OnLine BloodBowl Enthusiasts’ Reference With Assembled League Doctrines

OBERWALD Supplement

(v2.06 22 October 2000)

This is based on the Oberwald Supplement by Dean Maki. This version edited by Brian Horton with assistance from Gary Moriarty and Steve Lalancette

Comments and suggestions can be sent to Brian Horton at

This supplement to Oberwald v2 includes


Big Guys

Secret Weapons

New Players and New Wizards

Additional Races

Other Totally Unofficial Stuff

Sections altered during updating 2.03 to 2.04

3.5.1 Pro skill for Big Guys. Consistency in rolling negative skill failure

6.3 Lizardmen Saurus not allowed strength skills except on doubles.

6.4 Editorial note regarding the Ride skill for Forest Folk.

Sections altered during updating 2.04 to 2.06 (there was no edition 2.05)

6.11 Bretonnian Team from Compendium 3 added (but not recommended)

6.19 Sickenly Good team added.

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





3.1 General

3.2 Big Guys on Team Lists

3.3 Big Guy Teams

3.4 Big Guy Progression

3.5 Negative skills

3.6 Teams of All Big Guys


4.1 New Players

4.2 Racial Wizards

5.1 Merrigan’s Weapons rules

5.2 Moriarty’s Weapons Rules

6.1 Introduction

Official Races

6.2 Norse

6.3 Lizardmen

Semi-official Races

6.4 Forest Folk

6.5 Snotlings

6.6 Vampires

6.7 Chaos Beastmen and Chaos Warrior

Unofficial Races

6.8 Amazons

6.9 Araby Team

6.10 Border Princes team

6.11 Brettonian Teams

6.12 Golem

6.13 Nipponese

6.14 Norse (The Original Norse)

6.15 Norse (Old Norse)

6.16 Robots

6.17 Savage Orc

6.18 Shallya Team

6.19 Sickeningly Good Team

6.20 Slaanesh Elves

6.21 Slann

6.22 Tyranid


7.1 Apothecary upgrading

7.2 Hobgoblin Stupidity

7.3 Random Mutations

7.4 Raise the Undead

7.5 TR150 Teams

7.6 A Modest Proposal


This document includes information on allies and big guys, secret weapons, plus some additional races not included in Blood Bowl or Deathzone. Some of this has been published in Blood Bowl Compendium 1 and Compendium 2, and is compiled here because there are some differences between the two versions and some races published in these compendiums are accepted as official, while others are not in general use.

This supplement should be read in conjunction with the rule books and OBERWALD version 2 (currently v2.04). Standard rules are covered in that document and rules are only mentioned here where they are affected by the introduction of new rules, such as the Big Guy negative skills.

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.

The original OBERWALD supplements included a list of official and unofficial Star Players. This supplement does not included star players on the grounds that the use of Big Guys and allowing secret weapons for non-star players makes star players unnecessary and undesirable.


Source: Rules in Compendium 1, modified in Compendium 2

Teams may take allies from the following list:
May take allies from
Chaos Chaos Dwarf, Dark Elf, Goblin, Orc, Skaven, Minotaur, Ogre, Vampire
Chaos Dwarf Chaos, Goblin, Orc, Minotaur
Dark Elf Chaos, Minotaur, Vampire
Dwarf Human, Ogre
Goblin Chaos, Orc, Skaven, Ogre
Halfling Human, Treemen, Wood Elf, Ogre
High Elf Human, Lizardmen, Wood Elf
Human Dwarf, Halfling, High Elf, Lizardmen, Wood Elf, Ogre
Lizardmen High Elf, Human
Norse Dwarf, Halfling, High Elf, Wood Elf, Ogre
Orc Chaos, Chaos Dwarf, Goblin, Ogre
Skaven Chaos, Goblin, Ogre
Undead Chaos, Dark Elf, Minotaur, Vampire
Vampire Chaos, Human
Wood Elf Halfling, High Elf, Human, Treemen

The only allies that can be taken are Linemen, Big Guys and players with weapons.

Var (a) Any player type may be taken as an ally, limited to the number of players on the original team divided by 4 rounding up (or rounding down). Although this rule appeared in Compendium 1 it is no longer recommended due to the use of Wardancers, Chaos Warriors etc. by almost every team.

Var (b) As for Var (a) but the non Big Guy allies cost 150% of the normal cost.

Var (c) Only Big Guys may be taken as allies. In this case rules about fans and rerolls may be ignored.

Every ally other than a Big Guy causes the loss of 1 fan factor when hired, except for Chaos teams which do not lose fans when taking allies. Also the crowds like Stunties, so each stunty only counts as ¼ player (rounded up) for fan reduction purposes. If the team has only 1 fan factor they may pay the fee and roll a D6. On 1-3 the player runs off with the hiring fee, on 4-6 the player joins the team. In either case the fan factor remains at 1 point.

A starting team must prove themselves by playing their first game before hiring allies

Var (a) Teams may hire allies when starting.

Alt (a) Star players may not be used with the ally rules, except that if the special weapons rules described below are not used, then Star players with secret weapons may be taken as allies.

Alt (b) If regular players are allowed to take secret weapons, as described below, then star players with or without weapons are not allowed, but allies with weapons are permitted.

For every ally on the team roster (without exception), roll a D6 at the start of each half and overtime. For every ‘1’ the team loses a reroll for that half. If the team has no more rerolls to lose then the other team gains the required number of rerolls. This applies even if the ally is missing the game due to injury, since the loss of rerolls is due to having mixed teams during training.


Source: Rules in Compendium 1, modified in Compendium 2

3.1 General

Big Guys are higher strength players that are slow learners and usually have a negative skill. Some have been added to team lists and others may be taken as allies. Teams may not include more than 2 Big Guys, except for Snotling and teams of all Big Guys (see below).

3.2 Big Guys on Team Lists

Add the following players to team lists
Team Player Qty Cost MA ST AG AV Skills
Chaos Dwarf Bull Centaur 0-2 130k 6 4 2 9 Sprint, Sure Feet, Thick Skull
Skaven Rat Ogre 0-2 130k 6 5 3 8 Mighty Blow, Prehensile Tail, Wild Animal
Goblin Troll 0-2 100k 4 5 1 9 Regenerate, Might Blow, Really Stupid, Always Hungry
Vampire Vampire 0-12 110k 6 4 4 8 Hypnotic Gaze, Regenerate, Off for a Bite
Norse Snow Troll 0-2 120k 4 5 1 8 Block, Mighty Blow, Regenerate, Always Hungry, Cold-blooded

The Snow Troll is taken from early Norse teams and is not as widely accepted as the other Big Guys. It has been given Block, but lower armour for consistency with the Norse. It may not be taken as an ally. Cold-blooded is the same as Bonehead, except that the player will not play in sweltering heat.

3.3 Big Guy Teams

The following players are considered to have their own teams.
Player Qty Cost MA ST AG AV
Minotaur 1-12 110k 5 5 2 8 Horns, Mighty Blow, Thick Skull, Wild Animal, Always Hungry
Ogre 1-12 120k 5 5 2 9 Mighty Blow, Thick Skull, Bone-Head
Treeman 1-12 110k 2 6 1 10 Mighty Blow, Stand Firm, Thick Skull, Take Root

Rerolls 70k

Each Big Guy team has only one type of player and may not take allies.

3.4 Big Guy Progression

Big Guys are slow learners and must earn double SPPs to gain a Star Player roll. Therefore they gain skills a 11, 21, 51 points etc (i.e. after they exceed 5 x 2, 10 x 2, 25 x 2 etc.)

Var (a) Leagues playing a short series may allow Big Guys to progress at the same rate as other players.

Var (b) The Modest Proposal (among other changes) removes the negative skill and one other skill (Mighty Blow if they have it) and then treats Big Guys exactly the same as all other players. (

Vampires may take General and Agility skills, all others may take General or Strength skills. Compendium 1 had two different rules for Vampire skill upgrades (p38 and p40). If they were permitted to take Strength skills in addition to General and Agility, this would give them an advantage not permitted to any other player. If a Big Guy rolls a double they do not get a choice of any skill. Instead they may do one of -
add + 1 to strength (maximum increase of 2)
or add +1 to armour (maximum of 10 armour)
or remove a negative skill
Rat Ogres and Minotaurs may gain mutations [JJ] Var (a) Some leagues do not allow any Big Guys to take mutations. Var (a) Some leagues do not allow Big Guys to increase strength or armour on a double (other than 12), but allow them to select any skills as for other players.

Var (b) Some leagues do not allow Big Guys to remove their negative skill.

Var (c) Some leagues allow Big Guys to remove their negative skill as their second or third upgrade without requiring a double.

3.5 Negative skills

Always Hungry: If the player uses Throw Team-Mate, roll a D6 after he picks the player up. On a 2+ he throws the player as normal. On a 1 he attempts to eat the player. Roll a D6 again, on a 1 he eats the player (list the player as dead on the team sheet), and since he has been swallowed, apothecaries, healing scrolls, regenerate etc will have no effect. On 2+ the player squirms free and falls face down in a randomly selected adjacent square (use the throw-in template). If the selected square is occupied the occupant is pushed back and knocked over. If the player being thrown had the ball and is not still standing after all this then a turnover occurs.

Bone-Head: Roll a D6 immediately before taking an action with the player. On a 1 they cannot remember what they should be doing so they take no action and lose their tackle zone until they next pass their Bone-Head roll. Failing a Bone-Head roll causes a turnover.

