OnLine BloodBowl Enthusiasts’ Reference With Assembled League Doctrines

(OBERWALD)

The Rioting Fans Edition

(v4.01 3 December 2000)

This is based on Oberwald v1.09 by Dean Maki and earlier versions for Blood Bowl Edition 3 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 oberwald@bloodbowl.net.

This is the first edition for Blood Bowl 4 and is therefore considered a draft since there has been only very limited play-testing of the new rules by the fans, and very little time also for comments by Jervis Johnson or Games Workshop
 
 

TABLE OF CONTENTS

1.0 ADMINISTRATIVE

2.0 ACTIONS

2.1 Block
2.2 Catch
2.3 Dodge
2.4 Fouling
2.5 Go For It
2.6 Hand-Off
2.7 Intercept
2.8 Knock Downs
2.9 Move
2.10 Pass
2.11 Picking up the ball
2.12 Push Back
2.13 Throw-in
2.14 Turns
3.0 GENERAL 3.1 Turn Overs
3.2 Appearance Fees
3.3 Apothecaries
3.4 Injuries
3.5 Rerolls
3.6 The Kickoff and Kickoff Table
3.7 Forfeits
3.8 Handicaps
3.9 Miscellaneous Stuff
4.0 SECRET WEAPONS AND STAR PLAYERS 4.1 Star Players
4.2 Secret Weapons
4.3 Player size
4.4 Blunderbuss
4.5 Bomber
4.6 Chainsaw
4.7 Death Roller
4.8 Fanatics
4.9 Pogo Stick
4.10 Poisoned Dagger
5.0 SKILLS AND TRAITS 5.1 Skills and Traits
5.2 Reaction skills
5.3 Always Hungry (trait)
5.4 Bonehead (trait)
5.5 Catch
5.6 Daemonic Aura
5.7 Dauntless (Trait)
5.8 Dirty Player
5.9 Diving Catch
5.10 Diving Tackle
5.11 Dump-Off
5.12 Foul Appearance
5.13 Frenzy (trait)
5.14 Guard
5.15 Hail Mary Pass
5.16 Horns
5.17 Hypnotic Gaze
5.18 Kick
5.19 Jump Up
5.20 Leader
5.21 Leap
5.22 Mighty Blow
5.23 Multiple Block
5.24 Pass Block
5.25 Piling On
5.26 Prehensile Tail
5.27 Pro
5.28 Really Stupid (trait)
5.29 Regeneration (trait)
5.30 Right Stuff and Throw Team Mate
5.31 Safe Throw
5.32 Shadowing
5.33 Side Step
5.34 Spikes
5.35 Sprint
5.36 Stand Firm
5.37 Strip Ball
5.38 Strong Arm
5.39 Stunty
5.40 Sure Feet
5.41 Sure Hands
5.42 Take Root
5.43 Tentacles
5.44 Throw Team Mate see Right Stuff
5.45 Titchy
5.46 Very Long Legs
5.47 Wild Animal (trait)
6.0 CARDS 6.1 All Cards
6.2 Away Fans Banned and Crazy Referee
6.3 Blatant fouls
6.4 Crazy Referee see Away Fans Banned
6.5 Custard pie
6.6 Duh, Where Am I?
6.7 Eye of the Eagle
6.8 Grasping Tentacles
6.9 Healing Scroll
6.10 Illegal Drugs and Injury Time
6.11 Injured in Practice
6.12 Injury Time
6.13 Inspiration
6.14 Inspired Play
6.15 Is It A TD?
6.16 It Wasn’t Me
6.17 Labbatt’s Flying Fist
6.18 Large Donation
6.19 Magic Hand of Jark Longarm
6.20 Magic Helmet
6.21 Merchandising
6.22 Mindblow
6.23 Peaked
6.24 Pit Trap and Trampoline Trap
6.25 Player Strike
6.26 Robbed!
6.27 Sewer Map
6.28 Sorry and Sorry Sir
6.29 Special Offer
6.30 Spy
6.31 Stink Bomb
6.32 That Boy’s Got Talent
6.33 Unseen Shield
7.0 ALLIES 7.1 General 8.0 Teams 8.1 General
8.2 Chaos and Daemon
8.3 Goblins
8.4 Halfing
8.5 Lizardmen
8.6 Vampires
9.0 BIG GUYS 9.1 General
9.2 Pro skill used for Big Guys negative trait roll
9.3 Big Guy Progression
 
 
1.0 ADMINISTRATIVE

Refer to the rule books first. This document is not intended to replace the rule books, but is a supplement used as a guide when the rules are not clear. The rule books Blood Bowl [BB] and Deathzone [DZ] contain rules for Edition 3, while the Blood Bowl Magazine 1 [BM1] contains all the rules for Blood Bowl Edition 4, when read in conjunction with the earlier rules. This document will usually note when BB or DZ rules have been superseded by BM1.

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. These all relate to Blood Bowl 3 and may not always be correct in edition 4. Blood Bowl articles appearing in other GW magazines are not official.

Jervis Johnson, the game's designer, is an authority for items marked [JJ]. Some are taken from Jervis’s letters to the Blood Bowl mailing list [JJML], collated on the Triple Skulls web site. Most of these were included in Compendium 2. Some items are Jervis’s specific response to queries about edition 4 [JJ4].

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.

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 [JJ4] 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.

