updating v2.05 to v2.06

2.4 JJ added as authority for armour/injury rolls on failed go-for-it

2.6 Interception - alternate added to include the correct book rule

2.7 Ball carrier drops the ball in the square he ends up in.

3.3 IGMEOY clarified and Ref die added as an alternate.

3.6 Alternate added to include the correct book rule for order of events at kickoff.

It is expected that this is the last ‘official’ Oberwald for Blood Bowl Edition 3. The next Oberwald will be for Blood Bowl edition 4.

TABLE OF CONTENTS

1.0 ADMINISTRATIVE

2.0 ACTIONS

  1. Block
  2. Catch
  3. Dodge
  4. Go-for-it
  5. Hand Off
  6. Intercept
  7. Knock-downs
  8. Move
  9. Pass
  10. Pick Up
  11. Push Back
  12. Throw In
  13. Turns
3.0 GENERAL
  1. Turn Overs
  2. Apothecaries
  3. Fouling and IGMEOY
  4. Injuries
  5. Rerolls
  6. The Kickoff and Kickoff Table
  7. Forfeits
  8. Handicaps
  9. Miscellaneous stuff (Characteristic Increases, Crowd Injuries, Dice Rolls, Errors, Fan Factor Roll, Freebooters, Illegal Procedure, Overtime, Player Size, SPPs, Tournament Prizes, Wizards)
4.0 STARS

5.0 SKILLS

  1. Mandatory skills
  2. Reaction skills
  3. Catch
  4. Dauntless
  5. Dirty Player
  6. Diving Catch
  7. Diving Tackle
  8. Dump Off
  9. Foul Appearance
  10. Frenzy
  11. Hail Mary Pass
  12. Horns
  13. Hypnotic Gaze
  14. Kick
  15. Jump Up
  16. Leader
  17. Leap
  18. Multiple Block
  19. Pass Block
  20. Piling On
  21. Prehensile Tail
  22. Pro
  23. Regeneration
  24. Right Stuff and Throw Team Mate
  25. Safe Throw
  26. Shadowing
  27. Side Step
  28. Spikes
  29. Stand Firm
  30. Strip Ball
  31. Strong Arm
  32. Stunty
  33. Sure Feet
  34. Sure Hands
  35. Tentacles
  36. Throw Team Mate - see Right Stuff
  37. Very Long Legs
6.0 CARDS
  1. All Cards
  2. Away Fans Banned
  3. Blatant Fouls
  4. Crazy Referee
  5. Custard Pie
  6. Duh, Where Am I?
  7. Eye of the Eagle
  8. Grasping Tentacles
  9. Healing Scroll
  10. Illegal Drugs and Injury Time
  11. Injured in Practice
  12. Injury Time (see also Illegal Drugs)
  13. Inspiration
  14. Inspired Play
  15. Is it a TD?
  16. It wasn’t Me
  17. Labatt’s Flying Fist
  18. Large Donation
  19. Magic Hand of Jark Longarm
  20. Magic Helmet
  21. Merchandising
  22. Mindblow
  23. Peaked
  24. Player Strike
  25. Robbed!
  26. Sewer Map
  27. Sorry and Sorry Sir
  28. Special Offer
  29. Spy
  30. Stink Bomb
  31. That Boy’s Got Talent
  32. Unseen Shield
1.0 ADMINISTRATIVE

Refer to the rule books first. The rule books Blood Bowl [BB] and Deathzone [DZ] contain rules which are not usually repeated here, but in many cases the books do not cover all possible situations and in a few cases rules in the books are over-ridden by more recent interpretations. In some cases the official rule is repeated to clarify a situation or to allow consideration of alternatives.

Where possible, the source is credited as a reference. Those credited as [GWUK] are responses from the Games Workshop (UK) Studio League. Those credited as [WD] come from the FAQ presented in White Dwarf 182. They were also given in a FAQ in Compendium 1.

Jervis Johnson, the game's designer, has looked over a previous edition of the OBERWALD. Those points which Jervis has confirmed to be correct are marked [JJ]. Some items [JJML] are taken from Jervis’s letters to the Blood Bowl mailing list, collated on the Triple Skulls web site. Most of these were included in Compendium 2.

Some points appear more than once throughout the document. If a point is applicable to two different topics, it appears under each heading or a cross-reference is given.

Blood bowl articles appearing in GW magazines, Citadel Journal, Compendiums etc are not official unless written by Jervis Johnson.

Many leagues have used different interpretations for some rules or have introduced variants to the rules. Where the existing rules are relatively clear, or rulings have been obtained from an official source, or the majority of leagues agree, it is shown as the "official" ruling.

Common variants may be listed after the official version as -

Var (a) ……….

Var (b) ………, etc.

Where there is no clear ruling from the books and no consensus among leagues a range of alternatives may be listed as Alt (a) ……….

Alt (b) ………., etc.

Not all possible variants and alternatives have been listed. Variants that are clearly not in accordance with the rules are only shown if they are in common use, or are more consistent with most other rules, or have particular merit in simplifying or improving the game. The editor has tried to avoid excessive bias but prefers rules that are consistent, simple and favour skill over blind luck.

Leagues that use this document as a basis for their rules should first decide which of the possible alternatives they prefer and which variants (if any) they will use.

Note that almost all rules can be varied [JJ] but it is easier for all players if everyone is aware that they are using a variant that may not be recognised by other leagues.

In addition to this document there is an OBERWALD supplement containing rules for allies, Big Guys, players taking secret weapons instead of a skill, new players, new wizards, alternate races and miscellaneous other unofficial rules.
 
 

2.0 ACTIONS

The following are considered 'Actions' in Blood Bowl:

Move: The player moves any number of squares less than or equal to his MA, with two optional Go For Its.

Block: The player throws a block on an adjacent opponent.

Blitz: The player moves any number of squares less than or equal to his MA (with two optional Go For Its) and may make one block during the move at the cost of 1 MA. May not be used by more than one player per team per turn.

Pass: The player moves any number of squares less than or equal to his MA (with two optional Go For Its). At the end of the move, the player throws the ball (or a player). May not be used by more than one player per team per turn.

Foul: The player moves any number of squares less than or equal to his MA (with two optional Go For Its). At the end of the move, the player fouls a downed opponent. May not be used by more than one player per team per turn.

Players may not perform more than one action per turn.

Coaches must declare what kind of action each player is making as the player is activated. [JJ] Although a coach must declare if a player is making a Blitz, the coach does not need to specify the target of the Blitz until the block is being made. It is not an illegal procedure to fail to declare an action, but it will be treated as a move.

Var (a) Only a Blitz has to be declared in advance (hinted at in [JJML])

Var (b) A declaration is not required if the intent is obvious.

Var (c) It is not necessary to declare a pass before the player has possession of the ball.

Var (d) The action is only declared when the player is committed to the Block, Pass or Foul.

2.1 Block

See also Push Back

You may not voluntarily block your own players. [JJ]

The blocker must choose whether or not to follow up before making the armour roll against his victim. [JJ]

The blocker must choose whether or not to follow up before making the scatter roll when blocking the ball carrier. [JJ]

The armour/injury roll must be made before the scatter roll. If the player is injured badly enough to leave the field, then the ball (after bouncing off other players) could come to rest in that square now that it is left empty. The wording of the card "Heroic Effort" requires the injury to be determined before deciding where the ball has scattered.

You do not need to make a dodge roll when you follow up after any kind of block, including a Blitz or Frenzy. [JJ]

A player may "assist" a team-mate if that player is adjacent to the opposing player, but not in the tackle zone of any other opponent. Players with the Guard skill may assist even if they are in the tackle zone of an opponent. Note that players may assist even if they have lost their tackle zone (e.g. due to hypnotic gaze), although they have lost the ability to prevent opposing players assist.

To assist against a multiple block a player must be adjacent to the attacker but not in any other opposing player’s tackle zone and not part of the multiple block group. To assist a team-mate making a multiple block a player must be next to only one of the attacked players (unless the assisting player has the Guard skill).

2.2 Catch

If the moving team was not originally in possession of the ball, then it is not a turnover to fail to catch the ball when it scatters or is thrown in by the crowd.

Var (a) It is turnover to attempt to catch a bouncing ball and fail. A player is not obligated to try to catch a bouncing ball. If the player chooses not to catch the ball, it will scatter. [JJ]

The player carrying the ball cannot catch anything else.

2.3 Dodge

If both a dodge roll and a Go For It roll both need to be made, the order is not important as long as the coach specifies which roll he is making first. If the coach does not specify then both rolls must pass on both requirements.

No Star Player Points are awarded if a player is injured on a failed Dodge or Go For It. [WD] [JJ]

Var (a) A player causing a dodge to fail earns SPPs for a casualty. No modifiers to armour or injury (mighty blow etc.) apply to a failed dodge.

2.4 Go For It

No Star Player Points are awarded if a player is injured on a failed Dodge or Go For It. [WD] [JJ]

Roll for armour (and injury) when a player falls over after a failed Go-For-It [JJ].

Var (a) Since the player has not been knocked over, do not roll for armour or injury.

Var (b) Only roll for armour/injury on a failed Go For It if the player falls in an opponent’s tackle zone.

2.5 Hand-Off

The hand-off must occur in either the moving or receiving player’s turn. If it is part of the moving player’s action the player receiving the ball does not have to move next.