Really Stupid: This is the same as Bone-Head except that the player fails on 1-3, unless there is a team-mate who is neither Bone-Head nor Really Stupid next to the player to tell them what to do, in which case they are just Bone-Headed.

Take Root: Roll a D6 before the match begins. On 1-3 the player is slumbering in the woods and misses the entire match. Although this is generally agreed to be too harsh, it should be noted that the negative skills make all Big Guys only about 50% effective. When the Treeman turns up he does play normally.

Var (a) Take root applies only on 1-2.

Var (b) For Halfling teams treemen may be allowed to roll again to see if the Treeman arrived by half time.

Wild Animal: Wild Animals must take their turn first. When a Wild Animal blitzes they must attack the opposing player who was nearest at the start of the move. If several are equally close, the coach of the Wild Animal may choose which of those players to attack. If the nearest enemy player is on the ground, the Wild Animal must foul the player instead of making a block. This may be done even if another player on the team has already fouled in this turn. However, the Wild Animal may then be subject to being sent off using the usual rules.

When the Wild Animal takes its action, roll a D6. On a 1 the Wild Animal goes berserk. The berserk player drops the ball if he had it and frenzies against the nearest player of either side (or fouls if the nearest player is on the ground). If one or more opponents is the closest or equal closest player, the coach of the Wild Animal chooses an opponent. If several team-mates are the closest then choose a team-mate randomly. The Frenzying Wild Animal must use go-for-its up to the limit if necessary to knock the other player over. A Both Down result ends a Frenzy as usual. This move counts as a Blitz action unless it starts as a Block against an adjacent player. It must be used even if another player has already Blitzed. Compendium 1 implied that it is always a Blitz, even if the opposing player was adjacent. However, since the move may in fact be a Foul action it is clear that the move is not necessarily a Blitz action. Therefore it only counts as the team’s Blitz if the Berserk Wild Animal had to move before Blocking the player.

The rule states that "if you take an action with a Wild Animal after having moved a player that is not a Wild Animal, then your opponent can call you for illegal procedure". This makes it clear that it is not an illegal procedure when you move a non-Wild Animal even if your Wild Animal has not moved. So it is not essential to move your Wild Animal every turn.

Var (a) Some leagues require a Wild Animal roll even if the player is not going to take an action on that turn. When a Wild Animal is Frenzying against his own team-mate the coach of the attacking player rolls the block dice as usual and may select the most appropriate dice. However, if either player falls over this is a turnover. Apart from Negative skills, all skills are optional, so a Wild Animal does not have to use Mighty Blow, Tackle etc. The player being attacked may make use of assists from team-mates but the Wild Animal may not use assists by team-mates against his own team-mate even though it might benefit from a greater choice of Block dice. Opponents may assist either player if they wish. Var (a) Some leagues permit the opponent to select the dice when a Wild Animal attacks a team-mate and require it to use all available skills. If a team has both Fanatics and Wild Animals, the Fanatics move first, because the entire team is needed to hold the fanatic down until the turn starts.

Off for a Bite: Roll a D6 for each player before setting them up at each kickoff. On a 1-3 they cannot be used in this drive because they have popped into the crowd for a bite. On a 4-6 they play as usual for that drive.

3.5.1 Pro skill used for Big Guys negative skill roll

Alt (a) The Bonehead or Wild Animal roll is taken "before taking an action with the player". Therefore it could be ruled that the player’s turn does not start until after they have taken the roll and so Pro could not be used, although team rerolls could be used.

Alt (b) Since the Bonehead or Wild Animal ‘skill’ is an integral part of the players skills, Pro could be used at any time the player uses the skill. In this case Vampires and Treemen should also be able to use Pro to reroll Off-for-a-bite or Take Root, using the same reasoning that may be used to permit Kick players with Pro to reroll the kick scatter rolls (see Oberwald section 5.22).

AlytIf Ogres and Rat Ogres take Pro skill they could use the skill to attempt to reroll the Bonehead or Wild Animal roll. However, the rule says that the Bonehead or Wild Animal roll is taken before taking an action with the player. Therefore it could be ruled that the players turn does not start until after they have taken the roll and so Pro could not be used, although team rerolls could be.

3.6 Teams of All Big Guys

The Big Guy rules were written to allow the Big Guys that are not part of some other team list to appear on a team roster. The purpose of this was to allow them to be used by other teams by taking them as allies without having to place them on an existing team where they would be out of place. Therefore it was never intended that Big Guy teams should really be used. If playing as a Big Guy team a maximum of 12 players are permitted on the team and the Big Guy team may not take any allies. However, it is not possible to start a team with 11 players unless the cash allowance for starting teams is increased to about 1,500,000. Leagues that permit teams of Big Guys either allow Big Guys to start with 6 players or allow all teams to start with more funds.

Big Guy teams are badly unbalanced since they lack any players with ball-handling skills, so they tend to play only as bashing teams unless they are able to gain some skills. Leagues should not permit Big Guy teams to play without careful consideration of the effect on other teams.


4.1 New Players

Source: Compendium 1

The following new players appeared in Compendium 1 but were not suggested by Jervis Johnson and so are not accepted by all leagues. They are somewhat overpriced compared with other players but can add more variety to their teams.
Team Player Qty Cost MA ST AG AV
New Skills
Orc Savage Orc 0-2 90k 6 3 3 8 Frenzy, Tattoos General, Agility
Goblin Night Goblin 0-4 50k 6 2 3 7 Dodge, Stunty, Right Stuff, Hatred of Dwarfs Agility
Goblin Forest Goblin 0-6 50k 6 2 3 7 Dodge, Stunty, Right Stuff, Tattoos Agility
High Elf Maiden Warrior 0-2 110k 9 2 4 7 Dodge, Leap, Sidestep General, Agility
Chaos Dwarf Sneaky Git 0-2 70k 6 3 3 7 Shadowing, Sidestep General
Skaven Plague Monk 0-2 90k 6 3 3 7 Foul Appearance, Frenzy General
Dark Elf Assassin 0-2 100k 6 3 4 8 Shadowing, Dodge General, Agility
Dwarf Thunderer 0-2 80k 5 3 3 8 Pass, Thick Skull General, Passing
Halfling Tallfellow 0-6 50k 6 2 3 6 Dodge, Right Stuff, Stunty General, Agility

Tallfellow Halflings (also known as Super-Halflings) were not in Compendium 1, are not widely accepted and should only be allowed if special concessions are necessary to encourage coaches to use the Halfling teams. Their origin is uncertain.

Tattoos: The player believes his tattoos will protect him, so his armour value is fixed and cannot be modified by anything, including Mighty Blow, Dirty Player, Chainsaws etc. However, skills such as Mighty Blow will affect the injury roll if armour is penetrated. This skill may not be used by a player with an AV of 9 or more. The skill has not been given a category and may not be used by players that do not have it as a starting skill.

Hatred: The player hates the particular race and will attack them with great ferocity. When blocking a player of that race the player counts as having the following skills - Dauntless, Frenzy, Piling On. You must still roll for Dauntless as usual. The skill has no effect when a player is being blocked by the Hated race, nor does it have any effect on assists.

4.2 Racial Wizards

Source: Compendium 1 and the Deathzone handbook.

All Wizards cost 150,000 gps except the Goblin Shaman (only 75,000 gps). The Wizards were described in more detail in Compendium 1. They were not developed by Jervis Johnson and so are not official. Many leagues allow a choice of the standard wizard or the racial wizard for their team.

Chaos Sorcerer Once only, at any time, fire a Warp Bolt. Roll a D6. On 2+ the victim is injured, roll for injury. On 1 the spell goes wrong - roll again - on 1-3 the Chaos Sorcerer is destroyed, on 4-6 he misses the next match.

Chaos Dwarf Once only, at any time, causes an earthquake centred on a square. Roll a D6. Anyone in target square is knocked over on 3+, adjacent players are knocked over on 5+. Roll for injury on players knocked over.

Dark Elf Every time a weather roll is made, roll a D6. On 2+ the Wizard chooses the weather. In addition, once per game at any time, cast a bolt of lightning on a player. Roll a D6. The player is knocked over on 4+. If knocked over, roll for armour and injury as if hit with Mighty Blow.

Dwarf Alchemist as in Deathzone

Halfling Master Chef as in Deathzone

High Elf Mage Take twice as many special play cards as entitled. After looking at them, discard half to retain the correct number of cards. Two or more Magic Items may be taken, provided only one is kept.

Human As in Deathzone

Lizardmen Same effect as the High Elf Mage.

Norse Same as Human

Orc Shaman Once per match at any time use the Hand of Gork. Nominate an orc player, roll 2D6, move the player through the air that number of squares landing in an empty square.

Goblin Shaman Cost 75,000 gps. Same as Orc Shaman, but only roll one dice.

Skaven Grey Seer Once per game at the start of a Skaven players move roll a D6. On 2+ the player takes two actions, one after the other. On 1 the player dies immediately. The two actions do not allow a second Blitz, Pass or Foul if that has already been done, but could be Blitz then Pass or other combinations.

Snotling Trickster After the special play card roll at the start of the match take D3 extra Dirty Tricks. (

Wood Elf Mage Has the same ability as two apothecaries. An apothecary can be used in addition to the two healing actions by the Wizard. The Wizard works his spells from a distance and can heal in circumstances where the apothecary may not be able to operate (crowd injuries). The Wizard cannot heal himself, but can be healed by the apothecary and vice versa.

