version 1.5

Rules:



Taking Control of the Puck

When a player moves so that his Stick Zone is over the puck, he may attempt to take control of the puck. The roll is against Agility with the following modifiers:

-1 Per opposing Stick Zone either the player or the puck is in. (Each opposing player can only add a total of -1 to this roll.)

If the puck is currently controlled by an opposing player, you must make a contested roll to take the puck away from them. You and the opposing coach roll against Agility with the following modifiers:

+1 For being in control of the puck.
-1 Per opposing Stick Zone either the player or the puck is in. (Each opposing player can only add a total of -1 to this roll.)

The player with the highest roll gains control of the puck. If the roll is tied, then the puck scatters.



Controlling of the Puck

When a play who is in control of the puck move, the puck moves with them. The puck maintains its orientation to the player with each move. If the player chooses, they may change this orientation by making a puck control roll.

+1 Being in control of the puck.
-1 For each opposing Stick Zone either the player or the puck is in. (Each opposing player can only add a total of -1 to this roll.)

If during a normal move of a player the puck moves into the Stick Zone of an opposing player, that player may make an opposed puck control roll.



Checking and Blocking

Blocking in Cross Check refers to Blocking the Puck (covered later). Checking refers to players skating at other players and slamming them with their bodies. Checking ends a players turn, aside from that resolve checks in the same manner as blitzes with the following exception:

  • There are no assists in Checking.
  • There is no limit to the number of Checks per turn.

The referee is also looking for roughing, or Checking away from the puck. If neither the checker nor the target of the check are within one square of the puck, the ref may call roughing (see penalties).



A Turnover happens when:

  • One of the players on the moving team falls down.
  • All of the players on the moving team have moved.
  • 2.5 minutes have expired.
  • One of the players on the moving team commits a penalty.
  • An opponent gains control of the puck.
  • A Pass or Shot crosses any two lines (One Red, One Blue)


Turns

There are three periods of 20 turns each. Players alternate taking turns until time expires. The team who wins the face off takes the first turn. Because of the reduced team size, turns are limited to 2.5 minutes instead of 4.



Penalties

When a player commits a penalty, the opposing coach rolls a d6, called the "ref die." If the number on the ref die is higher than the offense number then the player commiting the foul is moved immediately to the time track and placed in the space of the turn that his penalty time will expire. At the start of that turn he is placed IN the penalty box and may then move normally.

A list of penalties is given below, with the time that must be served for each listed.

  • Offsides - (2+ ref roll 2 turns) A player on the moving team is already in the offensive zone before the puck.
  • Fighting - (4+ ref roll for both players, 5 turns) A player caught fighting is subject to a penalty.
  • Interference - (4+ ref roll, 2 turns) Any player who is in the opposing crease at the end of their teams turn is subject to a penalty.
  • Checking the Goalie - (2+ ref roll, 4 turns) Checking the opposing goalie in the crease when the goalie does not have possession of the puck.
  • Roughing - (4+ ref roll, 2 turns) Checking a player away from the puck zone.
  • Holding - (6+ ref roll, 2 turns) Causing a player to fall over when holding them.

If a Shot is scored, the opponent may remove all players from the penalty box and timer and place them in the reserve box. These players do not make an Endurance check, as they rested in the box.



Passing and Shooting

Shooting and Passing are both resolved with an Agility roll. Shooting targets any square in the goal, while Passing targets any other square on the board.

+1 for Passing the puck.
-1 for each opposing Stick Zone that the player or puck is in.
-1 for each zone on the Passing templet that the puck is traveling.

  • Declare location for Shot/Pass
  • The Goalie may move 1 space, if this is a Shot.
  • Roll for Accuracy (Agility roll)
  • On a natural "1", the Shot/Pass was a whiff.
    Scatter the puck and turnover.
  • If inaccurate, roll scatter to determine actual square for puck.
    (Each zone on the Passing templet adds another 8 sided to the scatter. For example a short Pass scatters twice.)
  • Draw a line to target square. If blockable, roll for Block.
    If blocked by a wall, puck will scatter as bounced.

Both defenders will get a chance to block this Shot.

If the puck ends up in the goal, it's a score. Note that scatter adjusts the target square for the puck, and the path it travels is adjusted accordingly.



