Blood Bowl Star Player Cards Pdf Files
Third edition box art Publisher(s) Games Workshop Years active 23 Players 2 Setup time 4–10 minutes Playing time 45-150 minutes, depending on rules version Random chance High () Skill(s) required, Website Blood Bowl is a created by for the games company as a parody of. The game was first released in 1986 and has been re-released in new editions since. Blood Bowl is set in an alternate version of the setting, populated by traditional elements such as human warriors,,,, and. The most recent purchasable edition of the game contains a printed copy of Living Rulebook 1.0.
More ways to shop: Visit an Apple Store, call 1-800-MY-APPLE, or find a reseller.
However, the most up-to-date version of the game's rules is the Competition Rules Pack, or CRP. This is no longer available from the Games Workshop's website, but can be found on, which is the global fan organisation for Blood Bowl. At Warhammer Fest 2016, Games Workshop showed various elements of an upcoming new edition of the game, which will feature the current CRP rules and feature a double sided board and all new plastic miniatures.
The announced edition of the game (Named Blood Bowl 2016 Edition) was released worldwide in time for the 2016 Christmas season. A game of Blood Bowl in progress Blood Bowl is a two-player, turn-based board game that typically uses to represent a contest between two teams on a playing field. A board containing a grid overlay represents the field. Using dice, cards, and counters, the players attempt to score higher than each other by entering the opponent's end zone with a player who possesses the ball. The 'Blood' in Blood Bowl is represented by the violent actions available to players. Game play is based on a hybrid of and. Players may attempt to injure or maim the opposition in order to make scoring easier by reducing the number of enemy players on the field.
The player are drawn from the ranks of fantasy races and have characteristics that reflect the abilities of those races. Tend to be agile and good at scoring, while and are more suited to a grinding, physical style of play.
All teams offer a choice between player types with different statistics: related races (e.g. Skeletons and zombies in undead teams, various lizardmen types), guests of allied races (e.g. Trolls in orc and goblin teams), exotic or monstrous units (e.g. Ghouls, wights and mummies in undead teams), and specialists of different roles (usually some combination of Blockers, Blitzers, Throwers, Catchers, Runners and Linemen). Teams can include any number of players of the most basic type (usually Linemen), while the stronger units are limited to 1, 2, 4 or 6 per team. In league play, players gain additional skills and abilities based on their accumulation of experience points. Players face potential injury or even death on the field throughout their careers.
Teams improve by the purchase of off-field staff such as, assistant coaches, and. Disparity between team values is offset by the purchase of ad-hoc star players or mercenaries, as well as bribes and additional temporary support staff, such as wizards or a halfling cook. Rules [ ] Teams consist of eleven to sixteen players, of which eleven are allowed on the pitch at any one time. Each player is represented by an appropriate miniature and has statistics and skills that dictate his or her effect on play. To avoid confusion, the human playing the game is always referred to as the 'coach' and never the player. There are four player statistics: • MA (Move Allowance) indicates how fast the player is.
• ST (Strength) indicates the player's basic fighting ability. • AG (Agility) indicates how well the player handles the ball and evades opposing players. • AV (Armor Value) indicates how difficult it is to injure the player. In addition, players may have special skills that affect any number of circumstances in play. Some of the more commonly used skills are Block (for fighting), Dodge (for dodging out of an opponents tackle zone), Sure Hands (for picking up the ball), Pass (for throwing the ball), and Catch (for catching the ball). These skills are not necessary to perform their corresponding actions, but will give the player an advantage. In his or her turn, a coach may have each player take one of the following actions: • Move - Move the player through empty squares (opposing players may try to trip the moving player if he or she moves close to them).
• Block - Fight an adjacent opposing player who is standing. In addition, the following four actions may be taken by one player per team turn: • Blitz - Move and then Block an adjacent opposing player who is standing (or Block and then Move). • Foul - Move and then foul an adjacent opposing player who is prone (or just foul an adjacent player who is prone). • Pass - Move and then throw the ball (or just throw the ball). In certain circumstances, players may instead throw their own teammates with this action, who may or may not be carrying the ball - for instance an Ogre might throw a Goblin teammate. • Hand-Off - Move and then give the ball to an adjacent player (or just give the ball to an adjacent player). Some skills also allow for special player actions.