Undead Necromancer required as in Deathzone


Secret weapons that are used ‘instead of a normal block’ cannot be used during Diving Tackle because it is resolved as a normal block.

Weapons such as Chainsaw, Poisoned Dagger and Spike can only be used on one player at a time, so cannot be used in a Multiple Block.

If a player with a running chainsaw falls over for any reason, roll for his amour with +3. This includes Diving Catch and Diving Tackle in which the player lands on the ground briefly as well as Piling On or any card which normally causes a player to fall without an armour roll.

Unless specified otherwise, the penalty roll is taken after every drive in which that Secret Weapon Player was on the field at any time during the drive. If the 2D6 roll equals or exceeds the penalty roll, the player is sent off for the rest of the game. Roll separately for each secret weapon.

5.1 Merrigan’s Weapons rules

Source: Compendium 2 (Tom Merrigan)

If the secret weapons rules are used, then star players with secret weapons may not also be used.

Linemen (or equivalents) may take a secret weapon when the player rolls a double for a skill upgrade and the team has enough money to buy the weapon. Goblin teams do not have to roll doubles to take a weapon.

Teams may not have more than 2 players with secret weapons, except Goblins who may have up to 4. Players who have taken a weapon may not give it up. If you have two players using them and want a different weapon you will have to sack one of the players.
Weapon Cost
Teams using the weapon
Penalty Roll
Chainsaw 60k Goblin, Dwarf, Human, Orc, Chaos, Chaos Dwarf, Undead, Norse
Blunderbuss 30k Chaos Dwarf, Human
Poison Dagger 10k Dark Elf, Human, Skaven, Chaos, Lizardmen
Bomb: Explosive 40k Goblin, Dwarf, Chaos Dwarf
Bomb: Stink 20k Goblin
Ball and Chain 30k Goblin, Human, Norse
Death Roller 180k Dwarf, Human, Chaos, Chaos Dwarf, Goblin, Skaven, Norse
Spike Free All except Big Guys

Weapons are taken only by linemen, except as follows
Chaos Dwarf Blockers, not hobgoblins use weapons.
Longbeards, Zombies and Skinks are weapon users for Dwarf, Undead and Lizardmen.
All weapons are treated as in the Blood Bowl and Deathzone handbooks, plus the following - Stink Bomb: Treat as for the exploding bomb, but players in the square where it explodes and in adjacent squares fall over coughing and choking, but no armour roll is made. Players falling over do not cause a turnover unless one was holding the ball.

Spikes: This has exactly the same effect as Mighty Blow, except that there is a penalty roll, so there is no point in any team taking it except Goblins, who can take weapons without a double, or Snotlings, who cannot take strength skills.

5.2 Moriarty’s Weapons Rules

Source: Maelstrom Bloodbowl League

Only two players per team may have Secret Weapons. Secret Weapons may be purchased for a player instead of allocating a skill when you roll doubles for their skill roll, but you must have the money in your Treasury to pay for the weapon.

Goblins and Snotlings do not need doubles and can get a Secret Weapon instead of any skill roll provided they have the money.
Weapon Cost
Ball & Chain 30k Goblin, Human, Norse 7+
Blind Dust 10k Halfling and High Elf 10+
Blowgun 20k Forest Folk, Halfling, Lizardmen 10+
Blunderbuss 30k Chaos Dwarf, Dwarf, Human 10+
Bomb 40k Chaos, Chaos Dwarf, Dwarf, Goblin 8+
Cannon 100k Dwarf 7+
Chainsaw 60k Chaos, Chaos Dwarf, Dwarf, Goblin, Human, Norse, Undead 8+
Deathroller 180k Chaos, Chaos Dwarf, Dwarf, Goblin, Human, Norse, Skaven 7+
Doom Diver 30k Goblin 8+
Hot Pot 30k Halfling 9+
Pogo Stick 20k Goblin 10+
Poisoned Dagger 10k Chaos, Dark Elf, Human, Lizardmen, Skaven 10+
Poisoned Wind Globe 20k Goblin, Snotling, Skaven 10+
Snotling Pump Wagon 100K Snotling 7+
Spike Free All except Big-Guys 10+
Stink Bomb 20k Goblin, Snotling, Skaven 10+

The only players that may use secret weapons are Star Players already equipped with them and the following:

Chaos Warrior / Gor
Chaos Dwarf Blocker
Dark Elf Lineman / Assassin
Dwarf Thunderer/Longbeard
Forest Folk Gnome
High Elf Lineman
Human or Norse Lineman
Lizardmen Skink
Orc Lineman
Skaven Linerat/Plague Monk
Undead Zombie
Wood Elf Lineman
If a player is given a secret weapon, he will never give it up and must always take it on the field when he plays.

The use of a secret weapon requires a player action and may not form part of a move, blitz, pass or foul unless the secret weapon is used specifically for the declared action.

Ball & Chain Fanatic: 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.

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. He does not have any tackle zones, cannot handle the ball and must move his full MA (4 squares) if possible. Use the throw-in template to move each square. If he tries to enter a square that is occupied, then he must throw a block with a ST of 6 (doesn't count as the team’s blitz). Neither side may use assists. He must follow up (stand firm ends his movement).

If he falls over in the block, he is automatically injured; counting stunned as KO'd. He can block as long as he moves into an occupied square. If he walks into a prone player, simply push the prone player back.

After the player with Ball & Chain has finished moving, roll a 1d6. On a 1, he collapses to the ground. Roll the die again, and on a 1-3 he dies from exhaustion, or on a 4-6 he must miss the rest of the match to catch his breath. The only person allowed to block a fanatic, is another fanatic. If this happens they both fall down.

Blind Dust: Pick one opponent to attack in a square adjacent to the player with Blind Dust. If you can roll greater than the attacked player’s AG on 1d6, then they lose their tackle zone for the rest of the team turn and may not provide assists for blocking or fouling (failure is not a turnover). This may be done at any time during the player’s move. Blind Dust may be used once per kickoff.

Blowgun: Work out the blowgun attack like a pass. The poisoned dart hits the first player in direct line. A player hit by a poisoned dart is knocked down and stunned. A player may only fire one dart in between each kickoff.

Blunderbuss: The player may fire the ball to any square on the field. It counts as a Pass action and the player may not do anything else during that turn. Roll 1d6: On a 1-3, the shot misses and scatters just like a kickoff. On a 4-6, it lands in the target square. The weapon can only be shot once per kickoff. A player with Blunderbuss may accept a hand off and still fire that turn. [JJ]

Bomb: Used once per kickoff. The player may not do anything else when he wants to throw a bomb. It does not count as a Pass action. When thrown roll a D6 to light the fuse. On a 1, the bomb explodes in the thrower's square. On 2+, you may roll for a throw as normal. It may be intercepted. The player holding the ball has his hands full and cannot catch the bomb. If a player catches it they must roll a 4+, or the bomb will go off. If they roll a 4+ then they may throw it again. If the ball lands in an empty square, it will scatter once and then explode. If someone with the bomb falls over or drops the bomb, it will scatter once and then explode. When the bomb does explode, 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. A bomb that scatters into the crowd has no effect (on the players).

Cannon: Used once per kickoff. Set up on field prior to the kickoff facing opponent’s end zone (may not be moved) with the Dwarf cannonball player inside the cannon (counts as 1 player). The cannonball player may take a handoff but can do nothing else until he is fired. Firing the cannon counts as a Pass action. The cannon may be fired by any player from either team in an adjacent square, Firing is that player’s action for the turn – the firing player can do nothing else. The cannonball player moves 4d6 squares in a straight line and lands using the rules for thrown players. If he goes over the end zone, a TD is scored but the player suffers a Serious Injury, so roll for the type of Serious Injury when he lands (niggle, stat downgrade etc.).

The player inside the cannon is protected from direct attack by custard pies, stink bombs, daggers, chainsaws etc., but the cannon itself can be knocked over by bombs, other explosions, and earthquakes. Lightning bolts and fireballs will fire the cannon. The cannon may be blocked and is ST7 and AV10 and has Stand Firm. If the cannon is knocked over by any means and the player in the cannon had the ball, the ball falls out and scatters one square. The fallen cannon is not removed until the end of the drive. If the cannon is knocked over, roll for armour and injury on the cannon-ball player (AV10). If the player is badly hurt (or worse) this counts as a casualty. If the cannon-ball player is killed the team discards the cannon since no-one else will use it.

Chainsaw: The chainsaw doesn't start the kickoff running. Turning on the chainsaw counts as an action, and the player may not do anything else that turn. The player must not be in an opposing player’s tackle zone when attempting to start the chainsaw. You need to make an agility roll (failure is not a turnover). A player with a running chainsaw may not handle the ball. A player holding a running Chainsaw may not use Frenzy. If the player with a running chainsaw is knocked over, add +3 to the armour roll. If a Piling On player falls onto a running chainsaw, roll for the Piling On player’s armour with 3+. The player may use the chainsaw instead of making a block. Make an armour roll with a +3 modifier. The player may also use the chainsaw after moving as a Blitz action. If a player with a chainsaw commits a foul, add an additional +2.

Deathroller: The driver’s stats become that of the SP card (including skills) and he is considered "Peaked". The Deathroller may ignore tackle zones when moving. It gets a +6 to armour rolls when fouling a player. If it is knocked down for any reason it will be out for the rest of the game.