Var (a) A hand-off may be carried out at any time, even part way through another player’s move [BBp20] including a player not involved in the hand-off. Even though the hand off is a 'free action' which may be taken at 'any time during your turn' you cannot hand off when the ball carrier is about to be hit by a Diving Tackle, or as the ball carrier is falling down. [JJ]

Either player involved in a hand off may make the hand off action. This means that a player may take a hand off from a player who has been "Mindblowed" and a player with Blunderbuss may accept the handoff and still fire that turn. [JJ]

You may intentionally throw or hand off the ball into the crowd. [JJ]

2.6 Intercept

To be able to make an interception, the player must be between the player who threw the ball and the player who is to receive it, and the plastic ruler must pass over at least part of the intercepting player’s base [BBp21]. This rule was written when standard teams all had fixed size round bases. Because bases may vary in size and shape, the player may attempt an interception if any part of that player’s square is under the ruler. See also section 3.9 Player Size

Only "pure" interceptions count for Star Player Points. Catching inaccurate passes thrown by your opponent or flubbed catches do not earn points. [JJ]

Order of events:

Alt (a) Declare the pass action to a specified receiver, Move Pass Block players; declare interceptions; roll for the intercept; if it is not intercepted then roll for the throw; if it is not a fumble then roll for the catch. (This is the official rule [BBp24], but is not as commonly used as the following alternate which does not allow an interception if the pass is fumbled.)

Alt (b) Declare the pass action to a specified receiver, Move Pass Block players; declare interceptions; roll for the throw; if it is not a fumble then roll for the intercept; if it is not intercepted then roll for the catch.

Players may intercept throw-ins if the ball crosses the player's square. [GWUK] Pass Block may be used for this. Only one player per team may attempt an interception. If players from both teams attempt an interception, the player nearest where the ball was thrown in tries first.

If successful, this does count as an Interception for Star Player Points.

Var (a) This does not count for SPPs. 2.7 Knock Downs

If a player carrying the ball is knocked over they drop the ball from the square in which they end up (and it scatters once from that square), not the square they were in when hit. If they are pushed into the crowd then the crowd throws the ball in. Roll for armour & injury before scattering the ball.

Players who have been knocked down may "stand up at a cost of 3 squares of their movement when they next take an action." [BB p11]. If a player on the moving team is knocked over during the moving team’s turn before that player has taken any action, this rule implies that the player can stand up and move etc. during the same team turn. This could happen with a thrown player who falls over, or a player not carrying the ball is knocked over by the Wizard or certain cards.

2.8 Move

Certain cards, wizards, diving tackles etc allow you to interrupt the opponents move. If the opponent just slides a player to the end zone in one motion, you can hit them anywhere along the route, but if they count out the squares as they go, you must stop them as soon as you want to use your wizard etc. This means that you cannot wait until the player with the ball has completed the last move into the end zone before hitting him with the wizard because he would be standing in the end zone with the ball when you hit him and so would have already scored. However, you could use diving tackle since his move to that square is not complete until the diving tackle is resolved.

Non Treeman players with less than 3 MA roll to get up in the same manner as Treeman players. [JJ] Treemen with movement 3 or more may stand up normally.

2.9 Pass

Measure the distance from the centre of each square. If the range is on the boundary between two types of pass, then the longer of the two ranges must be used [BB p12].

Alt (a) Range penalties increase the target number, not subtract from the dice so they do not make a long bomb fumble any more often than a quick pass. Other modifiers (e.g. tackle zones) affect the dice roll and so may increase the chance of a fumble.   Alt (b) A pass is a fumble if it is a 1 before or after modification [BBp12-13].

Alt (c) A pass is a fumble only if it is a 1 before modification. If it is 1 only after modification then it is an inaccurate pass.

A pass that does not end in the hands of a team member causes a turnover. However, it is not an automatic turnover if the pass is inaccurate, a fumble or even goes out of bounds as long as it eventually ends up being caught by a member of the moving team.

You may intentionally throw or hand off the ball into the crowd. [JJ]

Throw Team Mate is a Pass action and counts as the Pass Action for the turn.

The Bomber throwing his bombs does not count as your Pass Action for the turn. [JJ]

Throwing Custard Pies and Stink Bombs counts as the player’s action and the team’s Pass action.

2.10 Pick Up

A player may not stand in or move to the same square as the ball without picking it up or scattering it.

The following alternatives have both been supported by Jervis Johnson, although the second possibly has more recent support and a larger number of leagues using that interpretation.

Alt (a) The rule book states that a player who moves onto the ball may attempt to pick it up. Therefore a player is not obligated to pick up the ball if he enters its square. If the player chooses not to pick up the ball, it will scatter. [JJ]   Alt (b) A player moving on to the ball must attempt to pick it up. [JJ] Failing an attempt to pick up the ball causes a turnover even if the moving team ends up with the ball. Var (a) Failing to pick up the ball does not end the moving team’s turn if the team ends up holding the ball. If a player moves into a square where the ball is lying, and is blitzing another player simultaneously, the pick up must be resolved before the player may continue with the blitz.

If a player moves into the square where the ball is lying and is diving tackled, resolve the Diving Tackle before the player rolls to pick up the ball. If the player is pushed back the ball scatters from the square, whether or not the Diving Tackle player follows up.

A player who is pushed back into a square in which the football is lying, does NOT get to attempt to pick it up. The ball scatters.

If a Stand Firm player dodges into the square containing the ball and fails the dodge roll his move ends, so he cannot pick up the ball. Scatter the ball from that square. This is not a turnover because the pickup was not attempted.

2.11 Push Back

When choosing the square that a player is pushed into, empty squares must be chosen over occupied squares or out of bounds. The square in which the ball is lying is considered empty so you can scatter the ball by pushing a player onto it.

A player may only be pushed off the field if there are no eligible empty squares on the field [BBp10]. Therefore Out of Bounds is equivalent to an occupied square.

Var (a) Out of bounds must be chosen in preference to an occupied square. If the player is pushed back to a square occupied by another player the direction of each subsequent push is determined by the square the pushing player comes from, not the direction of the original block.

The square each subsequent the player moves to (between the 3 squares allowed) is decided as follows -

Alt (a) The coach of the player who made the original block decides where each subsequent push will go.

Alt (b) The coach of each subsequent player being pushed (other than the original player being blocked) may decide where to move his own player using the 3 squares available away from the direction of the push. [H]

Alt (c) The coach of each subsequent player doing the pushing will decide where the next player in turn will be pushed to.

Stand Firm and Sidestep are used as usual by players receiving secondary pushes in this way. If all the players in available squares have Stand Firm, the push back does not occur, but still counts as a push-back for other purposes. A square with a non-Stand Firm player must be chosen if available. Var (a) Stand Firm and Side Step skills can only be used by a player who is blocked. Therefore players with these skills can be shunted back (and out of bounds) if forced back by the player who was blocked and pushed back. Players lying down may be pushed back if only occupied squares are available.

If several players are pushed out of bounds as a result of a frenzied block the player may be awarded multiple casualty SPPs.

2.12 Throw-in

Players may intercept throw-ins if the ball crosses the player's square. [GWUK] Pass Block may be used for this. Only one player per team may attempt an interception. If players from both teams attempt an interception, the player nearest where the ball was thrown in from tries first.

If successful, this does count as an Interception for Star Player Points.

Var (a) This does not count for SPPs. 2.13 Turns

The game has a sequence of play

(a) Receiving team turn

(b) Kicking team turn

Repeat (a) and (b) one after the other until a touchdown is scored or the half ends [BB p7].

This indicates that all activities during play will occur in the turn of one team or the other because there are no breaks between turns until a touchdown is scored or the end of the half. After a touchdown there are various activities that occur that are not in either team’s turn before the receiving team’s turn starts.

Cards that may be played "at any time" cannot normally be played in the periods after a touchdown or at half time when it is not either team’s turn (unless the wording makes it clear that this is permitted).

The first action that a coach must take during the team’s turn is to move the turn counter [BB p6]. However, regardless of when the turn counter is moved the turn has already started as soon as the other team’s turn ended. Other than the 4 minute limit there is no restriction on how long a coach may THINK before moving the turn counter, provided no other actions occur first (rolling dice, moving players etc.)

3.0 GENERAL

3.1 Turn Overs

The following will cause a Turn Over: [JJ]

Hitting the four minute time limit (if it is being used). Most leagues do not enforce a time limit.

Getting caught on Illegal Procedure and not either spending a Reroll or successfully arguing the call.

Failing on an attempt to pick up the ball regardless of where the ball scatters or who may finally end up holding the ball [JJ].

Var (a) It is only a turnover if the moving team attempts to pick up and does not end up with the ball. Failing on a Go For It.

Falling down on a Block attempt.

Falling down on a Dodge attempt.

Getting caught Fouling and not successfully arguing the call

Touchdown scored.

Throwing a pass which, after all the bouncing is done, is not caught by a member of your team.

Throwing a team mate holding the ball who falls over on landing.

The Ball Carrier on the moving team is knocked down for ANY reason.

The Ball Carrier on the moving team drops the ball for ANY reason.

A Bombardier knocks over a player on his own team.

A Ball and Chain fanatic collapses. [GWUK]

A player on the moving team goes off the field.

The coach has activated all his players and does not wish to play a Special Play Card.

The coach declares his turn over.

A turnover does not occur if a player is knocked over by a Diving Tackle or by Wizard unless that player had the ball. If a player moves onto the ball square but is hit by a Wizard or Diving Tackle player and knocked over or pushed back before he has had a chance to pick up the ball it is not a turnover, although the ball will scatter.

If the ball carrier on the moving side is knocked over by a Wizard (or certain cards) this causes a turnover even if his team ends up holding the ball.