Teams, and in a few cases players, have a limited stock of 're-rolls' which can be used to re-take failed rolls, though not more than once per turn. Whenever a player action fails, a 'turnover' occurs: the team turn ends immediately, and the opposing team begins theirs. This turnover rule is arguably the defining feature of Blood Bowl. It sustains tension throughout the turn, rewards effective planning by coaches who seek to prioritise actions which are the most vital to improving their position, and can result in dramatic moments from unexpected outcomes.
Further, a turnover automatically occurs after 4 minutes of play, to encourage fast-paced play. Just as Blood Bowl has rules to encompass fouls and other forms of cheating by players, so too do the rules involve in-game consequences for actions by players that in most games would be considered either neutral book-keeping or downright cheating. For instance, players are responsible for policing each other's accounting for game turns; failing to move the turn marker at the start of one's turn is an 'illegal procedure' which costs one of the offending team's valuable re-roll counters. Along the same lines, in some editions coaches are welcome to attempt to set up with more than 11 players on the pitch, and it is down to the other coach to spot this behaviour.
Other rules are strictly off-limits. Teams [ ] Each team represents one race (or closely linked group of races) based on those present in, though Blood Bowl has a more extensive roster of races including a number that were only briefly, or never, supported in Warhammer. The game box supplies the coaches with players enough to field and teams, which are also the teams recommended to newcomers for ease of learning. Teams may also contain individuals who are not part of the group of players used on the pitch, e.g. Each race plays differently, thanks to the different skills and characteristics of the players on offer. For instance, Dwarves, Orcs, Chaos and Undead teams all tend towards a blocking-heavy style of play, grinding down the opposing team as far as possible. Elves, by contrast, tend to have high Agility and plentiful movement, passing and dodging skills, so are more suited to avoiding contact while scoring through running and passing plays.
Some teams pose challenges for experienced coaches because of inbuilt imbalances. For instance the Lizardmen team has a mixture of fast-moving Skinks and slow, heavy Sauruses, the challenge for the player being to make good use of these two complementary player types; the Halfling team is mainly composed of Halflings, who on the face of things are entirely incompetent thanks to being both weak, slow and unskilled, but can nonetheless be played effectively The different races progress at different rates, with some having peaks at certain experience levels.
Background [ ] The Blood Bowl universe has its own fictional background story which establishes the tone and spirit of the game. Additional background exists to describe the demeanor and character of the Blood Bowl players with frequent reference to rule breaking and excessive violence in a lighthearted manner.
The over-the-top nature of the game is reflected through the game's mechanics, including the use of stylized secret weapons ranging from chainsaws to spiked steamrollers, the ability for large teammates to throw small teammates down field (even while they possess the ball), as well as in-game effects like fans throwing rocks and injuring players prior to kickoff. Blood Bowl includes numerous tongue in cheek references to real life products and companies. The deity overseeing Blood Bowl is Nuffle - a pun on the pronunciation of. The game spoofs at least four real-world trademarks, including (McMurty's), (Bloodweiser), (Orcidas), and (Kroxorade).
Many team names in the game's background are spoofs as well such as the Orcland Raiders () and the Darkside Cowboys (). Famous sporting personalities are parodied as well, with the most famous (and oldest) coach in Blood Bowl's background being Tomolandry the Undying (), and one of the most recently added stars being the Ogre thrower, Brick Far'th (). With the advent of the 3rd edition, Blood Bowl moved closer to the traditional Warhammer Fantasy Battle world by changing the miniatures to look more similar to their Warhammer Fantasy Battle counterparts., designer of the game, has admitted this was not the best direction for the game, and has since stated that the Blood Bowl world is similar to, but definitely not the same as, the Warhammer world. Recent changes to the rules reflect this, and newer miniatures for the game look more sporty in nature. History [ ] Blood Bowl has evolved through a series of rules revisions, boxed set releases, and electronic media.