Many variants arose in Blood Bowl 3 and have only been retained here if they should still apply in edition 4.

In addition to this document there is an OBERWALD supplement containing unofficial rules.

The latest OBERWALD for those who wish to continue playing Edition 3 is v2.06.

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. The only movement permitted is a follow-up and frenzy if applicable.

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) or makes a hand-off. Only one player per team per turn may pass and only one may hand-off and only one may throw a team-mate.

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. The player doesn’t have to spend 1 MA to reach the victim; he only has to get next to him.

Players may not perform more than one action per turn. For some purpose Blood Bowl Magazine 1 refers to events that may only happen in a Move or Blitz action. In these cases consider Pass and Foul actions to be a Move action completed by a pass, hand-off or foul so all these actions are included (see 2.4 Fouling and 2.10 Pass).

A player may use only one skill (or a secret weapon) while carrying out an action, but may use all skills before or after the action. All traits must be used in addition to the one skill used during the action.

Coaches must declare what kind of action each player is making as the player is activated. [BM1p6]. Even if this rule is not strictly enforced it is essential that the coach make it clear which player is currently carrying out an action. It is permissible to declare a Blitz and not block any player or declare a pass and not pass or hand-off the ball, but no other player can use the same action in the same team turn.

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 assisting.

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.

A player is not obligated to try to catch a bouncing ball. If the player chooses not to catch the ball, it will scatter [BM1p8]. This does not cause a turnover, although if the moving team originally had possession then it will be a turnover if they are not in possession after all the bouncing is done.

Catch skill is used to catch a moving ball. Sure hands can be used to pick up a ball lying on the ground.

The player carrying the ball cannot catch anything else (even if he has extra arms).
 
 

2.3 Dodge

No Star Player Points are awarded if a player is injured on a failed Dodge or Go For It. [BM1]

No modifiers to armour or injury (mighty blow etc.) apply to a failed dodge, except for modifiers that always apply to the dodging player, such as +1 on injury for Goblins.

If a player fails a dodge and does not have Stand Firm, the player falls over in the square they were dodging too.

Var (a) The player who fails a dodge does not leave the square form which the dodge attempt was made.
 
2.4 Fouling

Note that players may not assist a foul if they are in the tackle zone of an opposing player [BM1p14]. Guard skill does not make any difference.

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 affects only armour or injury, not both [BM1]. Dirty player affects both rolls, in addition to the +1 any player gets to penetrate armour. [JJ]

Var (a) A fouling player only gets +1 if not in an opponent's tackle zone. IGMEOY (I’ve Got My Eye On You) [BM1p14] The following is an alternate description that some coaches find clearer, but note that although it has the same effect as the version in BM1, the "holder" of the ref counter is reversed.

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 whom 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 (and is not able to prevent a turnover using a re-roll or arguing the call), the Ref turns back to the middle (not watching either team).

If one team ‘Gets the Ref’ then continue to use the Ref model as usual. The team that has got the ref will not have players sent off, but the other team can foul under the usual rules whenever the Ref is not watching them.

Many leagues that do not use IGMEOY have developed alternatives to counter excessive fouling. See Oberwald v2.06 for details of alternatives used in 3rd edition.
 
 

2.5 Go For It

No Star Player Points are awarded if a player is injured on a failed Dodge or Go For It. [BM1]

Roll for armour (and injury) when a player falls over after a failed Go-For-It [BM1].
 
 

2.6 Hand-Off

The hand-off must occur at the end of a player’s action and may be considered to be a form of pass action. Note this is a change from edition 3.

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

It is possible for a team to have more than one ‘Pass Action’ but they may only perform one pass and one hand-off per team turn.
 
 

2.7 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 Player Size in section 3.

Only "pure" interceptions count for Star Player Points i.e. those made using an interception roll whether or not the pass was accurate. Catching inaccurate passes after they have scattered or catches dropped by the opponent 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 not intercept throw-ins. [BM1p8].
 
 

2.8 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.

If a player on the moving team falls over for any reason then a turnover occurs [BB & BM1p6]. This rule in BM1 overrides the rules for events that state that a turnover only occurs if the player was holding the ball. (Wizards, throw-team-mate, certain cards) – these events now cause turnovers if the player falling over was the active player.
 
 

2.9 Move

Certain cards, wizards, skills etc allow you to interrupt the opponent’s 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. Cards used "as soon as a player enters a square" (e.g. pit trap) may also be used [BM1p41].

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.
 
 

2.10 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, foul appearance) 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. Note that this is the official rule [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. However, a team is not limited to one pass action per turn, since they may pass and hand-off. Therefore throw-team-mate may be used after a pass or hand-off action.

The Bomber throwing his bombs does not count as your Pass Action for the turn because the bomber may not move before throwing a bomb and more than one bomber is permitted on a team. [JJ]

Throwing Custard Pies and Stink Bombs counts as the player’s action and is a Pass action but does not prevent other players carrying out a pass or hand-off.
 
 

2.11 Picking up the ball

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

A players is only allowed to try to pick up the ball when they enter the square as part of a Blitz or Move action (including a move as part of a pass, hand-off or foul).

A player who moves onto the ball may attempt to pick it up but is not obligated to pick up the ball. If the player chooses not to pick up the ball, it will scatter and this does not cause a turnover. [BM1p7]

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 (or the scatter if the player opts not to pick up the ball) before the player may continue with the blitz.