Special play cards that cause a member of the moving team to fall down or leave the pitch cause a turnover unless stated otherwise.

Var (a) Cards do not cause a turnover unless otherwise stated on the card, unless it causes one of the above standard events. Editor’s note:

In most cases the turnover rules for players falling over and handling the ball are consistent with the following guidelines -

Turnovers occur if

(a) The ball carrier falls over before he has a chance to get rid of the ball even if his team ends up still in possession (wizard, diving tackle)

(b) The moving team has possession of the ball and loses it (pass not caught by anyone, ball carrier drops ball etc.).

(c) A player on the moving team falls over as a result of a failed attempted action (block, dodge, go-for-it).

Turnovers do not normally occur if (d) A player without the ball falls over due events beyond his control (wizard, diving tackle).

(e) A team loses possession temporarily but ends the player’s action in possession of the ball (pass or hand-off eventually caught)

League commissioners should note that there are some exceptions and decide whether or not to use alternatives that would make more consistency in the rules.

(a) There are no obvious exceptions to (a) above

(b) The Dump Off rule appears to allow a player being diving tackled to throw away the ball into the open, without a turnover occurring even though the team has lost possession. However, see discussion under Skills - Dump Off.

(c) & (d) Most cards that cause a player to fall over do not specify whether a turnover occurs. Using the guidelines of (c) and (d) is more consistent with other rules (e.g. turnover on Take a Dive, but not Custard Pie if not affecting the ball carrier), although many leagues allow turnovers whenever a player on the moving team falls over as a result of a card.

(e) Failing an attempt to pick up the ball is penalised more harshly than most other actions, since the rules in the book force a turnover [BBp8] even if the team ends in possession of the ball. Some leagues force a turnover if a player on the moving team attempts to catch a scattering ball and the team does not end up in possession of the ball (for example after blitzing over the ball carrier and the ball scattering over a group of players).

3.2 Apothecaries

The Apothecary must be used immediately after the injury he is healing is inflicted. You cannot save your Apothecary until the end of the game and then choose which injury you wish to heal. [JJ] If several players are injured in the same action (wizard, bomb, multiple block etc.) you can wait until the bodies stop falling before deciding who to heal.

Var (a) If an apothecary is not used during the game, then after the game he can heal a serious injury but not a death.

Var (b) An apothecary not used during the game can heal any injury including death. Note that an Undead coach may attempt to raise a dead player and if this is successful the opposing coach cannot later heal the player with the apothecary.

Apothecaries cannot save players from crowd injuries [JJ]. Var (a) An apothecary may be used to heal players who were not on the pitch when injured (Injured in Practice, Crowd injuries, etc.). Players who are healed when not on the pitch should be placed in the Reserves box. Apothecaries can prevent Injured in Practice, but are then unavailable for the match. [GWUK]

Apothecaries may heal injuries of players and coaching staff. However, Apothecaries may not heal injuries suffered to themselves. [JJ]

Apothecaries can only deal with one niggling injury. If a player is missing a game because of failing the roll for two or more niggling injuries, the Apothecary cannot help him. [JJ]

You may reroll the Apothecary roll only if the injury happened on your turn. [JJ]

You can sell the services of your Apothecary to your opponent. Undead players still may not use an Apothecary, even in this manner. Undead can NEVER use an apothecary.

Players healed while on the field are placed face up. Players healed while not on the field are placed in the Reserves Box.

3.3 Fouling

Blatant fouls aren't called after you get the ref. [JJ]

You may argue the call on a blatant foul. [JJ]

You may go for it to commit a foul. [JJ]

Bonuses for assists while fouling affect only the armour roll, not the injury roll. Mighty Blow and Dirty Player affect both armour and injury rolls, and give their pluses in addition to the +1 to penetrate armour. [JJ]

IGMEOY (I’ve Got My Eye On You) [JJML]

A model (representing the Ref) is placed in the middle of one side of the board at the start of each half facing the middle of the pitch (i.e. not facing either team end). When a team commits a foul, the model is turned to face that side to indicate that the Ref has his eye on the team that last fouled. As long as the Ref has his eye on that team, any player that commits a Foul will be ejected if he does NOT roll doubles on the armour roll. The Ref does not face either team at the beginning of each half. A team who the Ref is not watching fouls as per the normal rules. If a coach commits an illegal procedure while the Ref has his eye on the other team, the Ref turns back to the middle (not watching either team). Many leagues that do not use IGMEOY have developed alternatives to counter excessive fouling. Alt (a) Assists for fouling and protecting downed players work as for assist when blocking. Some leagues use the Dirty Player Skill as a Guard skill for this purpose.

Alt (b) Players are sent off for excessive violence if the modified armour roll is 14 or more.

Alt (c) Players sent off for fouling are banned for several games. Roll a D6. For 1-3 only off for this game, 4-5 off for next game, 6 miss 2 games.

Alt (d) Various means of reducing injury or avoiding rerolls on injury are used (see Injuries).

Alt (e) Referee die. Each team places a die (a counter die) on their sideline with "1" facing up. Each time they foul, turn the die to the next highest number. When fouling roll a 3rd die of a different colour (the Ref die). Ignore doubles on the other two but if the Ref die is equal to or lower than their counter die then the player is sent off. The player is never sent off on a 6 and the Counter die is not incremented on a 6. If a reroll is used then reroll all 3 dice. If the coach successfully argues the call then do not increment the counter die. If Grudge Match is in force then the Counter die is only incremented (by 1) at the end of the turn, not after each foul.

3.4 Injuries

Armour and injury rolls are done by the coach of the player causing the injury. The wording of the Mighty Blow skill [DZp12] makes it clear that the Mighty Blow player does the armour and injury rolls for players he knocks down.

Var (a) Armour and injury rolls cannot be rerolled.

Var (b) Armour roll can be rerolled but not injury.

Var (c) If injury is rerolled, the armour roll must also be rerolled.

Var (d) Armour and injury rolls are done by the downed player’s coach.

Sigurd’s Injury Rule [JJ] When rolling injury, roll in the following table. All modifiers apply. 1-7: Stunned

8-9: KO'd

10+: An Injury!

If An Injury! is rolled, roll on the following table. NO modifiers apply. 1-3: Badly Hurt

4-5: Serious Injury

6: Dead! Dead! Dead!

This table and the table to determine the type of serious injury [DZp15] may not be rerolled.

This corrects a flaw with the boxed rules where an injury roll with modifiers caused more deaths than it caused Badly Hurts and Serious Injuries. The rate of Casualties remains the same (and hence, the rate of Star Player Points accumulated), but keeps the ration of BH:SI:Dead 3:2:1 (which is what it would be under the boxed rules without mods) across the board.

Var (a) Serious injury and death only occur on an exact dice roll of 11 or 12 respectively. No statistic may be reduced to zero, it just remains at 1. Var (a) If a seriously injured player has any statistic reduced to zero, the player is no longer able to play, but is not dead, so can retire to become an assistant coach. 3.5 Rerolls

"A coach may use a team reroll to force a reroll of any dice roll that takes place in his own team turn." [BBp14] However, this only applies to dice rolls that the coach makes. He cannot force the opponent to reroll any of his rolls (e.g. wizard rolls). Wizard, apothecary and special play card rolls can be rerolled if they occur during the coach’s turn. Scatter dice rolls made by the moving team can be rerolled. The dice are rolled by the coach of the last player to touch the ball,

Var (a) Since the rule book also notes that rerolls are a result of the team training and improving their skills [BBp14] some leagues only allow rerolls for player actions, not for scatter, Wizard or card rolls. Team, Leader rerolls and Extra Training rerolls can only be used during the moving team’s turn. Only one of these can be used in any turn.

Player rerolls may be used any number of times the required skill is needed but a single dice roll cannot be rerolled more than once. [BBp14]. Dodge is an exception in that it can only be used once by each player per team turn [DZp11]. Other skills such as Catch could be used several times if the ball kept repeatedly bouncing back to the same player.

See Skill - Pro for the use of Pro rerolls and their possible use when neither team is having a turn.

Some dice rolls are part of a group that cannot be rerolled individually. If two or three block dice are rolled, a reroll will reroll all dice, not just selected dice. Similarly, if dice are rolled for ball scatter, all the dice rolls could be rerolled but not just one of a group of consecutive scatter rolls. Injury rolls may be considered to fall in this category (see Injuries).

If a Blitz is rolled as the Kickoff event, the kicking team get a bonus team turn [BBp22] so one team reroll can be used during this turn.

Injury Time and Illegal Drugs allow a bonus team turn. A team reroll may be used even if one was used during the previous turn.

A coach may use Player rerolls during his opponent's turn for his own player's actions. [GWUK] including Pro rolls, but not team rerolls.

Rerolls contribute their list price for Team Rating purposes, not the actual price paid. [JJ]

Halfling Chefs will steal team rerolls, then trophy rerolls, but not leader rerolls. [GWUK]

Unused 2nd half rerolls can be used in overtime. [JJ]

Var (a) No team or leader rerolls may be used in overtime. Leader rerolls and rerolls gained from the Kick Off Table and Special Play cards may be used in the second half if your team has been Doom And Gloomed. [JJ]

You may use your second half team rerolls in Overtime if you have been Doom and Gloomed, as Doom and Gloom does not carry into OT. [JJ] It prevents you using them it doesn’t make you lose them.

The Special Play Card "Spy" may be used to prevent the use of any reroll, including skill rerolls. [JJ]

You may buy any number of team rerolls, but only one can be used per team turn.