First Edition [ ] Released in 1986, the first edition of Blood Bowl was a simple game that used many of the elements of Games Workshop's existing tabletop games. Players in the first edition boxed set were represented by small pieces of cardboard illustrated with their likeness. Did release metal miniatures to represent players for 1st edition. The pitch of this editions consists of six interlocking cardboard sections (end zones and center, split in halves) with squares marked by white lines. In 1982, published a game called which was very similar in concept to Blood Bowl but significantly different in-game play. Discussions with Jervis Johnson at the Chaos Cup tournament in 2006 revealed that he had never seen Monsters of the Midway until after Blood Bowl was published and that the concept of a fantasy football board game was simply a concept whose time had come in the 1980s. Second Edition [ ] The second edition of Blood Bowl, released in 1988, began to move Blood Bowl away from the battlefield mechanics of other Games Workshop systems and toward more brutal sports-oriented play.
The game included plastic 28 mm miniatures of Orcs and Humans, with another set of metal miniatures available from Citadel Miniatures to represent most (but not all) of the other races. The pitch of this edition consists of three thick, gray boards (end zones and center), with squares marked by grooves. Games Workshop later provided a boxed supplement, Dungeonbowl, dealing with subterranean play and dwarvish and elvish teams, and, later, two source books, Blood Bowl Star Players (1989) and the Blood Bowl Companion (1990), which added to the basic rules, creating games with greater variation which could easily last several hours. Kerrunch [ ] In 1991, Games Workshop released Kerrunch, a light version of Blood Bowl, developed.
It was released along with Mighty Warriors, Ultra Marine and Space Fleet, and was predominantly aimed at the younger gamer as an introduction to the Games Workshop hobby. The rules are a simplified version of those from Blood Bowl's second edition. The game came with 24 plastic miniatures, and is considered a collector's item.
Third Edition [ ] A new edition was released in 1994, radically changing the game play from the complex, lengthy second edition game to the simpler, more dramatic third edition game. Key changes were a set number of turns and the turnover rule. These changes increased the pace of the game and allowed it to be played within the span of around 2 hours.
The third edition also featured a completely new range of miniatures, including new versions of plastic 28 mm humans and orcs in the boxed set. The new range closely resembled Warhammer Fantasy Battle miniatures. Combined with the newly available races mirroring Warhammer armies, Blood Bowl moved much closer to Warhammer Fantasy Battle.
In 1995, the Third Edition Blood Bowl won the Best Miniatures Rules of 1994. The pitch of this edition consists of a cardboard foldable board, with squares marked by black crosses at the corners. Fourth Edition, rule updates and Living Rulebook [ ] Jervis Johnson produced a new official Fourth Edition of the Blood Bowl rules and presented it in the Fanatics Game's Official Blood Bowl magazine issue 1, with follow-up rules presented in issue 2. The new rules were a large departure from the previous edition with numerous changes, and Johnson later admitted that, 'some of the changes would have benefited from rather more rigorous playtesting'. In 2001 the 4th edition rules, with corrections and retitled 4th Edition Gold, were placed on the Games Workshop website as a downloadable file, and Johnson announced that the rules were now 'experimental' and announced the creation of the Blood Bowl Rules Committee (BBRC), a group of Blood Bowl players, some GW staff, most not, that would look at the rules once a year and produce new official rules changes and experimental rules for possible inclusion in the future rules changes. The BBRC would meet in October each year, and their first release was the Living Rule Book 1 (LRB1).
The Living Rulebook, currently in its sixth edition which is said by the BBRC to be the final version, was available from the official Blood Bowl site under the name 'Blood Bowl Competition Rules Pack' or 'CRP'. Originally there were plans to release a printed version for Blood Bowl's 20th anniversary, but this has since been cancelled. With the release of the CRP the BBRC was disbanded. All LRB updates include clarified or rewritten rules, coverage of previously unclear special cases, and game balance adjustments to skills, team lists, star players, cost and availability of star players and other special characters, etc.