If a "killed" result is rolled as an injury to the Deathroller, it explodes and takes the driver with it. This is the only way to injure the driver.

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

Deathroller Stats.
MA ST AG AV Skills
4 7 1 10 Mighty Blow, Stand Firm, Multiple Block


Doom Diver: Keep the Goblin off the field until you are ready to use him. The gobbo is lobbed onto the field, just like a Hail Mary Pass. If the Gobbo manages to hit a player, that player is knocked down. Roll for injury straight away with a +2 modifier. Roll scatter for the goblin and lay him face up in that square, unharmed. If the Doom Diver doesn't hit another player, roll 1d6:

1 The diver slams into the ground and dies instantly. The goblin remains stuck in the ground until the next kickoff.

2-4 The diver hits down hard. Make an armour roll as normal.

5-6 Perfect landing, sort of…. Lay the goblin face up in the square unharmed.

The Doom Diver can't pick up or catch the ball, because his hands are tied. The rush of the ride makes the goblin insane and he gets the Frenzy skill until the next kickoff. The diver can only be "shot" once per half.

Hot Pot: When a Hot Pot is purchased, the player also acquires 2 assistants. Player and assistants are kept on the sideline. Once per half the Hot Pot may be fired onto the field using rules for a Hail Mary Pass (if a 1 is rolled then make an armour roll for each of the crew). Add +3 to the penalty roll if one of the "crew" is injured. If two or more are injured the Hot Pot is destroyed. Anyone in the square it lands in is automatically knocked down and those in adjacent squares are knocked down on a 4+. Roll for armour and injury normally.

Pogo Stick: The player is allowed to "go for it" up to four times and may use the leap skill.

Poisoned Dagger: The player may use the dagger instead of making a block. Make an armour roll. If the roll causes an injury, treat the "stunned" result as "KO'd". Once the dagger has caused an injury, the poison is wiped off and it cannot be used again until after the next kick-off. At the beginning of every kick-off the blade is re-coated with poison.

Snotling Pump Wagon: Full details about the background for this machine are given in Compendium 2. It counts as one player, even though it may have a large team of Snotlings attempting to drive it.
D6+1 7 1 9 Mighty Blow, Stand Firm, Multiple Block, Annoying

The movement is D6+1. The Pump Wagon always uses all of this movement unless it goes off the pitch or falls over, and it does not go-for-it. Choose a direction, then roll using the throw-in template to find out the direction it really went. It ignores enemy tackle zones and never has to make a Dodge roll. If it runs into any player, standing or lying, friend or foe, if it is still moving after resolving the action then choose a direction and roll again for actual direction. This does not count as a Blitz because it never hits anyone deliberately.

If it runs into a standing player (either team) roll for a Block (ST7). Although it is given the skill Multiple Block it is not clear how this skill is used.

If the Pump Wagon is knocked over by a Block, Wizard’s spell or special play card, or it suffers an injury of any type it is considered wrecked for the rest of the game, but may be repaired by next game if the team has hired a Mekanik. The player who knocked it over may roll for armour and injury to see if scored a casualty. If a Killed result is obtained then the Pump Wagon is wrecked beyond repair.

If it rolls over a player lying on the ground, roll for armour with +6 modifier. This does not count as a foul action.

It may never pick up or carry the ball, just roll for scatter if it runs over it.

If it rolls off the pitch into the crowd it scores 4D6 crowd casualties. Then roll for ‘injury’ on the Pump Wagon. If stunned (1-7) it is stuck in the stands for the rest of the game, otherwise it is wrecked for the game as above.

If it rolls off the pitch into either dugout, it scores D6 casualties to players, coaching staff and cheerleaders. Randomly select these from the personal available and roll for injury on each. Then roll for injury on the Pump Wagon. If the result is stunned and it is in the opponent’s dugout it is stuck for the rest of the game, if in its own dugout it goes in the Reserves box and may return at the next kickoff.

For every 50 crowd casualties caused by the Pump Wagon (or any other secret weapon), the fan factor is permanently increased by 1.

Annoying Before or after the Pump Wagon’s action (not during the movement phase when the Snotling crew are busy) it may attempt to annoy opponents. Choose the first player and roll a D6. If the score is greater than the opponents agility then the player loses their tackle zone for the rest of the turn. During the same team turn they may attempt to annoy another opponent at D6-1, then another at D6-2 and so on until further annoying is not possible.

Mekanik: Cost 60k. Roll a D6 for each damaged weapon to be repaired. On 4+ the weapon may be used in the next match. On failure the Mekanik tinkers with it and can roll D6+1 next time, then D6+2, until it is repaired. However a natural roll of 1 always fails.

Spike: Spike adds +1 to all armour and injury rolls.

Stink Bomb: Same as a Bomb except players in the square where the Stink Bomb ends up, and all adjacent squares, fall over coughing and choking. They are placed face up in their squares. No armour or injury rolls are made.


6.1 Introduction

This supplement does not include details for the official races in Blood Bowl (Dark Elf, Dwarf, High Elf, Human, Orc, Skaven) and Deathzone (Chaos, Chaos Dwarf, Goblin, Halfling, Undead, Wood Elf). The Norse are also considered official, and most leagues accept the Lizardmen. Forest Folk and Snotlings have been published in Compendium 1 and Compendium 2 respectively, but have not been widely play-tested. The other teams included in this list have few or no reports of play-testing.

Unofficial teams have been included here if they appear to have some unique characteristics, without being unnecessarily complicated and neither too difficult nor too easy to play. Some proposed teams may be relatively simple for the coach to play because they are used in every game, but opposing coaches who meet them only rarely may have extreme difficulty coping with large numbers of different player types, too many new skills, special effects in certain situations or changes in skills during the game. Other teams appear too extreme or unbalanced and will not be included without reports of extensive play-testing

Some teams have had rules edited here to avoid complications which would have otherwise disqualified them for reasons given above. If the designers or users of those races object to the editing then the teams will be omitted. Other races may be added, but preferably only after reports of play-testing.

If no special Wizard or Apothecary is mentioned, then use the standard versions.

Star Players are not given for any teams because the ally and Big Guy rules make Stars redundant. If Big Guys are needed but none are listed, use the most appropriate Big Guy (usually Ogres will do).

Official Races

6.2 Norse

Source: Compendium 2 (Jervis Johnson)
Qty Title Cost MA ST AG AV
New Skills
0-12 Linemen 50k 6 3 3 7 Block General
0-2 Thrower 70k 6 3 3 7 Block, Pass General, Pass
0-2 Catcher 70k 6 3 3 7 Block, Catch General, Agility
0-4 Blitzer 90k 6 3 3 7 Block, Frenzy, Jump Up General, Strength
0-2 Snow Troll 120k 4 5 1 9 Block, Mighty Blow, Regenerate, Always Hungry, Cold-blooded as for Big Guys

Rerolls 60k

Allies Human, Dwarf, Halfling, High Elf, Wood Elf, Ogre

In some sources the Blitzers are incorrectly listed as having ‘Leap up’, but there is no such skill.

The Snow Troll for the Norse was not in Compendium 2, but is widely used and is more appropriate than the other Big Guys. It has been given Block, but lower armour for consistency with the Norse. It may not be taken as an ally. Cold-blooded is the same as Bonehead, except that the player will not play in sweltering heat.

6.3 Lizardmen

Source: Compendium 1 and Compendium 2 (Andy Meechan)
Qty Title Cost MA ST AG AV
New Skills
0-12 Skink 60k 8 2 3 7 Dodge, Stunty General, Agility
0-6 Saurus 80k 6 4 1 9 - General
0-2 Kroxigor 130k 6 5 1 9 Prehensile Tail, Thick Skull, Bonehead as for Big Guys

Rerolls 60k

Wizard As for High Elf Special Wizard

Allies Human, High Elf

In Compendium 1 the table suggested that Saurus could gain strength skills, but the text of the article shows that this is a misprint and they require doubles for strength skills. The team was play-tested without allowing Saurus easy access to Guard, Stand Firm and Might Blow and this was deliberate, to compensate for the large number of ST4 players on the team.