3.6 The Kickoff and Kickoff Table

Coaches must field 11 players for each kickoff if they are able, or all available players if fewer than 11 are able to make the kickoff. Eleven is the sacred number of Nuffle, and shall never be compromised unless unpreventable by circumstances. [JJ]

If a team cannot field at least 3 players, the game is not necessarily forfeited, nor a touchdown automatic. Consult the section on Forfeits.

If a team kicking off has no players on the field a touch-back will occur. If the receiving team has no players on the field, kick off as normal. If a touch-back occurs, leave the ball where it is if it is on the field, or if it went out of bounds the crowd can throw it in.

Alt (a) Roll for the kickoff event before placing the ball on the target square [BB p22].

Alt (b) Place the ball on the field (but do not scatter), before rolling for the kickoff event. Roll for scatter after determining the kickoff event and applying the result (if possible).

After scattering the ball the appropriate number of squares handle bounces, touchbacks, catch attempts, then begin the first turn (or Blitz turn). Alt (a) The Blitz move occurs AFTER the ball scatters and it is available for pickup by the blitzing team [JJ].

Alt (b) The Blitz move occurs BEFORE the ball scatters (i.e. the ball is still in the air.)

If an opponent kicks to you to start the half, then pit traps or burst ball on the ball carrier on your second turn, you receive a new kickoff. Move your turn counter to turn 3. Your opponent's next turn is turn 3 (not 2). [GWUK]

If a ball bounces out of bounds or into the other half because a player failed to catch the kick off, this is a touchback. [JJ]

Players on the bench may be hurt in a pitch invasion. [GWUK]

You may not reroll any rolls from the Kickoff Table. [JJ]

After a riot or pitch invasion has been resolved, carry on with the ball scatter and begin play.

The blue card states that Throw a Rock can hit players in the dugout, while the rule book says that only players on the field can be hit. The rule book is correct, so only players on the field are affected.

3.7 Forfeits

The rules do not include the option of forfeiting a match although teams may withdraw from the league at any time, including during a match. A team with no opponents left on the field can continue playing. The team with the most touchdowns when the game ends is the winner.

Var (a) If a team is unable to put 3 players on the field for a kickoff the team MAY choose to stay off the field.

Var (b) A team unable to field 3 players at a kickoff may forfeit the game without penalty.

Var (c) A team unable to field 3 players at a kickoff must forfeit the game without penalty.

Var (d) A team may forfeit but if it still has more than 3 players able to take the field it is penalised by some or all of the following -

The other team scores enough touchdowns to win by at least 2.

The forfeiting team gains no income, nor MVPs nor SPPs from the match.

The forfeiting team loses 2 fan factor.

Pitch invasion - an injury roll for every player not already injured.

3.8 Handicaps

Handicaps are used to allow teams of different ability to have a fair game based more on the coach’s skill than the current status of the team. The handicap is given as extra special play cards. Extra MVPs are also awarded to teams who play strong opponents.

Var (a) Some leagues use Special Play cards only for handicap purposes, so only one coach rolls for cards before play and both coaches take 1, 2 or 3 cards as indicated, before taking any handicap cards. Players contribute their list price for Team Rating purposes, even if this is not the price actually paid. [JJ]

A non-star player who has been Peaked keeps any star player points accumulated prior to being peaked and these contribute to team rating. [JJ]

Team rating is calculated after the end of each match. The team rating does not change if a player spends money on freebooters at the start of the next match.

 
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
The existing rules are suitable for teams with relatively low rating, but a difference of 11 points between teams of about 300 rating is not as important as a difference at about 150 team rating. This can cause games to depend only on the number of ‘turnover’ cards they receive. In addition, players with more than 50 star player points contribute heavily to the team rating without a proportional increase in skills. Some leagues have developed alternate handicap systems to counter these problems. Variant (a) Nebuchanezzar’s Handicap Ratio Calculate the ratio of the higher team rating to the lower team rating
 
 
Ratio Bonus Cards Bonus MVPs
< 1.1 0 0
1.1 - 1.2 1 0
1.2 - 1.3 1 1
1.3 - 1.5 2 1
1.5 - 1.75 2 2
1.75 - 2.0 3 2
> 2.0 3 3
Variant (b) The Zombie System Calculate the cost of the team, excluding the treasury and divide by 10,000 as usual for a team value score. Because the treasury is excluded this value will only change when purchases are made or deaths occur, so it may not need to be recalculated after every game.

Add up all the upgrades to players, including magic helmets, and subtract 1 for each stat downgrade or niggling injury. Multiple this value by 2 for a player score. This value will only change when players receive upgrades or injuries so a running total is easily kept.

Add the team value score to the player score. Treat this exactly like the team rating.

3.9 Miscellaneous Stuff

Characteristic increases

If a player rolls doubles any skill may be chosen, but rolls of 4/6 and 5/6 must be taken as movement and agility increases respectively.

No characteristic may be permanently increased by more than 2 over the starting value, or over 10. [JJ] Very long legs counts as a movement increase. If a player has reached the limit and rolls a further characteristic increase, then the roll cannot be used unless it is a double, allowing any skill to be taken.

Temporary increases over these limits are permitted (e.g. from certain cards).

Crowd Injuries

When a player is pushed back into the stands, roll only on the Injury table. If this results in a Badly Hurt, Serious Injury or Death, then award Star Player Points to whoever knocked this player into the crowd. [WD]

Mighty Blow etc is not used if a player is injured by the crowds.

Var (a) Normal modifiers such as Claw and Mighty Blow apply. Dice rolls

For most player actions, an unmodified roll of "1" is always a failure; an unmodified roll of "6" is always a success. An exception is Hypnotic Gaze against an AG 6 player, which will never succeed since the target's AG must be EXCEEDED on d6. [JJ]

Only one skill may be used to modify any die roll. eg. If you have Dirty Player and Mighty Blow, you must choose which one you are using before you make your foul action. [WD] [JJ] But one skill could be used for armour and another for injury rolls. Similarly Very Long Legs and Extra Arms could not both be used for an intercept. Accurate and Strong Arm can be combined because only Accurate is used to modify the dice roll; Strong Arm modifies the range band used.

Var (a) Some leagues allow skills to be combined. Error on example card and in Rule Book

The card for the Orc Blitzer incorrectly lists the rolls for throwing and catching as though he is agility 2, rather than 3.

The rule for Throw Team Mate described in the book is correct, but the example given is incorrect. So the landing roll has +1 modifier for an accurate throw and no modifier if the throw scatters (with -1 for any tackle zones on the landing square).

Fan Factor Roll

1 (or less) loses fan factor and 6+ gains fan factor after modification, not before.

Var (a) To avoid excessively high fan factor, use -1 for each 10 in the current fan factor (-1 for 10-19, -2 for 20-29 etc.)

Freebooters

You may only freeboot players or coaches who would normally play for your team. A third High Elf Lion Warrior, a second wizard or apothecary won't normally play for your team, and thus cannot be freebooted. [JJ]

After a match, a coach may hire a player he freebooted for the player's full list price. The original "freeboot fee" is lost but any SPPs are kept.

Illegal Procedure

The rule books limit Illegal Procedure to only two situations - failure to move the turn counter, and moving a player out of the permitted sequence (e.g. not moving all fanatics first). If players unintentionally break other rules (e.g. incorrect player setup, moving past an opponent without making a dodge roll etc.) the error should be corrected immediately without other penalty.

Failure to move all fanatics before any other player is an illegal procedure, but they can be moved in any order.

If a coach moves any game item (e.g. touches a player or rolls the dice) before moving the turn counter this is an illegal procedure. However, thinking is permitted [JJML]

Var (a) Illegal procedures are not called for failure to move the turn counter. If the league requires coaches to declare all actions, then failing to declare an action is not an illegal procedure, but the action can only be a move.

If a coach calls "Illegal Procedure" for a situation when it clearly isn’t required the other coach gains a reroll. [JJML]

Illegal procedures do not permit a coach to actually do any action against the rules. In addition to costing a reroll counter (or ending the turn) the coach must move the turn counter to the correct position or take any other action required to correct the situation (eg the fanatic must still be moved if a reroll is used to prevent a turnover.)

You can Argue the Call on an illegal procedure if you don’t want to use a reroll, but you can’t then use a reroll if argue the call fails (except to reroll argue the call itself).

Overtime

A coin toss (or dice roll) is made again at the beginning of Overtime to select who receives. Play lasts until a touchdown is scored or for a maximum of 8 turns each. If more overtime is required the other coach receives, and a coin toss is made at the start of each odd numbered overtime. [JJ]

Var (a) Overtime is not played except in finals.

Var (b) If the scores are tied after overtime, the game is declared a tie.

If the game is a tie, no-one gets any bonuses or penalties when rolling for match winnings or fan factor.

Player Size

All players take up one square, regardless of the size of their base, either when standing or when prone. [JJ] Where there is a reference to the model or the players base (e.g. for passing and intercepts) use the square for all measurements.

Var (a) Use a standard round base for all measurements regardless of the actual base used by the player. SPPs

Forcing a player into the crowd can score casualty SPPs.

No Star Player Points are awarded if a player is injured on a failed Dodge or Go For It. [WD] [JJ]

Var (a) Causing a dodge to fail earns SPPs for a casualty. A player who makes an accurate pass that is caught by a team-mate earns 1 SPP for a completion [DZ p16]. Therefore a completion requires an accurate throw and is not a completion if it is inaccurate even if it scatters back onto the intended receiver. However, if the intended recipient fumbles the accurate catch but it is still caught by a member of that team (other than the thrower) then a completion is recorded. Var (a) A completion is recorded after an inaccurate pass as long as any team member catches it. To score intercept points the pass must be intercepted before reaching the intended player. Catching an inaccurate bouncing ball or flubbed catch does not count.