• LRB1 (2002) changes core rules about referees spotting fouls and use of wizards and league rules about player ageing (new) and the handicap system (overhauled from receiving extra Special Play cards to random choice on a table of favourable events). • LRB2 (2003) contains small changes, with some focus on the rules for passing and intercepting the ball. • LRB3 (2004) contains small changes. • LRB4 (2005) rule changes enforce the minimum team size of 11 and make other minor improvements. Vampire and Ogre teams become official and the respective player skills are added. Handicaps are changed by removing half the possible random results because they had various issues. 'Blood Bowl'.
Hobby Games: The 100 Best.. • ^ Rictus (2016-05-14).. Recalcitrant Daze.
Retrieved 2016-05-16. • by Jervis Johnson on future of Blood Bowl at GenCon 17 August 2005. Chaos Cup 2006 discussion on Blood Bowl (Speech). access-date= requires url= () •. Retrieved 2013-11-22. • (October 2000). '4th edition rules'.
The Official Blood Bowl magazine (1). • (November 2000). 'Extra Time'. The Official Blood Bowl magazine (2): 2–8. 'The Future of Blood Bowl'.
The Citadel Journal (45): 42. Archived from on 9 August 2010. Retrieved 2009-07-26.
Bell of Lost Souls. Retrieved 2016-05-16.
Retrieved 2016-05-16. Archived from on 2012-03-27. Retrieved 2011-07-20. Retrieved 2009-12-24. • magazine issue75, pages 36-41: 'From the archives. Retrieved 2013-11-22. Retrieved 2009-07-26.
• Tom Bramwell (2006-06-27).. Retrieved 2009-07-26. Archived from on 3 November 2007. Retrieved 2009-07-26. Retrieved 2009-07-01.
• Dobson, Jason (2007-11-13)... Retrieved 2007-11-13.
Retrieved 2010-10-28. Archived from on 21 December 2013. Archived from on 19 March 2014. External links [ ] • • •.
A list of the items released by Games Workshop and/or Forge World in conjunction with the 2016 edition of Blood Bowl. Also included are promotional items given out for pre-orders and Warhammer World events. The release of the My Dugout app for iOS and android has also contained some additional items such as match events and experimental teams. Items that have been officially shown/teased/mentioned but are currently unreleased are also listed as the last item on the geeklist. If any additions are needed or corrections that need to be made, please post a comment and I will update/add them.
Blood Bowl (2016 edition) Compendium Release Timeline: ----------------------------------------------------------------------------------------------- November 2016.. Games Workshop..
(Advanced Rules). Games Workshop. (Promo Card Set). Games Workshop.. (Skaven Team). Games Workshop. Games Workshop...
(Promo Card).. Games Workshop... (Promo Card).. Games Workshop.. (Digital App). My Dugout App.. Games Workshop.
Games Workshop.. Games Workshop December 2016... (Winter Pitch). Games Workshop. (Resin Tokens). (App Update)..
My Dugout App January 2017.. (Star Players). (White Dwarf Issue). Games Workshop. (App Update)..
My Dugout App. (App Update).. My Dugout App. Games Workshop.. Games Workshop February 2017... (Star Player).
Forge World.. (Pitch & Dugout Set).
Games Workshop... (Dwarf Team).. Games Workshop.. Games Workshop. (Promo Card Set). Games Workshop.. Games Workshop.
(App Update).. My Dugout App..
(Star Player). Forge World... (Star Player). Forge World March 2017..
(White Dwarf Issue). Games Workshop. Games Workshop... (Human Team)..
Games Workshop.... (Human Team Big Guy). Games Workshop... (Star Player).
Forge World.... (Skaven Team Big Guy).
Forge World... (Dwarf Team Big Guy). Forge World April 2017... Games Workshop....
(Orc Team Big Guy). Games Workshop. Games Workshop... (Human Team)..
Games Workshop May 2017. (White Dwarf Issue). Games Workshop.. (Star Player).