Semi-official Races

6.4 Forest Folk

Source: Compendium 1 (by Matthew Brown)

This team has not been play-tested as frequently as the above teams and may not be accepted by all leagues. Some consider it too powerful and reduce the number of Centaurs or increase their cost. The Centaur is very similar to the Bull Centaur in stats, but costs 30k less and does not have the slow rate of skill progression of Big Guys.
Qty Title Cost MA ST AG AV
New Skills
0-12 Satyr 60k 6 3 3 7 Horns, Regenerate General
0-4 Gnome 40k 6 2 3 7 Dodge, Stunty, Ride Agility
0-4 Centaur 100k 7 4 3 8 Sure hoofs General, Strength

Rerolls 50k

Wizard Once per match, at any time, choose an opponent. Wizard rolls 2D6, opponent rolls a D6. If the Wizard rolls equal or higher the player drifts off to sleep. Place him as if stunned but do not roll for armour or injury (apothecary cannot alter this). If the player was carrying the ball, roll for scatter, otherwise it is not a turnover. Allies Wood Elf, Treemen

Sure Hoofs Same as Sure Feet

Ride If a Gnome is adjacent to a Centaur, the Gnome can use 3 of its movement allowance to climb on the centaur. The Gnome can use go-for-its to achieve the movement. If moving onto the Centaur’s square requires a dodge then roll as usual, although if the dodge fails, then Gnome falls in its original square, not the one the Centaur is in (the same applies to a failed go-for-it). Alternatively the Centaur may lift the Gnome on, using 3 of its movement plus 1 for each tackle zone the Gnome is in. The Gnome must be standing to mount the Centaur. While a Gnome is riding it may not Block or be Blocked, nor may it offer assists or foul. It may pass, catch or take hand-offs as usual, including hand-offs with the Centaur. The Centaur takes any actions as usual and is not affected by the rider. It costs 3 squares of the Gnomes movement to dismount and the Centaur cannot lift the Gnome down. The dismounting Gnome must make a Dodge roll if the Centaur is in an opponent’s tackle zone. The ball must be held by a player standing in the endzone to score a touchdown, so a Gnome holding the ball while riding a Centaur must dismount or the Centaur must take a handoff to score. If the Centaur is knocked over while the Gnome is riding, the Gnome will be scattered (use the scatter template) but will land on his feet on a 4+ even if he lands on another player. Any player the Gnome lands on will be pushed back but not knocked over. A Centaur can only carry one rider at a time. All players must start the drive standing. A Zap spell aimed at a riding Gnome will not hit the Centaur if it misses. A fireball or similar must be aimed at the Centaur and if it is knocked over the Gnome scatters and tries to land as usual.

[Editor’s note: This skill is obviously too complex and needs to be simplified. The mount and dismount actions should require a dice roll. It is strongly recommended that the Centaur should not be allowed to assist the gnome because that allows the gnome to escape from tackle zones without a dice roll and allows a mount and dismount in the same team turn.]

6.5 Snotlings

Source: Compendium 2 (Joel Hainstock)

This team has not been widely play-tested in this form. It appears to be competitive if playing against teams limited to 2 Big Guys and may possibly be too strong. Certainly they are a real nuisance to play against. See also the variants for this team.
Qty Title Cost MA ST AG AV
New Skills
0-30 Snotling 20k 5 1 3 5 Right Stuff, Midget, Dodge, Sidestep Agility
0-4 Trolls 100k 4 5 1 9 Regenerate, Might Blow, Really Stupid, Always Hungry as for Big Guys

Rerolls 60k

Wizard Standard wizard as in Deathzone or Snotling Trickster, see Variant (b).

Allies Goblin or Minotaur. At the end of each match, a Snotling must be fed to each Minotaur on the team (including injured but not dead Minotaurs). The Snotling must be alive (before feeding), but injured Snotlings are acceptable. In Compendium 2 the Trolls in the Snotling team were priced at 90k, but the correct price for a standard Troll was given by Jervis Johnson as 100k for the goblin team Troll in Compendium 1.

Snotling teams may take a total of 32 players, and may use 4 Big Guys, instead of 2 as for other teams. At each kickoff the coach may bring an extra D6-1 players on the pitch (i.e a 6 allows 16 players). However, if this brings the total number of Snotlings above 11 then the referee notices and removes D3 Snotlings

Midget skill: The player is ST1 and is even smaller than stunty. They make Dodge rolls with +2 modifier instead of the usual +1 and are not affected by enemy tackle zones on the square they are moving to. Therefore they always dodge on 2+ unless they suffer an agility decrease, or the opponent has prehensile tail or similar skill. If they suffer the misfortune of a Strength upgrade the Midget skill changes to Stunty. Snotlings suffer the same penalties as Goblins, so opponents add +1 to their injury roll, and Snotlings increase the passing range by 1 band. Snotlings may never gain strength skills even on a double.

The following rule was not included in Compendium 2 but is normally applied to Snotlings or Midget players since they are no bigger than the ball.

They may never intercept or throw the ball and if they take a catch (from a pass or a bouncing ball, not a handoff) they must roll 4+ to attempt to catch the ball, on 1-3 they are knocked over by the ball. On 4+ they do not fall over but must still take a catch roll. If Snotlings are thrown there is no range penalty as there is for Stunties, so they can be thrown to Long Bomb range.

Var (a) By Dan Kast; (Source: Oberwald Supplement v1.04). As above, but the Snotlings do not start with sidestep and a team may have only 16 players. For this team rerolls cost 40k. If Snotling are permitted as allies it is recommended that these Snotling be used rather than the Snotlings in the team listed above, unless thoroughly play-tested first. Chaos, Goblins, Orcs and Skaven may take up to 4 of these Snotlings as allies and Snotlings may take Goblin allies.

Var (b) As for (a) but include Snotling Warmongers and different Trolls


Qty Title Cost MA ST AG AV
New Skills
0-4 Snotling Warmonger 30k 5 1 3 5 Right Stuff, Midget, Dodge, Dauntless Agility
0-2 Stone Trolls 110k 4 5 1 9 Stand Firm, Regenerate, Might Blow, Really Stupid, Always Hungry as for Big Guys
0-2 River Trolls 110k 4 5 1 9 Foul Appearance, Regenerate, Might Blow, Really Stupid, Always Hungry as for Big Guys
Rerolls 40k

At each kickoff, roll a D6, on 2+ sneak D3 extra players on the field.

These Snotling suffer +2 to injury rolls.

In addition to the Snotling Trickster Wizard they may also hire a Runt Herder as an extra Assistant Coach for 100k. Before each kickoff if the team cannot field at least 3 players the Runt Herder drags D6+1 "volunteers" from the crowd. They play only until the next kickoff (if they survive that long) and do not gain SPPs, but another batch may be recruited if the team is still short at the next kickoff. Also, once per match the Runt Herder can supply a new recruit from the crowd to replace a dead Snotling player. The Runt Herder inspires the team, giving them one extra reroll that can be used once during the match (not in each half). The Runt Herder must only be used if Snotling teams are restricted to 16 players.

6.6 Vampires

Source: Compendium 1 (Jervis Johnson)

This team is weak when starting with 1,000,000 gps, but has the potential to become extremely powerful after development. It is included here only to allow the use of Vampires as allies and is not recommended for most leagues.
Qty Title Cost MA ST AG AV
New Skills
1 Vampire Lord 180k 6 5 4 9 Block, Dodge, Hypnotic Gaze, Regenerate General, Agility
0-12 Vampires 110k 6 4 4 8 Hypnotic Gaze, Regenerate, Off for a Bite General, Agility
0-12 Human Thralls 50k 6 3 3 8 - General

Rerolls 50k

Allies Chaos, Human

An apothecary can be taken to care for the Thralls, but cannot heal the Vampires or Vampire Lord.

Vampire Lords are player coaches who have the attributes of a coach but also take part in the game. If the Vampire Lord is killed (and fails to Regenerate) the Vampire with the most SPPs is elevated to Vampire Lord and immediately loses Off for a Bite, but does not gain other additional skills. If there is no other Vampire to become Vampire Lord the team disbands after the match. It is impossible to have more than 1 Vampire Lord, you can never hire a Vampire Lord after the team has started and they cannot be taken as allies. Because the Vampire Lord is a coach he is affected by the cards Sorry or Sorry Sir.

Vampire Lords and Vampires are not technically ‘Big Guys’ but are treated like them for the slow rate of progression of skills, but they do not gain +1 Strength or +1 Armour on doubles.

6.7 Chaos Beastmen and Chaos Warrior

Source: Compendium 2 (David Kay)

These teams appeared in Compendium 2, but many leagues believe that they have lost the flavour of Chaos by making it too easy for Chaos to build ball handling players, without losing the benefits of the mutations. This is considered to make these teams too strong or too easy to play in comparison with regular Chaos teams. Some leagues that have play-tested them say they are no better or worse than other teams.

These teams should not take allies other than Big Guys.

Chaos Beastmen
Qty Title Cost MA ST AG AV
New Skills
6-16 Gor 60k 6 3 3 8 Horns General, Strength
0-4 Ungor 60k 6 2 3 8 Dodge General, Agility
0-2 Bestigor 110k 6 4 3 8 Block, Horns General, Strength
0-2 Minotaur 110k 5 5 2 8 Horns, Thick Skull, Mighty Blow, Wild Animal, Always Hungry as for Big Guys

Rerolls 60k

Wizards as for Chaos teams

Note that the statistics for the Chaos Beastmen Minotaur in Compendium 2 were misprinted. It should have been the same as the Minotaur in Compendium 1 and in the standard Big Guy rules.

Beastmen may take Physical abilities (mutations) on the roll of a double for skill increase.

Chaos Warrior Teams
Qty Title Cost MA ST AG AV
New Skills
6-15 Marauder 60k 6 3 3 8 Special* General
1-4 Chaos Warrior 100k 5 4 3 9 - General, Strength
0-2 Ogres 120k 5 5 2 9 Might Blow, Thick Skull, Bonehead see Big Guy rules

Rerolls 70k

Wizards as for Chaos teams

*Special After the purchase of a new Marauder, roll a D6 to see what skill he has.

1 Block
2 Sure Hands
3 Dodge
4 Catch
5 Pass
6 Dirty Player
Any Marauder who starts with Dodge or Catch may choose new skills from General or Agility. Any Marauder who starts with Pass may choose from General or Passing skills. Other Marauders may choose only General skills, (not General and Strength as incorrectly shown in the table in Compendium 2). In a long-running league this team could hire marauders, then immediately sack them if they failed to get the required mutation, allowing it to slowly build up a very powerful combination of players.