Blocking

If a Shot or Pass goes over an opposing player's Stick Zone, they have a chance to block it. The following modifiers apply:

  • +1 for each Passing zone (or partial zone) between the puck and the Blocking square.
  • +2 if Blocking in the square the player is in. (+3 if the blocker is a big guy)
  • -1 for a Shot.
  • -1 for each opposing Stick Zone the Blocking player is in.

If the block could take place in more than one square, the Blocking player may choose which square to attempt a block in. If the block is successful, the puck is left in the square it was blocked in. If it's blocked in a square a player is in, then that player must make an immediate armor roll at +1. Regardless of the results, the puck will scatter from the square the player is in.

If the Blocker rolls a natural "6" then the puck rebounds off his stick. The puck will scatter 1d6 in a random direction from the Blocking square.



Drop Pass

Immediately after a player has moved, they may leave the puck behind them in the square it occupied. This is called a Drop Pass. This does not result in a turnover.



The Boards

There is a wall surrounding the rink that keeps the puck in play. When the puck hits the wall it bounces off. Because the wall is not uniformly smooth, the puck often bounces off in strange ways. See the puck bouncing templet and instructions on bouncing pucks.

On a roll of a 2, the puck bounced into the air and landed in the same spot. Otherwise, roll 1d6 for distance.

This wall is referred to as the boards and pushing someone into them is called boarding. Players quickly found that pushing people into the boards was a great way to take them out of the game. Players pushed into the boards make an armor roll at +2. Note that this happens even if the player was not "knocked down".

Players pushed into the boards are obviously not pushed back, so it's not possible to follow up a player pushed into the boards.



Holding

There is no dodging in Cross Check, rather players tend to hold. When a player moves from a square in an opposing player's Stick Zone, then the opposing coach may say "Hold". The moving player must then make an Agility roll.

If he succeeds then he may continue moving with no penalty.

If he fails the roll, then he must pay 2 MV in order to make the move and the opposing player may follow him by moving into the square he just vacated. (Note that this may mean the player can't make the move, if they only had 1 MV left.)

If he rolls a natural "1", then the player falls flat on his face and must make an armor roll. If the player falls, the ref may notice, see penalties for holding.



Fighting

When two opposing players are adjacent, either can make a fight action on their turn. If both parties want to fight, resolve the fight as normal. If one player does not want to fight, roll one die. On a 6 they the player has been goaded into a fight.

Each player rolls a dice and adds their ST.

The play who rolls higher knocks down the other player (ties leave both standing). The fallen player suffers an immediate injury roll. No need to roll for armor.

There is a chance that both players could have a penalty called on them for fighting (see penalties).



Goalies, the Goal, and the Crease

The Goalie is a special player. Heavily padded, this player foolishly tries to stop Shots on goal. The Goalie usually stays in a special area called the crease. While in this area the Goalie is not allowed to be checked. (Checking a Goalie in his crease may result in a penalty unless he has the puck in his possession) The crease is also supposed to remain clear of other players. Any player who is in the crease at the end of it's team turn may suffer a penalty (see penalties).

Because Goalies do not move much. As a result they never have to make Endurance tests.

No player is ever allowed to enter the goal. Treat the mouth of the goal as you would a wall.



Endurance

Before a puck drop, all players who were on the ice must roll an endurance test. On a 1-3 they are too tired and must wait in the reserve box this shift. On a 4-6 they are okay to go out this shift.



Face Off

Players start in their starting position.

Play starts with the ref dropping the puck between two players at center ice. Both players roll one dice and add their Agility. Re-roll ties. The winner takes control of the puck and may then proceed with their turn.

The Rink

The rink is the same dimensions as the normal Blood Bowl field.
  • The Red line is located in the center of the field
  • Two Blue lines is located four squares out from the Red line.
  • The Goal is located in three center squares of the end zone.
  • The Crease are the six squares in from of the Goal. (two squares by three)
  • The Penalty Boxes are located in the center two squares on either side of the redline. (Each team uses their own sides penalty box)


Star Player Points

The star player points are awarded as follows:

Goal = 3
Assist = 1
Casualty = 2
Saves = .5
Penalty Time = .25
Always round down.

Goal
Awarded to the last player on the scoring side to touch the puck.

Assist
Awarded to any players (except the goal scorer) who had possession of the puck during this team turn.

Casualty
As in Blood Bowl

Save
Awarded to the Goalie who makes a block on any Shot.

Penalty Time
One point for every penalty turn charge against this player, whether served or not.