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.
 
 

2.12 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]. Out of bounds must be chosen in preference to an occupied square.

Var (a) A player may be pushed into another player even if out of bounds is available. 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 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.

Side-step may only be used to move to an unoccupied square. [BM1p11] If there are no unoccupied squares available then the player is pushed back as usual.

Stand Firm and Sidestep are used as usual by players receiving secondary pushes in the manner described above. 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.

Players are not awarded casualty SPPs for pushing or knocking opponents out of bounds [BM1p15].
 
 

2.13 Throw-in

Players may not intercept throw-ins [BM1p8].
 
2.14 Turns

The game has a sequence of play

(a) Receiving team’s turn

(b) Kicking team’s 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: [BB & BM1]

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 when it is done scattering. A player on the moving team is knocked down or falls over, unless the situation comes under a specific rule that states that it is not a turnover and the player was not holding the ball. A Bombardier knocking over a player on his own team is included here and so is a turnover.

Touchdown scored.

Throwing a pass which, after all the bouncing is done, is not caught by a member of your team. Use of the Blunderbuss is considered to be a ‘pass’.

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

A player starts an action and does not end it still standing on the pitch. The player does not have to complete the Pass or Blitz action that they started as long as they remain standing and on the pitch when the coach decides that player’s action is finished. Getting caught Fouling and not successfully arguing the call causes a player to leave the pitch before ending their turn and therefore casues a turnover under this rule.

No other events cause a turnover, although a team’s turn will end if the coach has activated all his players and has no cards or wizards to play, or if the coach declares his turn over.

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.

A turnover does not occur if a player is knocked over by a Wizard unless that player had the ball [DZp5] or was carrying out an action when knocked over [BM1p6].

It is not 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 Appearance Fees

Players with more than 50 SPPs and Star Players costing more than $50,000 must be paid appearance fees [BM1p15] or they will not play. The fee can be paid during the match, but the player will stay in the reserves box until the fee is paid.

Appearance fees must be paid for freebooted Star Players.

Leagues with multiple levels of teams may allow the higher levels to start appearance fee payments at 101 SPPs or higher. However, teams in different levels should not play each other and the lowest (introductory) level should use the fees in BM1p15.
 
 

3.3 Apothecaries

The Apothecary must be used immediately after the injury is inflicted. You cannot save your Apothecary until the end of the game and then choose which injury you wish to heal [BM1p15]. If several players are injured in the same action (wizard, bomb, multiple block, pitch invasion, 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. Apothecaries cannot save players from crowd injuries [BM1]. 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 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]

The Apothecary roll cannot be rerolled using a team reroll [BM1p8].

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.
 
 

3.4 Injuries

Armour and injury rolls cannot be rerolled [BM1p8].

Sigurd’s Injury Rule [BM1p8]: 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!

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. When a player is pushed back into the stands, armour is automatically broken, so roll for injury. If this results in a Badly Hurt, Serious Injury or Death, then no Star Player Points are awarded to whoever knocked this player into the crowd. [BM1p15]

Mighty Blow, Razor sharp fangs, etc. are not used if a player is injured by the crowd.
 
 

3.5 Rerolls

In this section, unless otherwise noted, Team rerolls always refers to Team rerolls, Leader rerolls, Trophy rerolls and Extra Training rerolls, but not Pro rerolls nor any other player rerolls such as Dodge.

A team reroll can only be used for a dice roll that could directly affect a player in your own team. It may not be used for armour or injury rolls, nor for wizards, apothecaries or cards.

Team rerolls can only be used during the moving team’s turn. Only one of these can be used in any turn. They may not be used for events between turns.

Player rerolls may be used when the required skill is needed but a single dice roll cannot be rerolled more than once. [BBp14]. Dodge 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 provided that player is not taking an action at the time.

The following races receive a bonus re-roll when the team is first created, provided they are not a mixed team (i.e. no allies when created) [BM1p11]:

High Elf, Dark Elf, Wood Elf, Dwarf. Rerolls contribute their list price for Team Rating purposes, not the actual price paid. [JJ] This means that elf teams start with a 105 team rating and dwarf teams with 104.

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.

If a Blitz is rolled as the Kickoff event, the kicking team get a bonus team turn [BBp22], which means that 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 rerolls, but not team rerolls.

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 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 conceding.

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 lands on the field, or if it went out of bounds the crowd can throw it in.

Alt (a) 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).

Alt (b) Roll for the kickoff event before placing the ball on the target square [BB p22]. This is the correct rule, but is less commonly used than the above.

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 and cannot be caught)

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 [BB] says that only players on the field can be hit. Star Players who are in the reserves box due to non-payment of appearance fees may be hit by a thrown rock [BM1p15], so include players who are not on the field.

Var (a) For Riot and Pitch Invasion use D3 rather than D6 turns lost or players injured.
 
3.7 Forfeits

A team may concede at the start of their turn [BM1p18], with appropriate penalties. The winner gains all of the conceding player’s money, not just income from the game. if the conceding team is currently equal or ahead on touchdowns, then the other team should be allowed enough touchdowns to win the game.
 
 

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]

Var (a) A peaked player (including Star Players) continues to accumulate SPPs, but will be unable to use them for a skill increase. Star players are considered to have a number of SPPs equal to their cost divided by 1,000 [BM1p15]. This is for the purpose of calculating appearance fees, but can also be used for team rating calculations to avoid having talented star players contribute less to team rating than less talented home grown players.