No player may receive more than 1 MVP per match. [DZ p16] This includes the MVP from Inspiration. Roll again if an ineligible player receives an MVP.

All players who took part in the match are eligible for most valuable player, [DZ p16] Players who have taken no part in the match do not receive MVPs (e.g. absent due to injury)

Var (a) MVPs cannot be given to dead or peaked players, but freebooters do qualify. Tournament Prizes

The wizard from the Dungeonbowl adds to your team rating [JJ].

The above wizard is subject to A Better Offer or sideline incidents, but is replaced next game [GWUK].

Tournament prize money is in addition to normal gate takings

Trophy rerolls do not add to team rating [JJ].

Tournament prizes may be Robbed, but not used for Kidnap Rival Coach. They may be part of a (very) large donation [GWUK].

Wizards

Chaos Dwarfs hire normal wizards, not alchemists.

The fireball will hit any player (from either team) that is fully or partially underneath the template [DZp4]. Because models may vary greatly in size use the squares on the board rather than the model or its base.

4.0 STARS

This document only refers to Star Players in the Blood Bowl and Deathzone handbook.

Alt (a) Teams may have up to 4 Star Players.

Alt (b) Teams may have only 2 Star Players.

Alt (c) Star players are not permitted, except those with secret weapons.

Alt (d) Star players are not permitted.
 

Alt (a) Multiple copies of star players are permitted.

Alt (b) Duplicates are not permitted on a team.

Alt (c) Duplicates are not permitted in a league (first to hire Morg will get him).
 

Alt (a) Star Players do not take up the standard positions

Alt (b) Star players cannot be used to exceed specialist player limits, e.g. Griff takes up one Blitzer position on the Human team.

SPPs

Players with 26 SPPs are still considered position players; they do not count against any stars you may hire, but they do count against limits like 2 mummies or 4 blitzers. [GWUK]

Player size

All players take up one square, regardless of the size of their base, either when standing or when prone. [JJ]

Blunderbuss

A player with Blunderbuss may accept a hand off and still fire that turn. [JJ]

Bomber

The player may not do anything else when he wants to throw a bomb. When thrown roll a D6. On a 1, the bomb explodes in the thrower’s square. Otherwise work out the throw as normal. It may be intercepted. If a player catches it they must roll 4+ or it will go off as they catch it. If they roll 4+ they may throw it again as for the original throw. If the ball lands in an empty square or if a player fails to catch it or drops it, it will scatter one square and then explode. When it explodes it knocks over any player in the same square, and knocks over players in adjacent squares on a roll of 4+. Make armour and injury rolls as normal.

The player holding the ball has his hands full and cannot catch the bomb.

A bomb that scatters into the crowd has no effect (on the players).

Chainsaw

A player holding a running Chainsaw may not use Frenzy.

A player with a running chainsaw may not handle the ball.

A running Chainsaw adds +3 when its wielder is fouling or assisting in a foul, but only to armour not injury.

If a Piling On player falls onto a running chainsaw, roll for the Piling On player’s armour with 3+

Death Roller

If a Deathroller is knocked over, roll against AV 10. If you penetrate and kill the driver, the Deathroller is not repaired. Any other result (including not penetrating the armour) removes the machine from the game, but it will return next match. [GWUK]

Knocking down the Death Roller and removing it from the game without scoring a casualty does not award the blocker with casualty SPPs. [JJ].

Fanatics

A coach with multiple Ball and Chain fanatics on the field must move all fanatics before activating any other player on his team. You cannot be called for Illegal Procedure if you have an unmoved fanatic and the only models you have moved are fanatics. [JJ]

The coach can choose the order of movement between fanatics.

The fanatic is carried onto the field by the rest of the team and held firmly in place until the kick-off whistle is blown [DZp8]. Therefore if other rules specify that any other type of player ‘must move first’, the fanatic takes precedence because the rest of the team is holding the fanatic down and cannot move before the fanatic.

At the end of the fanatic’s move the coach must roll to see if the Fanatic is exhausted. [DZ p9] This is done even if he fails a block and is injured.

A fanatic collapse causes a turnover. [GWUK] This may be rerolled.

The fanatic can move up to 4 squares per turn [DZ p8] but cannot go for it.

Movement 2 & 3

Treemen with 3 or more MA can stand up using 3 movement without rolling [JJ], while non-Treemen with MA 2 or less need to roll a D6 to stand up

5.0 SKILLS

5.1 Mandatory skills

You never have to use a skill (except negative skills). However, it will be used unless the coach says otherwise. If you don’t want to use a skill you must say so before you roll a dice for anything the skill may affect. [JJML]

5.2 Reaction skills

Diving Tackle, Shadowing, Pass Block and Dump Off are skills that may be used by the non-moving team in reaction to some action by the moving team. However, the rules do not necessarily restrict them to the non-moving team and they could be used by the moving team if the appropriate circumstances arise. This would normally be due to the non-moving team using one of these skills allowing the moving team to respond to that ‘out-of-turn’ action. Most problems with use by the moving team are avoided if Diving Tackle and Shadowing are only used in situations when tackle zones are active (i.e. not in response to push-back, follow-up or shadowing).

The official FAQ [WD], includes -

"Q. Does the Diving Tackle skill allow a player with the skill to make a block against every opponent that enters his tackle zone, or may it only be used once per opposing team turn.
A. The skill may only be used once per opposing team turn."

This answer is usually taken to indicate that Diving Tackle (and possibly other reaction skills) can only be used during the opposing team turn. However, the wording of the question may have caused the answer to imply that it can only be used during the non-moving team’s turn, when all that it meant was that Diving Tackle can only be used once per turn.

Alt (a) Reaction skills may be used at any time the required situation occurs.

Alt (b) Reaction skills can only be used by the non-moving team.

An example of reactions to reactions is given to clarify how they might be used by either team.
If a player with Dump Off, carrying the ball, is being Shadowed and tries to enter a square next to a Diving Tackle Player, the order of events would be - Roll for the Dodge

Roll for the Shadowing

The Diving Tackle may be declared

Dump Off may be declared

Pass Block players (on the non-moving team) may move and they may be Shadowed or Diving Tackled by the moving team (roll for shadowing first).

Roll for the Pass, Intercepts and Catch

Finally roll for the Diving Tackle.

Note that if the player with the ball had Shadowing or Diving Tackle, then that player might have moved to another square while Shadowing or Diving Tackling a Pass Block player and so might no longer be in the square where the Diving Tackle occurred that set off this chain of events. Restricting the use of these reaction skills to the non-moving team avoids many possible complications but eliminates some fascinating possibilities.

5.3 Catch

Gaining control of a bouncing or scattering ball is a catch roll. The Catch skill will allow a reroll, Sure Hands will not. [JJ]

5.4 Dauntless

Dauntless can only be used by a player making a block, not by a player being blocked.

Dauntless may be used to match the summed strength of the targets of a Multiple Block in a nasty combination of skills. [JJ]

Dauntless must be rolled before each block, including subsequent blocks thrown by a Frenzying player.

The bonus for horns is applied after any bonuses for dauntless. [GWUK]

With Piling On, the normal strength of the player is used to break armour.

Dauntless may be used at any time a player makes a block

Var (a) Dauntless may only be used in that player’s team turn, and cannot be used with Diving Tackle 5.5 Dirty Player

The +2 bonus cannot be added to other dice modifiers such as Mighty Blow or Claw.

The +2 bonus is in addition to the normal +1 for fouling, so a lone Dirty Player has +3 to the armour roll.

5.6 Diving Catch

This skill can only be used when a pass has been thrown to that specific player, but was inaccurate. [DZ p10]

After rolling the scatter dice 3 times to see where the ball lands, the intended receiver (with Diving Catch) may move one square (not necessarily onto the ball) ignoring tackle zones. If this move is to the square where the ball is landing, a catch may be attempted. Otherwise, if the ball lands on an unoccupied square, it scatters one more time. [DZ p10]

It cannot be used to grab at any loose ball or when a pass is missed some other player.

Var (a) It can be used by any player on the moving team when the ball is landing in an adjacent empty square, including loose bouncing balls 5.7 Diving Tackle

See the section Reaction Skills

A Diving Tackle is made using the normal rules for a Block. Therefore a Diving Tackle player may not use a chainsaw, poisoned dagger or other alternatives to a block.

When a diving tackle is made, if the opposing player is pushed back or knocked over, then the player’s turn ends immediately. A Stand Firm player cannot be pushed back, so that player’s turn will not end if a push back is rolled on the dice.

Diving Tackle block rolls are made as soon as a player moves into a square in the Diving Tackle player’s tackle zone [DZ p11]. If Diving Tackle is used it must be made before any other events are decided in the square the player moved to.

Alt (a) Diving Tackle may be used when a player moves from one square in a tackle zone to another in that tackle zone.

Alt (b) Diving Tackle may not be used on a player who started the move within the diving tackle players tackle zone. You may Diving Tackle a player who has used Leap to enter your player's tackle zone, providing he did not start the leap in that player's tackle zone.

Alt (a) Diving tackle cannot be used in situations in which Tackle Zones are ignored (e.g. push back, follow-up after a block, shadowing). It can be used on Stunty Players dodging.