Forge World.. (Advanced Rules). Games Workshop.
(Goblin Team). Games Workshop.. (Team Booster Pack).
Games Workshop. (Digital File). Warhammer Digital.
(Digital File). Warhammer Digital.
(Digital File). Warhammer Digital. (App Update).. My Dugout App. (App Update)..
My Dugout App. (App Update).. My Dugout App.. Games Workshop.. (App Update)..
My Dugout App June 2017. (Plastic Bases). Games Workshop. (Star Players). Forge World... (Star Player). Forge World..
(White Dwarf Issue). Games Workshop. (Team Booster Pack). Forge World.. (Goblin Supplement). Forge World... Forge World July 2017...
(Star Player). Forge World.. (App Update).. My Dugout App.. Games Workshop.. Games Workshop..
Games Workshop. Games Workshop. Games Workshop August 2017...
(Promo Card).. Games Workshop.
(Neoprene Pitch). (Neoprene Pitch). (Token & Coin Set). Forge World September 2017.. Forge World.. (Token & Coin Set).
Forge World October 2017: No Releases November 2017: No Releases December 2017. (White Dwarf Issue). Games Workshop... (Elven Union Team). Games Workshop.. Games Workshop...
(Pitch & Dugout Set). Games Workshop... (Pitch & Dugout Set). Games Workshop. (Pitch & Dugout Set).
Games Workshop. Games Workshop.. Games Workshop.. Games Workshop.. (Rules Compendium). Games Workshop..
(Card Sleeves). Games Workshop.. (Rubber Skill Bands). Games Workshop ----------------------------------------------------------------------------------------------- . 'It's that time of year again when the league rewards those players who haven't (yet) been caught cheating and makes an example of these that have!' TIMING Play at the start of the game, immediately before placing any players on the pitch. EFFECT Randomly select three players on your team that do not have the Loner skill and roll a D6 for each )if a selected player has the Loner skill, randomly select a new one).
On a 2+, that player gains the Pro skill (if they haven't got it already) until the end of the game. If the roll us a 1, the player's various indiscretions this season (both on and off the pitch) have been noticed by the league who have decided to take immediate action - that player gains the Loner skill until the end of the game. Released: December 9, 2017 by 12 Plastic Miniatures The flaxen-haired exemplars are set to make their mark - the Elfheim Eagles.
These guys are one of Blood Bowl’s most talented teams, using speed, skill and a healthy helping of arrogance to rise to the top of their league. The Elfheim Eagles are notable for eschewing the fancy outfits and extravagant parties of Elven teams past in favour of drills, training sessions and even more drills.
The fans may have disapproved at first, but after the Elfheim Eagles nudged out Nurgle’s Rotters to win Blood Bowl XX they became known as one of the finest passing play teams to ever grace the pitch. This multi-part plastic kit contains the components needed to assemble The Elfheim Eagles, an Elven Union Blood Bowl team. The team consists of 6 Linemen (4 of which are actually Linewomen), 2 Blitzers, 2 Throwers and 2 Catchers, each of whom are as impressively-cheekboned and beautiful as you might expect from an Elven team. The heads and shoulder pads are interchangeable between the miniatures, meaning your team can look unique. There are a host of extras in the kit – 2 turn markers, 2 double-sided score coins and 6 balls, 4 of which are encrusted with opulent gemstones. Supplied with 12 32mm Blood Bowl bases and an Elven Union transfer sheet.
Elven Union Pitch Release: December 9th, 2017 by Double-sided Pitch A double-sided card Blood Bowl pitch, complete with matching dug-outs, this is the perfect place for your Elven Union teams to play. One side features a perfectly manicured grass pitch with an Elven Union symbol delicately mown into the centre, the other is a frozen field entirely covered in ice by the swirling winds of magic. The dug-outs are themed to match, with opulent marble boxes and gems everywhere – they feature score trackers, reserves, Knocked Out and Serious Injury boxes, Down trackers for both halves, and a re-roll tracker. The pitch is made to the same specifications as the board included with the Blood Bowl boxed game, and includes for playing on a frozen pitch.