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.

Two alternative handicap systems are suggested in Oberwald v2.06. These may be more suitable where one or both teams have a high team rating.
 
 

3.9 Miscellaneous Stuff

Star Player Points (SPPs)

SPPs for casualties are only awarded for inflicting a casualty if a player blocks an opponent or is blocked, and the opposing player falls over on the pitch [BM1p15]. SPPs are not awarded for pushing a player into the crowd, for fouling, for the use of weapons, nor the use of cards which do not involve a block.

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).

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] Another exception is the roll to escape tentacles where a low value is required for success. Treat a ‘1’ as success for a Snotling.

Alt (a) I f a die lands on some object such as a player's base but one face is clearly uppermost then the most obvious result is used. If no single face is uppermost then reroll it (without counting this as a re-roll).

Alt (b) If a die lands partly on any object so that it is not resting on a flat surface then reroll it (without penalty).

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).

An Errata has been given in Fanatic news for some misprints in Blood Bowl Magazine 1.

Goblin teams take Trolls as allies [BM1p8]. Note that this "correction" doesn’t make sense since Trolls are on the Goblin team list [BM1p10] and there is no separate Troll team. Consider Trolls to be on both the Goblin and Snotling teams list, not taken as allies.

The Dauntless trait description refers to Frenzy[BM1p12]. This is a misprint, it should be Dauntless.

Some star players have Dauntless listed as a skill. This should be a trait.

The Titchy trait [BM1p12] should include "Titch players count as ‘half; a player towards the limit of 16 players allowed in a team. Presumably they also count as half when used as allies.

The Deathroller costs 180,000gps, not 18,000gps [BM1p13].

In the secret weapons ‘Who can use them?’ list [BM1p13] remove the reference to Beastmen teams, since they are not an official team.

Treeman teams [BM1p38] take 0-12 treemen, not 0-2. All other all-Big Guys teams [BM1p10] also have 0-12 players, not 0-2.

Other errata not included in that list are:

Star Player Bretonnian Squire Catcher has MA8, not MA6.

Star Player Hthark the Unstoppable is shown with a weird set of stats and skills [BM1p31]. Change the name to Halfling Thrower Herbert Hugebelly at a cost of 120,000gps. Presumably Tthark is still a Star player with his original stats [DZcard].

Prince Moranion [BM1p31] costs 150,000gps, not 140,000gps as he did before. This may be deliberate since he is one of the few players with the trait Dauntless although he was always considered overpriced before.
 
 

Fan Factor Roll

No team may commence play in their first game with a fan factor less than 1 nor greater than 9. The fan factor may never be reduced to zero.

Var (a) At the start of each league season all teams with more than 9 fan factor are reduced to 9. 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]

If Star Players are freebooted then the appropriate appearance fee must be paid.

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. Wild Animals are moved after fanatics and it is not an illegal procedure not to move a Wild Animal at all.

If a coach moves any game item (e.g. touches a player or rolls the dice), or states that a player is going to use a skill or ability before moving the turn counter this is an illegal procedure. However, thinking is permitted [BM1p6]

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. [BM1p6]

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 (e.g. 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.

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 does not score casualty SPPs [BM1p15].

No Star Player Points are awarded if a player is injured on a failed Dodge or Go For It. [BM1p15]

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). Star players who refused to play due to non-payment of appearance fees stay in the reserves box and may be given MVPs [BM1p15].

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 SECRET WEAPONS AND STAR PLAYERS

4.1 Star Players

Ignore the list on the card showing which teams a Star player will play for. They will play for any team that their race will ally with.

If regular players may use secret weapons then do not use any Star Players that have secret weapons.

Star Players from the same race as the team take a regular position slot. Star Players may be taken from allied races and count as the 1 allied member allowed from that race, not as a position slot.

Lucky Luc the Unicorn may not be given the ball on a touchback (or if he is given it he will immediately drop it).

Appearance fees must be paid for freebooted Star Players.

Only one of each star player may play for any one team.

Alt (a) Allow no star players [BM1p30].

Alt (b) Allow only the Blood Bowl and Deathzone Star Players [BM1p30].

Alt (c) Allow the Star Players listed on page 30-32 of BM1.
 
 

4.2 Secret Weapons

Players may only take a secret weapon when they first join the team. Their cost is the regular cost for that type of player, plus the cost of the weapon. Use the total cost for team ranking.

Goblin teams may have 4 players with secret weapons. All other teams may have only one secret weapon (even if they have goblin allies).

Secret weapon players may gain skills, but may not use these additional player skills when using the weapon [JJML]. Skills inherent in the weapon (e.g. Deathroller skills) may be used, but only one skill during an action. Weapons that apply in defence or at other times when not carrying out an action (Deathroller & Fanatic) may not combine extra player skills with the weapon.

The Deathroller cost is 180,000gps, not 18,000 as misprinted in BM1p13.

See Oberwald Supplement 2.06 for a large list of secret weapons in addition to those in BM1.

Allied players may take a secret weapon if it is allowed in the team they are allied to. Therefore although High Elves do not have secret weapons in their own team, a High Elf lineman in a Human team could use a Blunderbuss.

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.

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.
 