Alt (b) Diving tackle can when Tackle Zones are ignored but not by the moving team. So the moving team cannot push a player back and then having another player diving tackle or diving tackle a shadowing player. However, the non-moving team could diving tackle a player who blocked and followed-up

A player using Diving Tackle ends up on the ground for a moment, but because it is a controlled fall he will not be injured and will almost instantly regain his feet. [DZ p11] It follows from this description that Frenzy and Piling On cannot be used with Diving Tackle. It also follows that if a player with a running chainsaw were to use Diving Tackle (not with the chainsaw of course) the chainsaw wielding player would have to roll for armour (with +3) to determine if he can stand up again.

If the Diving Tackle player was holding the ball he will not drop it unless knocked over.

Diving Tackle cannot be used with secret weapons

Dauntless may be used with Diving Tackle

Var (a) Dauntless can only be used on normal blocks, not with Diving Tackle. Diving Tackle may only be used once per turn per player with Diving Tackle. [WD] [JJ]

It is a turnover if a diving tackle strips the ball from an opponent on the moving team. [JJ]

A diving tackle may not be a multiple block. [JJ] Diving Tackle must be used as soon as a player enters the tackle zone of the Diving Tackle player. Therefore Multiple Block would normally not be possible. However, some leagues use Hobgoblin stupidity rules, in which the Hobgoblins sometimes tie their shoelaces together and then move as a unit. In this case several could enter the tackle zone simultaneously and could therefore be subject to a Diving Tackle with Multiple Block.

If the ball is lying in the square being entered the Diving Tackle is considered before the player gets a chance to pick up the ball. If a push back occurs the ball scatters whether or not the Diving Tackle player follows up.

Diving Tackle and Dump Off may be used by the blitzed player when Is It A TD? is played.

Even though the hand off is a 'free action' which may be taken at 'any time during your turn' you cannot hand off when the ball carrier is about to be hit by a Diving Tackle, or as the ball carrier is falling down. [JJ]

If the ball carrier has Dump Off and is about to be hit by a Diving Tackle, he may attempt a quick pass. See Dump Off for the result of this action.

5.8 Dump-Off

See the section Reaction Skills

Dump-Off is a pass action and can only be used once in each sides turn, and not if that team has already passed in that turn. However, a team may pass in their own turn and Dump-Off during the opponent’s turn.

If the ball carrier has Dump Off and is about to be hit by a Diving Tackle, he may attempt a quick pass. This counts as the passing action for the team's turn.

"Neither team’s turn ends as a result of the throw, whatever it may be. After the throw is worked out your opponent completes the block, and then carries on with his turn." [DZp11] The first sentence could be taken to suggest that if the moving team uses a Dump Off (after a Diving Tackle) it is not a turnover if they lose possession of the ball. However, the second sentence makes it clear that if the moving team lose possession the turn does not end immediately because the result of the Diving Tackle still has to be determined. However, after any push back, injuries etc. are worked out, if the moving team has lost possession of the ball as a result of the various actions then a turnover occurs.

Strong Arm does not allow Dump-offs in the Short band range [JJ].

Var (a) A player with Strong Arm and Dump-Off may 'dump off' to Short range. You may Pass Block a Dump Off.

Dump Off may be used by the blitzed player when Is It A TD? is played.

5.9 Foul Appearance

A Foul Appearance player causes a -1 penalty on a pass or catch within 3 squares.

This only has effect when the player is standing.

This is cumulative with the tackle zone penalties, so if the Foul appearance player is standing in the tackle zone of a player throwing or catching the ball, there is a +2 penalty.

The die roll for passing and catching is cumulative when several Foul Appearance players are within the required 3 squares.

All actions that use the Catch skill (hand-off, intercept etc.) are affected by Foul Appearance.

A player blocking an opponent with Foul Appearance must roll a 2+ before carrying out the block. This must be done before every block during Frenzy. If a 1 is rolled, the Foul Appearance player is not blocked, so no push-back result occurs, and the Frenzying player gives up the attack in disgust.

5.10 Frenzy

A player may only Frenzy or continue a Frenzy if a push back result is rolled on the block dice for a maximum number of times equal to their MA. If a block results in a No Result (both down result/both have block) the Frenzy stops.

For each block during the Frenzy work out assists for the current player positions after push-backs (or sidestep) have been finalised for the preceding block.

A player blocking an opponent with Foul Appearance must roll a 2+ before carrying out the block. This must be done before every block during Frenzy. If a 1 is rolled, the Foul Appearance player is not blocked, so no push-back result occurs, and the Frenzying player gives up the attack in disgust.

If the roll is ‘defender down unless they have Dodge’ and the player does have the Dodge skill, then this is considered to be a push back result on the dice, so the Frenzy continues.

A player may Frenzy against an opponent who has Stand Firm [JJ] up to the limit of the frenzy player’s movement, even though neither player moves.

If a player is pushed out of bounds using a Push Back then the Frenzy player MUST follow-up, but if the player forced out had a knock-down result then the follow-up is optional.

A Frenzying player with Horns will receive a +1 on his ST when blitzing if he moves at least one square before each block roll. He would lose the bonus after the first frenzy against a Stand Firm player.

A player is not obligated to, but may Go For It to continue a Frenzy. Second (and third) Go For Its are optional [JJ] however the number of Frenzy blocks may not exceed the frenzied player’s movement allowance plus go-for-its.

Dauntless must be rolled before each subsequent block thrown by a Frenzying player.

A player using Multiple Block and Frenzy, will frenzy against all of the targets that remain standing and still adjacent to each other.

Frenzy may not be used using secret weapons and a player holding a running chainsaw may not frenzy.

Frenzy cannot be used with Diving Tackle.

5.11 Hail Mary Pass

Hail Mary Pass may not be used in a blizzard. [JJ]

Eye of the Eagle won't make a Hail Mary accurate. [JJ]

Magic Hand of Jark Longarm will intercept a Safe Throw, but not a Hail Mary pass. [GWUK]

5.12 Horns

The bonus for horns may be applied after any bonuses for dauntless. [GWUK]

A Frenzying player with Horns will receive a +1 on his ST when blitzing if he moves at least one square before each block roll. He would lose the bonus after the first frenzy against a Stand Firm player.

A player blitzing with Horns does not get +1 ST if he is diving tackled.

5.13 Hypnotic Gaze

The player may use his hypnotic gaze once during each of his own side’s team turns, at any point during the turn. [DZ p11] The description makes it clear that this does not have to be used during the player’s action.

Var (a) Hypnotic gaze can only be used during the player’s action. This is the rule accepted by most leagues. Hypnotic Gaze cannot be used before dice rolls required by a move already made (e.g. after moving onto the ball square but before picking up the ball, before a diving tackle, during a dump off). However, it could be used after a pass has been declared, on or by a player that has moved using Pass Block.

Hypnotised players can still give assists even though they do not have a tackle zone.

5.14 Kick

If the rule is used that a player cannot use rerolls except during team turns then a player with Pro and Kick may not attempt to reroll the scatter after a kickoff. If rerolls can be used when not in either team’s turn then the skill could be used.

5.15 Jump Up

Jump Up is only used at the start of a player’s action. It cannot be used before the action starts (to take a pass), nor later in an action (i.e. not after Piling On).

Piling On is a lengthy and methodical process that ends the player's action. You may not, therefore Jump Up or spend 3 MA to stand up a player when he has used Pile On as part of his Blitz action. [JJ]

A player lying on the field with both the skills Jump Up and Pass Block may stand up to attempt an intercept (and move 3 squares if necessary). Jump Up alone will not permit the player to stand during the opponent’s turn.

5.16 Leader

The player must be on the field when used, but can be lying down or stunned.

5.17 Leap

Leap uses 2 squares of ‘normal’ movement, so may not be used during a Go-for-it.

Leap does not 'ignore tackle zones'. It is simply made with no modifiers to the die roll.

You may Diving Tackle a player who has used Leap to enter your player's tackle zone, providing he did not start the leap in that player's tackle zone.

A player using this skill must still roll under his Strength to escape the Tackle Zone of a player with Tentacles.

You may Shadow a player who has used Leap. Your player will enter the square the opponent's player had occupied before the Leap.

The leap is over an adjacent square, then to any square next to that one, so it is permissible to land next to the square the player started from (i.e. leaping only one square)

5.18 Multiple Block

Targets of a multiple block must fill squares through which one may draw an unbroken path (not necessarily straight), but do not require each and every player to be directly adjacent to each and every other player. [JJ]

Players may give assists to a multiple block. Each player may give one assist only, and a player in the tackle zone of two targets may not assist against either [JJ] except with Guard.

Dauntless may be used to match the summed strength of the targets of a Multiple Block in a nasty combination of skills. [JJ]

All pushes occur simultaneously. You can’t push one player, then another into the same square (forcing the other back further).

If a follow-up occurs it can be into any of the squares vacated by the target of the block.

A player using multiple block and frenzy must frenzy against as many targets as possible of the original block.

A frenzying player cannot attack additional players using multiple block after the first block.

For Piling On you must follow-up if a push-back occurs. Therefore with Multiple Block you can only use Piling On against the player from the square into which you follow-up and if no push-back occurs you can only Pile On to one player.

5.19 Pass Block

See the section Reaction Skills.

The coach of the passing player may not change his mind about passing the ball after a player with this skill has made his move [DZ p12]. However, the position of the passer or receiver could change using a magic item such as The Secret Way.

Only one player with Pass Block may move under the range ruler but not in the tackle zone of either the catcher or thrower. Any number may be moved into the tackle zone of the catcher or thrower. [JJ] A player may start to move to one of these positions then stop without completing the 3 square movement.

Pass Block can be used to move a player to an interception position even if the thrower has the skill safe throw, or uses a card to prevent an interception.