Chaos Warrior team members may take Physical abilities (mutations) on the roll of a double for skill increase.

The Chaos Warrior team must always have a Chaos Warrior on the team list. If the last one dies no funds may be spent on any other purchase until replaced. During the game if there is no Chaos Warrior on the pitch, all Marauders play at -1 MA and -1 AG.

Unofficial Races

6.8 Amazons

Source: Da’ Boss on Blood Bowl Central Message Board

This team has had limited play-testing and is reported to be hard to play competitively. Nevertheless the team has good potential against low agility players as well as against passing teams.
Qty Title Cost MA ST AG AV
New Skills
0-16 Amazon Warrior 60k 6 3 3 7 Beauty General, Agility
0-2 Priestess 100k 9 3 4 7 Beauty, Sidestep, Sprint General, Agility
0-2 Banshee 120k 8 3 4 8 Beauty, Block, Banshee Howl General, Agility

Rerolls 60k

Wizard Aura of Protection. Once per match at any time choose one player. Roll a d6. On 2+ the player is covered with an aura of protection and may ignore all tackle zones for the duration of that players turn. On a 1 the player is crushed and rolls for armour with +1.

Beauty Same effect as Foul Appearance, but in this case the opposing players are so smitten by the players beautiful appearance that they may fumble passes and catches and may decide not to hurt the fair bodies of these glamorous ladies by Blocking them.

Banshee Howl A terrifying scream that temporarily distract the opponent making them lose their tackle zone (same effect as hypnotic gaze).

6.9 Araby Team

By Guy Simpson
Qty Title Cost MA ST AG AV
New Skills
0-12 Bedouins 40k 6 3 3 7 - General
0-2 Throwers 50k 6 3 3 7 Pass General, Pass
0-2 Eunucks 70k 4 4 2 8 - General, Strength
0-4 Dervish 90k 7 3 3 7 Frenzy, Dauntless General, Agility
1 Sheik 120k 7 3 3 8 Block, Dauntless, Jump Up General, Agility

Reroll 70k

Allies Human, Ogre

Arabian teams are owned by an egomaniacal Emir who appoints a Sheik to represent him in the game. If the current Sheik is killed the next purchase must be another Sheik.

Wizard The Vizier can foresee the future and will attempt to cancel the effect of a special play card or another Wizard’s spell during the game. When the opponent attempts to use the card or spell, roll a D6, on 3+ the card or spell has no effect.

In addition the Vizier adds +1 to the Match Winnings roll at the end of the game

6.10 Border Princes team

Just what you’ve always wanted. A Thrower starting with Big Hand.
Qty Title Cost MA ST AG AV
New Skills
0-12 Lineman 60k 6 3 3 8 Thick Skull General
0-2 Thrower 70k 6 3 3 8 Big Hand General, Pass
0-2 Catcher 90k 7 3 3 8 Extra Arms General, Agility
0-2 Warrior Blitzer 130k 6 4 3 9 Block, Two Heads General, Strength

Reroll 70k

Allies Human and Vampire

The Border Princes have been affected by Chaos winds and warpstone and have suffered mutations, but do not take any new physical abilities.

Border Princes are utterly opposed to evil. They are appalled by cheating and fouling and will never take Dirty Tricks. They will never foul, and if they are fouled they gain Frenzy until the fouling player is injured and removed from the game. They obviously never take Dirty Player skill.

6.11 Brettonian Teams

Alt (a) Source: Compendium 3. As a general rule ST4 players should not start with Block. The Questing Knight is as powerful as a Big Guy (e.g. Bull Centaur) but without the slow rate of skill progression of Big Guys. This player, together with a good thrower and catcher makes the entire team potentially very strong despite the low armour of the peasants and squires.
Qty Title Cost MA ST AG AV
New Skills
0-12 Peasant 40k 6 3 3 7 - General
0-2 Squire Catcher 70k 8 2 3 7 Dodge, Catch General, Agility
0-2 Squire Thrower 70k 6 3 3 7 Sure Hands, Pass General, Pass
0-2 Knight of the Realm 100k 6 3 3 8 Block, Stand Firm General, Strength
0-2 Questing Knight 130k 7 4 3 9 Block, Stand Firm, Leader General, Strength

Reroll 50k

Allies None. No Big Guys may play for this team

Wizard See Compendium 3 for details. You wouldn’t want to use this wizard.

Apothecary The knights will refuse to be healed by a common apothecary and may only use a personal apothecary, who costs as much as the knight that he works for.

Knights may never foul, nor assist a foul, so they never take Dirty Player.

Whenever a Knight is killed during a game (and not healed by his personal apothecary or a special play card) the rest of the team suffers -2 agility but +1 strength for 1 turn. After that turn the strength returns to normal, but agility is -1 normal until the end of the game.

Alt (b).
Qty Title Cost MA ST AG AV
New Skills
0-12 Man-at-arms 50k 6 3 3 8 - General
0-2 Squire 70k 6 3 3 8 Sure Hands, Pass General, Pass
0-2 Knight of the Realm 90k 7 3 3 8 Dodge, Nerves of Steel General, Agility
0-2 Grail Knight 120k 6 3 3 9 Block, Leader, Stand Firm General, Strength

Reroll 60k

Allies Human, Wood Elf, Treemen

Alt (c).
Qty Title Cost MA ST AG AV
New Skills
0-12 Peasant 30k 6 2 2 6 Sidestep General
0-2 Squire 70k 5 3 3 8 Sure Hands, Guard General, Pass
0-2 Knight of the Realm 130k 7 3 4 8 Dodge, Nerves of Steel, Catch, Pro General, Agility
0-2 Grail Knight 140k 6 4 3 8 Block, Pro, Stand Firm, Tackle General, Strength

Reroll 60k

Allies Human, Wood Elf, Treemen

6.12 Golem
Qty Title Cost MA ST AG AV
New Skills
0-12 Flesh Golem 50k 6 3 2 8 Thick Skull General
0-2 Clay Golem 80k 7 3 3 7 Golem Physical, Regeneration General, Agility
0-2 Stone Golem 100k 3 5 1 9 Stand Firm, Piling on, Brittle Strength
0-2 Iron Golem 120k 5 4 2 10 Block, Break Tackle, Mighty Blow, Rusting General, Strength

Rerolls 70k

Allies None

Golem Physical The player starts with a physical skill from the following list. Before any game, for 10,000gps the coach may reform the Clay Golem, losing the previous Physical skill and taking another. They do not take any other Physical skills

Big Hand, Extra Arms, Foul Appearance, Two Heads, Prehensile Tail, Tentacles, Very Long Legs

Brittle If a Brittle player is seriously injured add +10 to the roll for serious injury outcome.

Rusting A rusting player may not take the field when it is raining. If the kickoff roll changes the weather to Raining the player must immediately leave the field (without replacement).

6.13 Nipponese

by Jarrod Coad
Qty Title Cost MA ST AG AV
New Skills
0-2 Samurai 80k 6 3 3 9 Block General, Strength
0-16 Ashigaru 60k 6 3 3 8 - General
0-2 Thrower 100k 8 3 4 7 Sure Hands, Pass General, Pass
0-2 Ninja 100k 8 3 4 7 Dodge, Catch General, Agility

Reroll 60k

Allies None

Wizard Sensei 100k

A Sensei trains his players in the Martial Arts, and allows a player to use Mighty Blow, Hypnotic Gaze (pinched nerve version) and Leap. Each skill may be used once per game and they do not all have to be used by the same player. Samurai may not use Fouls as this is dishonourable by the Bushido Code. Other teams members may foul.

6.14 Norse (The Original Norse)

by Jacob Jonsson
Qty Title Cost MA ST AG AV
New Skills
0-16 Linemen 50k 6 3 3 8 - General
0-4 Blockers 90k 5 4 2 9 - General, Strength
0-2 Berzerker 120k 7 4 3 8 Frenzy, Thick Skull General, Strength

Rerolls 70k

Allies When the team is created they may become ‘Good’ Norse or ‘Evil’ Norse

Good Norse ally with Human, Dwarf, Ogre
Evil Norse ally with Chaos, Minotaur, Ogre
6.15 Norse (Old Norse)
Qty Title Cost MA ST AG AV
New Skills
0-12 Linemen 60k 6 3 3 7 Block General
0-2 Thrower 80k 6 3 3 7 Block, Pass General, Pass
0-4 Huscarl 90k 5 3 3 8 Block, Dauntless General, Strength
0-2 Berserker 100k 7 3 3 7 Block, Frenzy General, Strength
0-2 Snow Troll 120k 4 5 1 8 Block, Mighty Blow, Regenerate, Cold Blooded as for Big Guys

Rerolls 60k

Cold Blooded Treat as for Bonehead, except that the player may not play in sweltering heat.

6.16 Robots

Source: Original idea by Matts Carlsson, modified by Steve Lalancette and Brian Horton.

This team can produce a robot similar to almost every other player type, but at a high cost for this versatility. Teams can either have a few very good players supported by other very inferior robots or spread the skills evenly rather like a human team.
Qty Title Cost MA ST AG AV
New Skills
0-16 Bots 10k 5 1 1 6 No Arms, one free module General, Physical*

Rerolls 50k

No Arms This negative skill prevents the player from ever handling the ball in any way. However, they can block and tackle other players as usual. It may be removed by fitting an Arms module to the Robot.