 

4.3 Player size

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

4.4 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. As in the case of a pass if the ball does not end up being caught by the moving team, after all the bouncing is done, then it is a turnover.

The weapon can only be shot once per kickoff.

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

4.5 Bomber

A Bomber may throw a bomb once during each of his team’s turns while he is on the pitch. It does not count as a Pass action. 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 bomb 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).
 
 

4.6 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). The player may use the running 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 to the armour roll, not to injury.

A player holding a running Chainsaw may not use Frenzy.

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

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

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

4.7 Death Roller

The driver’s stats and skills become that of the SP card regardless what the skills or stats might be for the player using the Deathroller. The driver is not "Peaked" and so may gain SPPs and skills but may not change any stats [JJML].

The driver may not use a skill while using a weapon other than a skill specifically linked to the weapon (e.g. Stand Firm, Multiple Block and Mighty Blow), so Block can never be used with the Deathroller, whereas a skill like Leader, or Catch could be used. The Deathroller can still only use one of the 3 listed skills when taking an action.

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 Deathroller is knocked over, roll against AV 10. If you penetrate and kill the driver (10+ on injury roll, 6 on Sigurd’s roll), 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]

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].
 
 

4.8 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 moves up to 4 squares per turn and must move that far if he doesn’t fall over [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.
 
 

4.9 Pogo Stick

The player is allowed to "go for it" up to four times and may use the leap skill multiple times. Both options may be used without being limited by the 1 skill per action rule.
 
 

4.10 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 been used successfully (i.e. the victim failed the armour roll), the poison is wiped off and "the dagger causes injuries as normal" until after the next kick-off. At the beginning of every kick-off the blade is re-coated with poison.

Alt (a) The section in quotes may mean that the player with the dagger causes injuries as normal, i.e. by making normal blocks without use of the dagger, until it is recoated.

Alt (b) The above section in quotes could mean that on each subsequent use the non-poisoned dagger can still be used instead of a block, but stunned is not treated as KO’d.
 
 

5.0 SKILLS AND TRAITS

5.1 Skills and Traits

Only one skill may be used during an action and only at one time[BM1p7], so the coach must state when a skill is being used. A skill can be used immediately after a dice roll (e.g roll for pass, then decide whether to use pass, accurate or safe throw). However, skills that affect the number of dice used (e.g. Horns) or whether a dice is rolled at all (e.g. Leap) must be used before the dice roll. Any number of skills can be used while the player is not the active player carrying out an action.

You never have to use a skill [BM1p7].

Traits must always be used and any number of traits can be used together with one skill during an action. Traits can never be taken as upgrades [BM1p7].

Secret weapon players may gain skills, but may not use these additional player skills when using the weapon [JJML]. Skills inherent in the weapon (e.g. Deathroller skills) may be used, but only one skill during an action. Weapons that apply in defence or at other times when not carrying out an action (Deathroller & Fanatic) may not combine extra player skills with the weapon.
 
 

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. Diving Tackle can only used in situations when tackle zones are active (i.e. not in response to push-back, follow-up or shadowing). It is recommended that the same rule is applied to shadowing.

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.

Diving Tackle has been redefined, making it less likely to cause confusion, so Pass Block is the reaction skill most likely to result in possible chain reactions as the pass block player is diving tackled and shadowed.
 
 

5.3 Always Hungry (trait)

If a player about to be thrown is eaten instead they are killed, but they may be considered to be swallowed whole, so the apothecary can attempt to get the player back.
 
 

5.4 Bonehead (trait)

Players who fail the Bonehead roll do not cause a turnover. [BM1p11-12]
 
 

5.5 Catch

Gaining control of a bouncing or scattering ball is a catch roll. The Catch skill will allow a reroll, Sure Hands will not. [BM1p8]

A player carrying out an action may only use one skill at one time [BM1p7]. Therefore if a player is moving or blitzing and causes a loose ball to bounce around they may only use Catch skill once to try to catch it during the course of the action. However, a player could use Catch several times before or after an action if the ball repeatedly bounces back to the same player.
 
 

5.6 Daemonic Aura

If the Daemon’s armour is beaten (no modifiers) and the subsequent injury roll is 10+ (with modifiers) then the Daemon is killed. [BM1p12]
 
 

5.7 Dauntless (Trait)

Because Dauntless is a trait it may be used with the skills Block, Tackle or Multiple Block.

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

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 initiates a block. This prevents its use during the opponents turn.

Some star players have Dauntless listed as a skill. This should be a trait.
 
 

5.8 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.

Var (a) A fouling player only gets +1 if the player is not in an opponent's tackle zone.
 
5.9 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]

Because Diving Catch cannot be used by the player currently taking an action, it may be used with Catch skill.

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.
 
5.10 Diving Tackle

See the section Reaction Skills

This is a totally different skill in 4th edition compared with 3rd edition.

It can be used under any circumstances in which an opposing player makes a dodge roll. If the dodging player falls over this is a turnover. It must be used before the dodge roll is made, not after seeing the result of the roll.

The player making the Diving Tackle ends up lying in the square the dodging player left, so only one player may use Diving Tackle against each dodge.

Although the rule [BM1p11] states that it may only be used against a Move or Blitz action, this is intended to include a Pass or Foul action. It may not be used when a player is pushed back or follows up (or shadows).