You may not go for it on a pass block. [JJ]

All players may move 3 squares for Pass Block even if their normal movement is less than 3.

You may Pass Block a Dump Off.

You may not Pass Block a Hand Off. [JJ]

You may not Pass Block a Custard Pie, Stink Bomb or Bombardier's Bombs. [JJ]

Players may intercept throw ins if the ball crosses the player's square. [GWUK]

Alt (a) Pass Block may be used to intercept throw-ins.

Alt (b) Pass Block may not be used for throw-ins.

All the modifiers that affect Pass apply to Throw Team Mate, so Pass Block can be used to place tackle zones on the thrower or on the landing square, but not to an interception position. [JJ]

5.20 Piling On

This cannot be used if the player with the skill falls over as a result of the block (both down).

Piling On is a lengthy and methodical process that ends the player's action. You may not, therefore Jump Up or spend 3 MA to stand up a player when he has used Pile On as part of his Blitz action. [JJ]

For Piling On you must follow-up unless the player goes down without being pushed back. The Piling On player lands on top of the fallen opponent, then rolls back to the follow-up square, or the original square if no push-back occurred.

With Multiple Block you can only use Piling On against one player and if a push-back occurs this is the one from the square into which you follow-up.

When this skill is used in conjunction with Dauntless, the true Strength of the player will be used to determine bonuses.

Piling On cannot be used with Diving Tackle, because the description of Diving Tackle makes it clear that the player ends on the ground briefly and is therefore not in a position to Pile On.

If the Piling On player was carrying the ball he will drop it because he ends the move lying on the ground. This would cause a turnover.

5.21 Prehensile Tail

Stunty players only ignore dodge modifiers for Tackle Zones, not other modifiers such as Prehensile Tail. [JJ]

5.22 Pro

A player with this skill may use it any time they perform an action regardless of whether it is during their own or their opponent's turns. It may only be used once per team turn [DZp12]. It follows from this that it may not be used for events that do not occur during either team’s turn..

Var (a) It may be used for the Kick scatter rolls even though these are not in either team’s turn. It may not be used for any other out-of-turn rolls such as regenerate, recovery from knockout etc.

Pro may be used to reroll armour rolls that don’t penetrate or unsatisfactory injury rolls. [GWUK] Pro cannot be used to reroll an injury by the fans.

Var (a) The armour and injury rolls are done by the downed player.

Var (b) If the injury roll is rerolled, the armour roll must also be rerolled first.

If a Pro roll fails the player cannot use a team reroll for the original roll. However, a coach can use a team reroll to reroll the Pro roll. If the Pro roll succeeds then the original roll can now be rerolled.

5.23 Regeneration

For league play, players with Regeneration regenerate on a 4+. [WD] [JJ]

Var (a) Regenerate on 3+. Undead players may not regenerate if their Necromancer has left the game for any reason. [WD] [JJ]

Undead players playing for other teams cannot regenerate. [JJ]

Trolls, Snow Trolls, Vampires and players who have gained the mutation Regenerate do not need a Necromancer to regenerate. [JJ]

Players may regenerate from injured in practice. [JJ]

If a regenerate roll fails, the player may not attempt to regenerate later in the game. If the roll succeeds the player may regenerate again forma later injury.

5.24 Right Stuff and Throw Team Mate

Throw Team Mate is a Pass action [BBp24] and counts as the Pass Action for the turn.

Right Stuff can only be taken by players with strength 2 or less [DZp12].

Throw Team Mate can only be taken by players with Strength 6 or more [DZp13].

If the thrown player falls over it is not a turnover unless the player was holding the ball [BBp24]. It does not matter whether the throw was inaccurate or even fumbled.

The rule described in the book is correct, but the example given is incorrect. So the landing roll has +1 modifier for an accurate throw and no modifier if the throw scatters (with -1 for any tackle zones on the landing square).

You can only aim at an empty square

Var (a) You can aim directly at other players. Players with Throw Team Mate and Strong Arm may throw Stunties with the Right Stuff for long bomb ranges. [GWUK]

Non-stunty players with the right stuff take a two-band range penalty for the throw (short becomes long bomb, etc.) [GWUK] instead of the one-band penalty for Stunties.

Var (a) The standard rules do not distinguish between stunty and non-stunty thrown players. A player with Right Stuff gaining a Strength increase to ST 3 will lose the Right Stuff skill and not gain any other skill to compensate. However, the player must have rolled a double, so is permitted (but not required) to select some other skill instead of the strength increase.

Hail Mary Pass and Pass skill can be used with Throw Team Mate [JJ].

Since it is a Pass action, Pass Block may be used to put tackle zones on the thrower or next to the landing square (but not to intercept).

If a thrown player lands on another player, that player is pushed one square away from the direction of throw, even if he is already lying on the ground. Both players roll for armour.

Stunties may be thrown for Short passes in a blizzard, even though they are treated as Long. [JJ] The blizzard lowers visibility it doesn’t reduce the range of the throw.

5.25 Safe Throw

Magic Hand of Jark Longarm will intercept a Safe Throw, but not a Hail Mary pass. [GWUK]

5.26 Shadowing

See the section Reaction Skills

Both coaches roll a dice and add their player’s normal movement to the roll. The shadow player must beat the other to succeed.

Var (a) the shadow player only needs to equal to succeed. Shadowing takes Place as soon as a player successfully dodges out of the shadowing players tackle zone. Only one player can shadow at a time, since it requires moving into the moving player’s vacated square. However, if one player fails a shadow roll, another player could attempt to shadow.

You may Shadow a player who has used Leap. Your player will enter the square the opponent's player had occupied before the Leap.

Shadowing can be used on the Blitzing player when Is It A TD? is played.

You can ignore tackle zones when making a shadowing move.

Shadowing cannot be used in situations in which tackle zones are ignored (e.g. push back, follow-up after a block, shadowing). It can be used on Stunty Players Dodging - they don’t ignore Tackle Zones, they are just not penalised for moving into them.

5.27 Side Step

See the section Actions - Push Backs

A player with this skill may move into any adjacent square when he is pushed back. However, he must choose an empty square if available over an occupied square. If all adjacent squares are occupied, he may choose to move into any occupied square that is adjacent (pushing the current occupant) except that he may move into the square previously occupied by the Blocking player only if that player follows up.

Var (a) A player may not sidestep into the square from which the block came. A player may only be pushed off the field if there are no eligible empty squares on the filed. [BBp10] Therefore the sideline is considered equivalent to an occupied square and the sidestepping player does not have to choose to step off the field. Var (a) The player must choose out of bounds in preference to an occupied square. Sidestep may be used if a player is pushed by another player being pushed in a domino effect. Var (a) Stand Firm and Sidestep skills can only be used by a player who is blocked. Therefore players with these skills can be shunted back (and out of bounds) if forced back by the player who was blocked and pushed back. 5.28 Spikes

Spikes physical ability may not be taken multiple times. [JJ]

Spikes may not raise a player's armour value above 10. [JJ]

5.29 Stand Firm

See the section Actions - Push Backs

When a diving tackle is made, if the opposing player is pushed back or knocked over, then the player’s turn ends immediately. A Stand Firm player cannot be pushed back, so that player’s turn will not end if a push back is rolled on the dice.

A player may Frenzy against an opponent who has Stand Firm [JJ] up to the limit of the frenzied player’s movement, even though neither player moves.

A player with Strip ball who rolls a push back against a Stand Firm player will force the player to drop the ball, scattering from where the player stands. Only Sure Hands protects against Strip Ball.

5.30 Strip Ball

A player may only Strip Ball if a push back result is rolled on the block dice. If a block results in a No Result (both down result/both have block) the blocked player holds onto the ball. [JJ]

A Stripped Ball scatters from the square into which the blocked player is pushed. [JJ]

The blocker must choose whether or not to follow up before the ball scatters due to the Strip Ball skill. [JJ]

A player with Strip ball who rolls a push back against a Stand Firm player will force the player to drop the ball, scattering from where the player stands [JJ]. Only Sure Hands protects against Strip Ball.

It is a turnover if a diving tackle strips the ball from an opponent. [JJ]

5.31 Strong Arm

Strong arm does not allow dump-offs in the short band range [JJ].

Var (a) A player with this skill and Dump-Off may 'dump off' to Short range. Strong Arm does NOT allow a player to throw long passes during a Blizzard because visibility is reduced.

5.32 Stunty

All stunty players have +1 on injury rolls and -1 when throwing in the same manner as Halfling and Goblins. [JJ]

Stunty can only be taken by players with ST 2 or lower, [JJ] but if they gain a strength increase they do not lose Stunty.

Stunty players only ignore dodge modifiers for Tackle Zones, not other modifiers such as Prehensile Tail. [JJ]

5.33 Sure Feet

Sure feet may be used more than once a turn, but only once per extra square entered.

Var (a) Sure Feet may only be used once in a similar manner to Dodge. 5.34 Sure Hands

Sure hands counters Strip Ball.

Gaining control of a bouncing or scattering ball is a catch roll. The Catch skill will allow a reroll, Sure Hands will not. [JJ]

5.35 Tentacles

Players must roll under their strength to leave the tackle zone. A failure does not end the player’s action, so they may pass, block or foul but not move. [DZ p13] Where players must declare actions they may only carry out an action they have already declared (e.g. a blitzing player could block an adjacent player).

Tentacles have no effect where tackle zones are ignored in push-back and follow-up.

A player using Leap must still roll under his Strength to escape the Tackle Zone of a player with Tentacles.