*Physical skill If the team has a Mechanic, a robot may be modified on a double, giving the same effect as mutations. There is a cost of 20k per robot for labour.

The basic Bot is very cheap because the manufacturer makes a fortune by selling modules to improve the Bot at grossly inflated prices.

Upgrades These may be made when the robots are first constructed. Upgrades are also possible for existing partly trained robots, provided the team has a Mechanic, has modules available and pays 20k labour costs per robot in addition to the cost of the modules used in the upgrade. However, modules are welded in place and cannot be removed to be replaced by a different module. An upgraded Bot will retain any skills it has learned. For team rating purposes include the cost of the extra modules in the robots’ value, but not labour costs.
Module Cost Effect New Skills
Strength  25k +1 ST 3 units allow Strength skills
Block 25k Block skill Strength skills
Agility 15k +1 AG 3 units allow Agility skills
Dodge 15k Dodge skill Agility skills
Pass 15k Pass skill Passing skills
Movement 10k +1 MA  
Armour 10k +1 AV  
Arms 20k Removes ‘No Arms’ so user can handle ball  

Each Bot must have at least one module to make it work and this first module (of any type) is supplied free.

Each Bot has only room for 9 modules in total.

Each Bot can only take 3 modules of any one type, and no more than 5 of Strength + Agility.

The team has only 2 Block, 2 Dodge, 2 Pass and 12 Arms modules available.

There are only 30 Strength and 30 Agility modules to be shared out among the team members. There are an unlimited number of Movement and Armour modules, but the use of these will be controlled by the limit of 9 modules per Robot.

Note that ST1 Bots do not come with the Midget or Stunty skill, but they can take the mutation Stunty (if they survive that long and roll doubles). It does not count as Midget on a ST1 Bot.

The Bots have a brain that can learn new skills so experienced Bots can take Block and Dodge without needing to be fitted with these modules and they can get strength, agility and movement upgrades in the same way as any other player up to a maximum of 2 over the basic value of that Bot (i.e. 2 more than obtained by the built in modules including any upgrades fitted later).

Allies Will not ally with any living or undead race.

Apothecary Referred to as Mechanic, but has the same effect.

Wizard Mad Scientist? Before any Kickoff, but after the teams are in position, he throws a plague that affects only living players (or once living so includes undead). Roll a D6. On 2+, all living/undead players get -1MA and -1AV until the end of the drive. On a 1 the plague affects the Wizard, roll a D6, on 1-3 he misses the next match, on 4-6 he dies of the plague. This does not occur in either team’s turn so cannot be rerolled. The team has a Mechanic rather than an apothecary, so the Wizard cannot be healed (except by the opponent’s apothecary).

6.17 Savage Orc

Frenzy for every player would be interesting.
Qty Title Cost MA ST AG AV
New Skills
0-12 Line Orc 60k 6 3 3 7 Frenzy General
0-2 Blitzers 100k 7 3 3 8 Block, Frenzy General, Strength
0-4 Black Savages 90k 4 4 2 8 Frenzy General, Strength

Reroll 60k

Allies Goblin, Lizardmen, Minotaur (not regular Orcs)

Apothecary Not permitted, but the Shaman may heal

Wizard Shaman for 100k, who can do any one of the following, once per game at any time

Heal as per normal apothecary, but on 3+, not 2+
Zap spell
Draw one extra Random Event card
6.18 Shallya Team

By Peter Csontos
Qty Title Cost MA ST AG AV
New Skills
0-12 Monks 50k 6 3 3 7 - General, Agility *
0-2 Paladins 80k 6 3 3 9 Block General, Strength *
0-2 Messengers 80k 7 3 4 7 Dodge General, Agility *
0-4 Priests 90k 6 3 3 8 Bless, Healing General

Reroll 50k

Allies Human (not Norse)

Apothecary Heals automatically without requiring a dice roll (but only once per match)

*If a double is rolled for a skill increase - Monk may take any skill, or Bless or Healing; Paladin and Messenger may take any skill or Bless.

Healing Once per game, before a kickoff the player can heal any injury, except death, on a 2+.

Bless Once per turn, before rolling the dice the player may bless them. This will add +1 to the dice roll. This may not be used for Injury rolls and cannot affect the Block dice.

None of the players may ever foul. No Dirty Trick cards may be used. If the team causes a death to an opponent the team fan factor is lowered by 1 immediately. This is permanent, not just for the game. The team may use its apothecary to heal a dead opponent

6.19 Sickenly Good team

Source: Niclas Stenberg)

The sickenly good team is only interested in playing ball and will not deliberately hurt their fellow blood bowl players.

The team stats are identical to the human team. They could be based on other races, but as far as is known they have only been play-tested using humans as the basic team.

Reroll 50k The team never pays double for rerolls. Extra training allows them to buy more rerolls for 25k.

Allies Same as Humans (but subject to the sickeningly good rules), but no Big Guys.

Fouling the team will never foul

Illegal procedures The coach will never call an "illegal procedure" but will merely point out the error and wait for it to be corrected without penalty. The coach will never ‘argue the call’ with the referee.

Cards The team never draws ":Dirty Tricks" nor do they use "Magic Items" to assist the team. They always draw exactly 3 "Random Events" without rolling for cards and regardless of handicap. If they draw "Get ‘em lads" or "That makes me mad" they discard these cards and draw another.

Kickoff Table If the opposing fans attempt to "Get the Ref" he shelters in their dugout and is not intimidated.


Unless a player rolls a double he may only choose form this list, regardless of which position he plays -

Leader, Kick, Pro, Sure Hands, Dodge, Sidestep, Jump Up, Sure Feet, Sprint, Leap, Catch, Diving Catch, Strip Ball, Nerves of Steel, Shadowing, Pass Block.

If the player rolls a double for skill increase, he may take Block or any Stat increase (MA, AG, ST or AV).

Armour rolls The players never intentionally hurt anyone so they have -1 on all armour rolls the players make on their opponents.

Death to an opponent If a sickenly good player directly causes the death of another player (i.e. not due to crowd injuries or the player failing his own dodge roll etc.) and the death is not healed during or after the game, then the sickenly good player resigns from the team in remorse and will never play again. The team may use their apothecary to heal opposing players. Killing an already dead player (i.e. undead or demon) does not have this effect.

Death to a player If a sickenly good player is killed and not saved by an apothecary or card the team is so shaken that that for the rest of the half they lose all team rerolls other than those gained from kickoff events. However, the team plays with greater determination and can add +1 to all dice rolls (except armour and injury) for the rest of the half (a 1 is still a failure). These effects carry into overtime. If the player is later saved (e.g. by a card) the team loses their +1 dice roll bonus but does not get their rerolls back.

Casualties Sickenly good players do not earn SPPs form causing casualties to the opposing players. However, whenever a sickenly good player receives an injury (BH, SI, Dead) he learns form his mistakes and receives 2 SPPs. Keep track of these in exactly the same way as casualty SPPs for other teams.

6.20 Slaanesh Elves

Source: Harald Aberg)

This team uses Elf slaves causing interesting effects.
Qty Title Cost MA ST AG AV
New Skills
0-2 Blitzers 110k 7 3 4 8 Block, Frenzy, Cruelty General, Agility, Physical
0-4 Catchers 90k 8 3 4 7 Dodge, Idleness General, Agility, Physical
0-2 Elven Slaves 60k 6 3 4 7 Pride General, Agility
0-2 Slave Throwers 70k 6 3 4 7 Sure Hands, Pride General, Agility, Passing
0-12 Chaos Cultists 50k 6 3 3 7 - General, Physical

Reroll 60k

Allies None

The Chaos derived players may take Physical mutations on a double.

Some players have negative skills which may be removed on a double

Cruelty If there is a player of either team on the ground next to this player at the beginning of the team turn roll a D6. On a 1 or 6 (extremes) he makes a ‘weak’ foul as the only action during his turn. No assists are used and a -1 modifier applies to the injury roll. The foul does not count for IGMEOY and the player will only be ejected on a double.

Idleness If the player scores a touchdown, roll a D6. On a 1 or 6 the player decides he has done enough for a while and stays in the reserves box for the next drive.

Pride Captured elves are a proud race and do not take to slavery easily. Before taking any action with this player, including receiving catches, hand-offs, intercepts etc, roll a D6. On a 1 the player refuses to cooperate and will take no further actions on this turn. If receiving a handoff the other player is left holding the ball, but if receiving a pass it will scatter. If the negative skill is removed by a double, the player becomes an ‘entrusted’ slave and gains +1 AV. If the slave gains 3 skills he is ‘broken’ and loses the negative skill, but does not gain armour.

6.21 Slann

I have no idea why agility 3 players would want Leap.