If the Diving Tackle player is holding the ball they will drop it when they land on the ground (so it will bounce from the square the player ends up in).

If the dodging player has Stand Firm and fails the dodge, that player will not move, so place the Diving Tackle player on the ground in the square they started in.

If a player with a running chainsaw uses Diving Tackle, the chainsaw wielding player would have to roll for armour with +3 modifier.
 
 

5.11 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.

"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]

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.
 
 

5.12 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, and the Frenzying player gives up the attack in disgust.
 
 

5.13 Frenzy (trait)

Because Frenzy is a trait it can be combined with Block or another skill during an action.

A player will continue a Frenzy if they fail to knock over the other player. This is different from 3rd edition, where a ‘both down unless block’ result would end the Frenzy.

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 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 the Frenzy continues (unless the opponent chooses not to use dodge skill).

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.
 
 

5.14 Guard

Guard does not have any effect when assisting a foul.
 
 

5.15 Hail Mary Pass

A Hail Mary Pass is fumbled on a 1, but there are no modifiers for this roll.

If a player with Hail Mary Pass rolls for a normal Pass action and does not have a high enough roll to avoid a fumble they may not choose to use the Hail Mary Pass skill.

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]
 
 

5.16 Horns

The use of Horns may change the number of dice rolled so must be declared before the dice roll, not after.

Var (a) Horns may be considered a trait, in which case they may always be used, but players gaining mutations could not choose 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.
 
 

5.17 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.

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, 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.
 
 

5.18 Kick

A player with Pro and Kick may not attempt to reroll the scatter after a kickoff

Var (a) Pro may be used whenever a player uses a skill or trait requiring a dice roll. This would include the scatter roll for a -player with Kick skill, rolls for Take Root or Off-for-a-bite etc.
 
5.19 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. If a player uses Jump Up they may not use any other skill during the action.

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.
 
 

5.20 Leader

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

The skill is "used" during the setup phase when the Leader reroll card is placed with other reroll cards. If the Leader reroll is required during a player’s action this is not counted as the skill used during the action even if it is the Leader who required the reroll.
 
 

5.21 Leap

Leap can be used only once during a player’s action.

BM1p11 says a player may only "leap one square". This means "leap over 1 square".

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.

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).
 
 

5.22 Mighty Blow

This can only be used to add +1 to armour or injury, not both [BM1p11]. The player does not have to choose to use it until after seeing the dice roll which it will affect.
 
 

5.23 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 (a trait) 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.
 
 

5.24 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]

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]
 
 

5.25 Piling On

This can only be used by a player who has made a block, not by a player being blocked. It must be used before rolling the dice for the armour roll, not after seeing the result.

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

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.

When this skill is used in conjunction with Dauntless or any other situation providing temporary higher strength, the true Strength of the player will be used to determine bonuses.

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.

If the Piling On player was carrying a running chainsaw he will take an armour roll with +3.
 
 

5.26 Prehensile Tail

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

5.27 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) Pro may be used whenever a player uses a skill or trait requiring a dice roll. This would include the scatter roll for a -player with Kick skill, rolls for Take Root or Off-for-a-bite etc. It may not be used for any other out-of-turn rolls such as regenerate, recovery from knockout etc.

Pro may not be used to reroll armour rolls that don’t penetrate or unsatisfactory injury rolls [BM1p8].

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.
 
 

5.28 Really Stupid (trait)

Players who fail the Really Stupid roll do not cause a turnover [BM1p12].
 
 

5.29 Regeneration (trait)

Regeneration is a trait and may not betaken by any player as an upgrade.

Players with Regeneration regenerate on a 4+ [BM1p12]. Pro cannot be used for this roll, and it does not occur during a team turn, so team rerolls cannot be used.

Undead players may not regenerate if their Necromancer has left the game for any reason. [WD] [JJ]. This includes leaving the game due to rolling 1 when arguing the call.

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

Trolls, Snow Trolls, Vampires and non-undead players with 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 from a later injury.
 
 

5.30 Right Stuff and Throw Team Mate

Throw Team Mate is a treated as a Pass action [BBp24] but the team is not limited to only one pass action, so the team may pass the ball and also use Throw Team Mate.

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. 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.

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.
 
 

5.31 Safe Throw

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

5.32 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.

Alt (a) 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.

Alt (b) Shadowing can also be used when a player is pushed back or follows up.
 
 

5.33 Side Step

See the section Actions - Push Backs

A player with this skill may move into any adjacent empty square when he is pushed back. If all adjacent squares are occupied, he may not use sidestep[BM1p11]. The square the attack came from is not considered empty even if the attacking player follows up.

The sidestepping player does not have to choose to step off the field if there is an empty square available.

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.
 
5.34 Spikes

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

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

5.35 Sprint

The sprint skill is not in effect until the player attempts to enter a third square using go-for-it. This obviously cannot be done if sure feet or any other skill has already been used.
 
 

5.36 Stand Firm

See the section Actions - Push Backs

Note that in 4th edition if the Stand Firm player fails a dodge, the player remains in the original square [BM1].

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.

Cards or other situations referring to a player being ‘pushed back’ will still apply to a Stand Firm player even though the player does not actually move [BM1p11].
 
 

5.37 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]. Push back includes ‘defender down unless dodge’.

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.
 
 

5.38 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.