5.36 Throw Team Mate see Right Stuff

5.37 Very Long Legs

No characteristic may be permanently increased more than 2 [DZp17] so a player may who has gained two points of MA will not receive an extra +1 MA if he gains the physical skill Very Long Legs. [JJ]

No player may permanently increase any characteristic above 10, so movement 9 players may gain +1 movement or Very Long Legs but not both.

From the description of the skill Stunty [DZ p13] it is clear that a Stunty player who takes Very Long Legs must lose the skill Stunty.
 
 

6.0 CARDS

6.1 All Cards

Var (a) Some leagues ban the use of certain cards but there is no agreement on what is an unsporting card.

Var (a) Some leagues require only one player to roll for the number of special play cards, both teams taking the same number (plus any handicap cards).

The earliest a special play card may be played is immediately after both coaches decide whether or not to use the Apothecary to heal any Niggling Injuries.

Cards which may be used "at any time" and also "constitute the players action" can be used during the opponents turn.

Cards which may be played "at any time" allow you to interrupt the opponent’s turn, but do not let you go back in time by moving players back to previous positions.

Some cards have effects that last for "the rest of the turn". These end their effect at the next turnover; they do not last through a coach’s turn and the opponent’s turn.

Special play cards that have wording such as "player automatically fails his roll" allow for a skill or team reroll to be used. However this second roll will automatically fail as well. [JJ]

Special play cards that cause a member of the moving team carrying the ball to fall down, force the player into the crowd or leave the pitch cause a turnover unless stated otherwise.

See the section on Turnovers for similar events when the player affected is not carrying the ball.

Cards which cause penalties may be argued, however arguing the call will always fail.

You can trade or sell Special Play Cards to your opponent [JJ] but not to coaches playing in other games.

Bribing your opponent to withhold playing a card, etc. is acceptable as is selling the services of your team's apothecary.

You are under no obligation to play all your Special Play Cards. You can accept a cash donation (bribe) for not playing a Special Play Card. [JJ]

If several cards are played in succession (by each coach in turn), a later card may override an earlier one. For example, Bribe the Ref can give an automatic penalty after a foul, while another Bribe the Ref can stop any penalty. If played in this order, no penalty would apply, whereas if played in the reverse order a penalty would be awarded.

6.2 Away Fans Banned and Crazy Referee

If your Away Fans have been banned, and you play Merchandising, you receive 10,000 x your Fan Factor, as recorded on your roster, not 10,000 x 0, where 0 is your FF for the game. [JJ]

You can still win rolls on the Kickoff table and if you win Throw a Rock or Pitch Invasion, the opposing fans take it out on their own team.

If Away Fans are Banned and a Crazy Referee chases the other fans away, then there are no fans left in the stadium, so the hot dog sellers are so annoyed at the lack of customers that they will beat up players pushed off the field, throw rocks etc as required.

6.3 Blatant fouls

Blatant fouls aren't called after you get the ref. [GWUK]

You may argue the call on a blatant foul. [GWUK]

6.4 Crazy Referee see Away Fans Banned

6.5 Custard pie

Custard Pie and Stink Bomb may not be thrown by a player holding the ball. [JJ]

Custard Pie and Stink Bomb may not be Pass Blocked. [JJ]

6.6 Duh, Where Am I?

This should be played after a player is knocked down and armour is NOT penetrated.

The dazed player on the receiving end of a Duh, Where Am I? may be stood up but will not take an action on the turn he is knocked down.

Var (a) The player can take an action on the turn he was knocked down. The dazed player on the receiving end of a Duh, Where Am I? can not score a TD against his own team. He may score for his own team if he happens to be holding the ball in the endzone. [JJ] The Ref knows whose team he is on even if the player doesn’t.

If his own team injures him he keeps any effects of the injury, including being killed.

The dazed player on the receiving end of a Duh, Where Am I? gains no Star Player Points for completed passes to opponents, causing casualties to team-mates, or intercepting a team mate's pass.

Var (a) He can gain SPPs for anything he does. If he fouls and IGMEOY is used, the fouling side is determined by the victim, not the fouler.

The card says the player is affected "until the next touchdown is scored or a half ends". This should also be taken to be until the next kickoff, so that Burst ball or Pit trap (if it causes a new kick-off) will allow the player to return to his own team.

6.7 Eye of the Eagle

The ball may be intercepted. [JJ]

It won't make a Hail Mary Pass accurate. [JJ]

6.8 Grasping Tentacles

The card says the player "fails the dodge and falls over". This means that even a Stand Firm player falls over. This is a turnover, since a player fell over while dodging.

6.9 Healing Scroll

This must be used immediately after the injury, not later in the game. If the player was injured by the crowd, place him in the reserves box.

6.10 Illegal Drugs and Injury Time

These allow a bonus team turn. You can Blitz, Pass, Foul and use a team reroll even if used in the previous turn.

6.11 Injured in Practice

Players may regenerate from Injured in Practice. [GWUK]

Apothecaries can prevent Injured in Practice, but are then unavailable for the match. [GWUK]

6.12 Injury Time

See also Illegal Drugs

This will be wasted if used by the scoring team as the last turn of the match. If the receiving team has used all its turns it will not line up for the Kickoff, so the Kicking team cannot use Injury time to take a turn.

6.13 Inspiration

No player may gain more than 1 MVP per match [DZ p16], so the player gaining the MVP is not eligible after the match.

6.14 Inspired Play

Inspired Play allows a player to complete an action without rolling dice. Since a player may only take one action per turn it follows that everything that player does is part of the one action. So the player could declare a Blitz Action, which might include dodge, then block, then pick up the ball, and go for it as part of a single action without any dice rolls (except armour and injury).

Alt (a) The player must "succeed" for every situation that would require a dice roll. So blocks always cause a Defender Down result, passes are accurate etc.

Alt (b) The player may choose the result of every dice roll so may select a push-back, may choose an inaccurate pass (e.g to a Diving Catch player) etc.

Some rolls during a players action are not considered part of that players action (e.g crowd throw-ins) and so may not be Inspired. Dice rolls that would not be permitted to be rerolled by Pro skill may not be Inspired. Therefore if the league rules permit a thrower to use Pro to reroll the scatter after a throw then such a scatter could be inspired, but most leagues do not permit scatter dice to be rerolled using Pro.

The opponent may use a Wizard, cards, diving tackle, shadowing etc. Any rolls the inspired player would make will succeed, but rolls by the other coach are made as normal.

Alt (a) Cards which cause an action to fail without rolling will also have effect (e.g. Take a Dive).

Alt (b) Cards cannot cause the player to fail actions that he does not have to roll for while inspired (such as dodge or go-for it).

6.15 Is It A TD?

Diving Tackle or Dump Off may be used by the blitzed player when Is It A TD? is played, and the Blitzer can be Shadowed.

6.16 It Wasn’t Me

The player may be sacked without paying 50,000 gp bail, but may not then become an assistant coach.

6.17 Labbatt’s Flying Fist

This strikes from above, so the player can be pushed to any adjacent square but empty squares must be chosen if there are any available.

6.18 Large Donation

Winnings include Big Match and Tournament prizes, but not Demo Game, Will, Merchandising, #1 with a Bullet [GWUK] Side Bet nor Alchemist’s income.

6.19 Magic Hand of Jark Longarm

This will intercept a Safe Throw, but not a Hail Mary pass. [GWUK]

6.20 Magic Helmet

This cannot be used on the same player more than once [GWUK] except for a player with Two Heads.

6.21 Merchandising

If your Away Fans have been banned or chased out of the stadium by a Crazy Referee, and you play Merchandising, you receive 10,000 x your Fan Factor, as recorded on your roster, not 10,000 x 0, where 0 is your FF for the game. [JJ]

6.22 Mindblow

A player may take a handoff from a player who has been "Mindblowed".

6.23 Peaked

See Handicaps

6.24 Player Strike

Blood Bowl negotiators are not very bright. If they call a Player Strike and you have no money in the treasury just offer them all you have (nothing), they will play the match anyway. [JJ]

6.25 Robbed!

For purposes of Robbed! or Large Donation, winnings include Big Match and Tournament prizes, but not Demo Game, Will, Merchandising, #1 with a Bullet[GWUK], Side Bet nor Alchemist’s income.

Var (a) Tournament prizes cannot be robbed, only gate takings. 6.25 Sewer Map

If a player using a Sewer Map enters the field in an occupied square the occupying player is pushed back, as if hit from the square indicated by the second scatter roll.

6.27 Sorry and Sorry Sir

Since the player going out of bounds does not end in the crowd, no injury roll is required.

In Sorry, the player "trips over and hurtles off the field". Obviously only a standing or moving player can use this card. If the player is on the moving team this will cause a turnover because a player has left the field.

6.28 Special Offer

Players hired through a Special Offer or That Boy's Got Talent contribute their list price for Team Rating purposes, not the price actually paid. [JJ]

6.29 Spy

Spy may be used to prevent the use of any reroll, including skill rerolls. [JJ]

6.30 Stink Bomb

Custard Pie and Stink Bomb may not be thrown by a player holding the ball. [JJ]

Custard Pie and Stink Bomb may not be Pass Blocked. [JJ]

6.31 That Boy’s Got Talent

Players hired through a Special Offer or That Boy's Got Talent contribute their list price for Team Rating purposes, not the price actually paid. [JJ]

6.32 Unseen Shield

This can be used only when an opposing player passes the ball. It cannot be used to stop Bombs, Custard Pies, nor thrown players (even if carrying the ball). It cannot be used to affect a throw-in by the crowd.