Source: Jeff Allison)
Qty Title Cost MA ST AG AV
New Skills
0-12 Lineman 60k 6 3 3 8 Leap General
0-4 Runner 100k 7 2 4 8 Leap, Dodge, Sure Hands General, Agility
0-2 Blitzer 90k 7 3 3 9 Leap, Block General, Strength
0-2 Troll 100k 4 5 1 9 Might Blow, Regenerate, Always Hungry, Bonehead as for Big Guys

Rerolls 60k

Allies Lizardmen, Goblin, Minotaur

6.22 Tyranid

Source: Oberwald Supplement v1.04 (by Tom McCarthy)

This team is possibly over-complex with too many player types. Objections have been raised that the Tyranid race has no place in the Warhammer world.
Qty Title Cost MA ST AG AV Skills New Skills
0-4 Tyranid 110k 7 4 3 8 - General
0-6 Gene-stealer 80k 7 3 2 8 Extra Arms, Mighty Blow, Hypnotic Gaze General
0-1 Magus 60k 6 3 3 7 Sure Hands, Hypnotic Gaze General, Pass, Agility
0-12 Hybrids 40k 6 3 2 7 - General
0-4 Squigs 40k 5 2 3 7 Dodge, Stunty, Mutation to match model Agility
0-4 Hunter-Slayer 40k 6 2 3 7 Dodge, Stunty Agility
0-2 Zoat 110k 5 5 2 8 Sure Feet, Thick Skull as for Big Guys

Rerolls 70k

Allies None

Tyranids are hive beings that do not gain individual SPPs. When the team has 61 SPPs all players gain one skill, when at 121 points all players gain 2 skills, similarly 3 skills at 301, 4 skills at 601.

The original team listing had Hybrids, Squigs and Hunter Slayers at 30k, but they appear to be at least as good as a Goblin. The Zoat is considered a Big Guy although it does not have a negative skill. It probably should be given one.


This section contains various bits that coaches often ask questions about, or would ask if they knew the variations existed.

7.1 Apothecary upgrading

Source: Citadel Journal

Pay 50k per level. Start with a high level apothecary or buy any lower level and upgrade as required.

1 Original apothecary. Heal injury on 2+ or allow a player with a niggling injury to play (no dice roll required).

2 Allow a niggling injury player to play and also heal during the match.

3 As for Level 2, plus when a KO’d player fails to return, roll a D6. On a 6 the player returns to the game. This can be used every time a KO check fails.

4 As for Level 3, plus reduce one ‘Serious Injury’ to ‘Badly Hurt’. Used once per match and can be used after failing a normal attempt to heal the injury.

5 As for Level 4, plus may reduce a Death’ to Serious Injury. Roll a D6, on 4+ he recovers to Serious Injury state. Can be used once per match and can be used after failing to heal the death. The serious injury cannot then be reduced to Badly Hurt as in Level 4.

7.2 Hobgoblin Stupidity

Although alternate (a) was in Compendium 2 and quoted by Jervis Johnson, it is a rather dull rule, so many leagues prefer alternate (b) (from Da’ Boss), which is not necessarily a disadvantage for the Hobgoblins. These rules apply to ordinary Hobgoblins, not Sneaky Gits.

Alt (a) For each Hobgoblin on the team roll a D6 at the start of the match. On 2+ he plays normally, but on 1 the player has arrived late and misses the first drive. [JJ]

Alt (b) Roll a D6 (once only, not once for each Hobgoblin), on 4+ they all play normally, on 1-3, roll a D6 and consult the table. This is done at the start of the match but can be repeated at half time if you like more stupidity.

1-2 Bootlace botchup: D6 Hobgoblins (reroll 1s) have accidentally tied their shoelaces together. For the first drive they move as a connected string. Consider them as moving simultaneously so that as one moves the others make their moves to keep the string together, but none of them can exceed their normal movement (plus go-for-its). This could mean that when one Blitzes it may have support from the others trailing along. It also means that if any have to dodge the group is held up while resolving the dodge. If one is knocked over the rest may swivel around them but may not break the string. If a push-back or other action would break the string the others move to keep the string intact. This is a free action which does not require dodges and does not allow Shadowing, Diving tackle etc. If one of them leaves the pitch (e.g. injury) then all Hobgoblins in the string fall over, breaking their bootlaces. No armour roll is needed so on the next turn they can stand up and play normally.

3-4 Gosh, You are my Hero: D6 Hobgoblins fall into hopeless adoration of another non-Hobgoblin player. The Hobgoblin coach chooses a hero for each hobgoblin affected. For the first drive they follow that player about slavishly, and must stay in an adjacent square. They may not make a move that would make them leave their hero’s side (such as a follow-up).The hero-worship is so effective that the Hobgoblins count as having Guard skill during this drive, but only when assisting their hero or heroine. The Hero has no need to always stay with the Hobgoblin and so can move freely, but when the Hobgoblin moves it must move in a way that would end the move beside its hero if possible, or if that is impossible at least take it towards its hero. If adjacent it cannot move away.

5-6 Face-pulling contest: All the hobgoblins are late for the match because they have been holding a face-pulling contest in the changing room. The Hobgoblins take the field on their team’s second turn, starting in their own endzone. Unfortunately the wind changed during the contest and their ugly faces stay ugly and they count as all having Foul Appearance for the rest of the match (or half if you repeat this at half-time).

7.3 Random Mutations

Some leagues use random mutations for Skaven and Chaos on the grounds that mutations cannot be selected. However, in order to avoid having players end up with totally useless mutations the type of mutation can be selected. Choose one of the mutation types (Score, Kill or Annoy) and roll a D6. Use the table to determine what mutation was gained. On a 6 you can choose any from that table. If you roll a mutation that the player already has then roll again.
D6 Roll
Score Kill Annoy
Big Hand Claw Foul Appearance
Extra Arms Horns Hypnotic gaze
Stunty Razor sharp fangs Prehensile tail
Two Heads Spikes Regeneration
Very Long Legs Thick Skull Tentacles
Choose Choose Choose

Var (a) When the Skaven or Chaos player is rolling for skills, a double allows any normal skill to be chosen as for any other players, but not a mutation. If the player rolls 7 then they can take a normal skill or a mutation. This allows these teams to avoid being in the difficult position of ending up with a skill they might never use, in place of a valuable skill they could have chosen using a double. 7.4 Raise the Undead

The official Raise the Dead rule allows the Undead Necromancer to create a Zombie after the team has killed a human sized player. However, the new player loses any resemblance to the original player so some leagues allow the new Undead player to keep some characteristics of the former living player, and extend the rule to apply to all types of players.

The new Undead player will differ from the former player in the following respects. These have been designed to ensure that a Human Lineman ends up as a standard Zombie.

Remove all skills but keep physical abilities (including Magic helmet). Keep stat decreases and niggling injuries.
Record the player value on the roster as the previous value -20k (you don’t pay this, it’s just for team rating).
Give the player regeneration.

Big Guys can also be raised and will keep the Big Guy attribute of slow skill progression. But the experts consider that an undead player would not have negative skills such as Wild Animal, Bonehead etc., so negative skills are lost along with all other skills.

7.5 TR150 Teams

This concept by Gary Moriarty is intended to allow teams from different leagues to play against each other as one-off games or in tournaments. It allows each team to play as a partially developed team without causing difficulty over the league environment in which the team developed. It brings into play the ability of coaches to select the best skill advances for each team member in addition to the skill of playing that team.

Choose any standard team from the Blood Bowl or Deathzone lists. Big Guys, allies, secret weapons and star players are prohibited.

Var (a) The system will work equally well with any of the variant teams, new players, new wizards, or with Big Guys, but not Star Players and preferably without allies. However, all participants must agree on which teams are permitted and whether Big Guys are allowed. In this case consideration should be given to preventing Big Guys from losing their negative skill, and of course they require double points to gain any extra skills. Teams must have a team rating of 150. This may be made up of players costs, star player points, Wizards, rerolls, assistant coaches etc. The team must have a Fan Factor of at least 1. (There is not a big advantage in high fan factor for these teams).

Players are given skills at the normal SPP advancement rate (1 skill for 6 SPPs, 2 skills for 11 SPPs or 3 skills for players with 26 SPPs).

All skills are normal for that player type except as follows

Doubles (except mutations) cost +10 SPPs.
Movement and Agility upgrades cost +20 SPPs.
Strength upgrades and mutations cost +30 SPPs.

A maximum of 2 stat upgrades/mutations are permitted.

The organisers may wish to rule that 1 turn scorers are not permitted (e.g. movement 10 and Sprint), although this might disadvantage those teams that often get them in the normal course of development.

Team stats do not change during tournaments with these teams. So players killed or seriously injured in one game will play as usual in the next, no further skills are obtained, fan factor does not change and there is no team income. The system is mainly a test of team design for a single match, so events in one game will not influence other games.

The Kickoff events Riot, Get the Ref and Pitch Invasion are ignored.

IGMEOY is in effect.

Alt (a) Each coach takes one magic item. This ensures cards are not taken that have no effect until after the game.

Alt (b) One coach rolls a D6 for cards and both coaches take the same number of cards (1, 2 or 3 for 1, 2-5 or 6 on the D6). Coaches may discard any card that cannot have any effect during the game and take another card of the same type. Ideally the useless cards would be removed from the pack before starting the event. This rule may be necessary if the new Wizards are permitted, since some Wizards can take extra cards.

Teams should be registered without other coaches checking team lists before submitting theirs (to avoid every team member taking Tackle, if another team has every player with Dodge or other skill combinations that negate each other.)

7.6 A Modest Proposal


This is too detailed to give full details here. It is an attempt to simplify the very complex rules that have sprung up involving Big Guys and Allies. Briefly, it treats Big Guys in the same way as other players for skill advancements, removes negative skills (and usually Mighty Blow or a similar useful skill, so the cost is the same) and eliminates allies. Each team has some variation allowed by having two "Special players" that can take specific places on the roster instead of one of the usual players in that position. For example the Human team may take one or two Ogres, but these take Blitzer positions, so the team would have only three or two Blitzers.

A range of other rules are also used to simplify or clarify other rules.