Strong arm is inferior to accurate and cannot be used at the same time as accurate during a player’s action. Therefore this skill has no useful function unless it does allow throws to be made one band higher than normally permitted (in the above situations).
 
 

5.39 Stunty

Stunty is a skill and therefore cannot be combined with dodge skill. However, a player may attempt a dodge and make the dodge roll before deciding which skill to use.

Var (a) Leagues that wish to encourage coaches to take Goblins and Halflings may consider Stunty as a Trait. In this case it can be combined with skills but may not be taken as a skill. Note that this will also affect Lizardman teams. Stunty players (including skinks) do not automatically have +1 on injury rolls and -1 when throwing. Var (a) All Stunty players have +1 on injury rolls and -1 when throwing Stunty is not limited to players with ST 2 or lower. Var (a) Stunty is limited to players who start with ST2 or lower. Stunty players only ignore dodge modifiers for Tackle Zones, not other modifiers such as Prehensile Tail. [JJ]
 
 

5.40 Sure Feet

A skill may be used only one time during an action [BM1p7] so sure feet may be used only once per turn.
 
 

5.41 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. [BM1p8]
 
 

5.42 Take Root

Roll a D6 for the player before the match starts. On 1-3 the player misses the match.

Var (a) Treemen always turn up when playing for Halfling teams.
 
5.43 Tentacles

Players must roll under their strength to leave the tackle zone. A 1 always succeeds, even for Snotlings. A failure does not end the player’s action, so they may pass, block or foul but not move [DZ p13].

Make the tentacles roll to find out if the player is going to be able to move before declaring an action. Where a player has declared an action before making the tentacles roll (e.g. did not start next to the tentacles player) they may only carry out an action they have already declared (e.g. a blitzing player could block an adjacent player, a passing player could pass from that position).

Tentacles have no effect where tackle zones are ignored in push-back and follow-up. Therefore a player prevented from moving by the tentacles could block an adjacent player and follow-up, moving away from the tentacles. The wording "may block, pass or catch the ball as normal" [DZp13] appears to prevent a player caught by tentacles making a blitz action, using the follow-up to escape the tentacles and then continuing to move.

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

The rule [DZp13] makes it clear that if a player fails the Tentacles roll they may not move to another square in the same players tackle zone. Therefore a player moving from 1 square in a Tentacled opponent’s tackle zone to another square in the same player’s tackle zone must roll to try to escape tentacles before moving.

5.44 Throw Team Mate see Right Stuff
 
 

5.45 Titchy

To the rule in BM1p12 add "Titchy players count as half a player towards the limit of 16 players/team". Therefore 2 Titchy players could be taken as allies even if this resulted in 17 players on the team list.
 
 

5.46 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]

Although the description of the skill Stunty [DZ p13] suggests that a player with Very Long Legs could not be Stunty this is not disallowed by the rules and if the model used for the player has long legs and is stunty then the player can have both skills.
 
 

5.47 Wild Animal (trait)

This trait is quite different from the negative skill described in the compendiums. The player must move first, uses the Frenzy trait and may not receive any assists when blocking or fouling. No Wild Animal dice roll is required, the player does not attack his own players and does not have to blitz the nearest player (or any player).

This trait is currently under review and will probably change.
 
 

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 cards are currently under review and will be revised in Blood Bowl Magazine 2.

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 so this card does not send a player off after they Get the Ref at a Kickoff. [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, the fouling side is determined by the victim, not the fouler for IGMEOY purposes.

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.

The player may still not use more than 1 skill during the action, e.g. could not Leap and use Sprint.

Some rolls during a player’s action are not considered part of that player’s 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, 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?

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

6.16 It Wasn’t Me

The player may be sacked without paying 50,000 gps 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.

Var (a) A player who already has a Magic Helmet may use a second Magic Helmet to protect other vital parts (e.g. Magic Jockstrap). This cannot be used to gain AV greater than 10.
 
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 not give a handoff after he has been "Mindblowed" even if he is next to the intended receiver.
 
 

6.23 Peaked

See Handicaps

The SPPs of peaked players still count towards team rating. It is recommended that ‘peaked’ players should still accumulate SPPs as normal, but may not use them to gain new skills.
 
 

6.24 Pit Trap and Trampoline Trap

Pit trap and trampoline trap may be used as a player enters a square in the touchdown zone to prevent a score [BM1p41].
 
 

6.25 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]
 
 

6.26 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.
 
6.27 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.
 
 

6.28 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.

The Vampire Lord is a coach and may therefore be affected by the cards Sorry and Sorry Sir. However, the description on the card requires that they can only be used on a coach who is not currently on the field so they only affect the Vampire Lord if he is off the field for any reason.
 
 

6.29 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]
 
 

6.30 Spy

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

6.31 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]
 
 

6.32 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]
 
 

6.33 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.
 
 

7.0 ALLIES

7.1 General

Use allies from the table in BM1p8.

Only one ally may be taken from each race [BM1p9] or two Titchy players.

Allies may not use team rerolls [BM1p9].

Star players may be taken as allies [BM1p9].

Vampire Lords may not be taken as allies [BM1p18].

Big Guy teams may not take allies although they may take Star players of their own race [BM1p10].

Orcs count Goblins as allies [BM1p8], not as players on the team list as in DZp28, so they may only take 1 Goblin.

Trolls appear on the team list of both Goblins and Snotlings and so do not count as allies when taken by either team (2 Trolls for Goblins, [BM1p10], 4 Trolls for Snotlings [BM1p35]). This does not permit teams that take both Goblin and Snotling allies to take 2 Trolls (i.e. from each team list).

To the rule in BM1p12 add "Titchy players count as half a player towards the limit of 16 players/team". Therefore 2 Titchy players can be taken as allies even if this results in 17 players on the team list.

8.0 Teams

8.1 General

The following teams are officially permitted.

Amazon [BM1p26]

Bretonnian [BM1p33]

Chaos [DZ]

Chaos Dwarf [DZ and BM1p10]

Daemon [BM1p34-35]

Dark Elf [BB]

Dwarf [BB]

Goblin [DZ and BM1p10]

Halfling [DZ]

High Elf [BB]

Human [BB]

Khemri Undead [BM1p35]

Lizardman [BM1p19]

Minotaur [BM1p10]

Norse [BM1p23]

Ogre [BM1p10]

Orc [BB]

Skaven [BB and BM1p10]

Snotling [BM1p35]

Treeman [BM1p38]

Undead [DZ]

Vampire [BM1p17]

Wood Elf [DZ]

Var (a) Most leagues do not allow Daemon or Big Guy teams.
 
8.2 Chaos and Daemon

Chaos teams may take Daemon allies and vice versa [BM1p8]. So a team may have 4 Chaos Warriors from the standard team list plus 1 extra taken as an ally. The allied player must be distinguished so that it does not use team rerolls.

Chaos teams may not take an ally from more than 1 type of Daemon team at the same time.
 
 

8.3 Goblins

Goblin teams take Trolls as allies [BM1p8]. Note that this "correction" doesn’t make sense since Trolls are on the Goblin team list [BM1p10] and there is no separate Troll team. Consider Trolls to be on both the Goblin and Snotling teams list, not taken as allies.
 
 

8.4 Halfing

Halfling teams are limited to one Treeman ally.

Var (a) Leagues that wish to encourage coaches to play Halflings may allow the team to include 2 Treemen on the Halfling team list, so that they could take 2 Treemen and use re-rolls for these players. See also the note in Skills - Take Root.
 
8.5 Lizardmen

Skinks are stunty but do not take -1 penalty when throwing, nor +1 penalty on injury.

Var (a) All Stunty players take -1 penalty when throwing and +1 on injury.
 
 

8.6 Vampires

The vampire Lord is a coach and may be kidnapped or killed by events affecting coaches. However, the cards Sorry and Sorry Sir will only involve the Vampire Lord if he is off the field at the time the card is played (and it cannot be played when all players are off the field).

When the Vampire Lord is killed, a normal Vampire takes this position and loses Off for a Bite, but he does not gain any additional skills or stats. Nevertheless, record the new Vampire Lord’s value at 180,000 gps for team rating purposes.

9.0 BIG GUYS

9.1 General

See BM1 for details. The official rules are different from those in Compendium 1 and Compendium 2

Big Guys are higher strength players that are slow learners and usually have a negative trait. Some have been added to team lists and others may be taken as allies. See the Skills section for notes on the negative traits.

The limitation on the number of each type of Big Guy on a team is determined by whether they may be taken as allies (one ally of each race) or are on the team list (usually 2).

Var (a) Teams may take a maximum of 2 Big Guys and if the team only has one Big Guy race that it can be allied with, then it may take 2 of those as allies. Big Guy teams listed in BM1 were incorrectly shown as having 0-2 players. This should have been 0-12 players on the roster, but only 8 may be set up on the field [BM1p10]. This limitation of 8 Big Guys on the field does not apply to Vampire teams.

The Vampire Lord is a coach and may therefore be affected by the cards Sorry and Sorry Sir. However, the description on the card requires that they can only be used on a coach who is not currently on the field so they only affect the Vampire Lord if he is off the field for any reason.

9.2 Pro skill used for Big Guys negative trait roll

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

Alt (b) Since the Bonehead or Wild Animal trait is an integral part of the player’s skills, Pro could be used at any time the player uses the trait. In this case Vampires and Treemen should also be able to use Pro to reroll Off-for-a-bite or Take Root.

Alt (c) Pro can only be used for the negative skill rolls that are made during the team turn.
 
 

9.3 Big Guy Progression

Big Guys are slow learners and must earn double SPPs to gain a Star Player roll. They gain skills at 12, 22, 52 SPPs etc [BM1p15]

Var (a) The Modest Proposal (among other changes) removes the negative trait and one other skill (Mighty Blow if they have it) and then treats Big Guys exactly the same as all other players. (www.eng.buffalo.edu/~chz/bloodbowl/main.html)
 
If a Big Guy rolls a double, they do not get a choice of any skill. If they do not wish to use the double to take a normal skill they may do one of the following:
add +1 to strength (maximum increase of 2)
or add +1 to armour (maximum of 10 armour)
or remove a negative trait.
Rat Ogres and Minotaurs may gain mutations on a double. [BM1p15] 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 skill as for other players.

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

Var (c) Some leagues allow Big Guys to remove their negative trait as their second or third upgrade without requiring a double. This should only be done if all races have access to the same number of Big Guys.

Most Big Guys can take general or Strength skills [BM1p15]. However, Kroxigors [BM1p20] and Trolls on Snotling teams [BM1p35] are limited to strength skills only.