Goblin Pitch Released: December 9th, 2017 by Double-sided Pitch & Dugout Set A double-sided card Blood Bowl pitch, complete with matching dug-outs, this is the perfect place for your Goblin teams to play. One side features a slightly worse for wear grass (and mud) pitch, covered in craters and debris – it’s even sprouting mushrooms. The other side is the same pitch after an extremely heavy rainfall – it’s completely waterlogged, and some unfortunate Goblins have drowned in the craters. The dug-outs are themed to match, and feature score trackers, reserves, Knocked Out and Serious Injury boxes, Down trackers for both halves, and a re-roll tracker. The pitch is made to the same specifications as the board included with the Blood Bowl boxed game, and includes for play on a waterlogged pitch. Team Card Pack - Elven Union Released: December 9, 2017 by Accessory Cards This is a pack of handy reference cards for an Elven Union Bowl team, along with blank cards allowing every coach to create their own players! Team Card Pack - Orc Released: December 9, 2017 by Accessory Cards This is a pack of handy reference cards for an Orc Blood Bowl team, along with blank cards allowing every coach to create their own players!
Contained in the pack: - Reference cards for Goblins, Throwers, Blitzers, Black Orc Blockers and Trolls; - Reference cards for the following star players: Scrappa Sorehead, Ripper Bolgrot, The Black Gobbo; - The following blank cards that you can use to create your own players: 8 Linemen, 5 Goblins, 3 Throwers, 5 Blitzers, 5 Black Orc Blockers, 2 Trolls; - A team roster card, with match record on the reverse; - 5 Special Play cards: Spear Chukka, Shamanic Ju Ju, Unforgiving Fans, Fungus Brew, Squigeon Away; - The most important card: a card explaining how to use the other cards. Info / Rumor Mill: While I don't consider info from Andy Hoare or James Hewitt as rumor, they can sometimes be cryptic in their statements so I am compiling relevant info here. Rules Compilation: June 2, 2017 - In response for a request for compiled rules document such as CRP for the new ruleset, Andy Hoare wrote, 'Unless you want a totally closed system with no future development it won't be possible to have absolutely everything in one book, or not for long at least. We do hear you though, and we're looking into it.'
Animosity vs Star Players: May 23rd, 2017 - In response to a question on if Animosity affected Star Players, Andy Hoare wrote, 'the answer is Animosity doesn't apply to Star Players.' Snotlings (Return of Snotlings): May 21st, 2017 - In response to some crowd noise wishing for a return on snotlings / snotling pump wagon, Andy Hoare wrote, 'Snotlings are absolutely on my list - they'd be Tier 7.39', though he is known to kid. Glart Smashrip vs Glart Smashrip Jr.: May 21st, 2017 - In response to a question regarding if Glart was related to Glart Smashrip Jr. (with the lobster claw from 3rd edition), Andy Hoare wrote, 'He's the original Glart, from 1st edition.'
Jonathan Taylor-Yorke followed that up with, 'He's Glart Smashrip. It's Junior who is the imitation. Basically the story and background of BB was pushed forward year on year throughout the LRB process. That meant that we got stuff like Old Fat Griff, and new young Stars crept in. Glart Junior is one of them, and he's pretty generic insofar as he's a Star you can make by converting a Skaven Blitzer with a Claw.
It's questionable if he's even Glart's offspring, even though Glart undoubtedly had thousands of offspring (Skaven tend to). Junior could be an imposter, who really knows with Skaven.? With this edition the story has rolled back to the same point as it was when 3rd ed first released, which allows for the inclusion of well known stars like Griff and Zug without having to deal with them not having aged 30 odd years, and will push forward through all the stuff that was added, fleshing it out with more depth, because sadly some of these new Stars and other stuff got little more than a stat line or a single line of explanation. Glart Smashrip existed way back in 1st ed, but there was never a model for him. Now he's back and is a proper fixture of the world.'
Andy then comfirmed Jonathan's statement. Human & Orc Extra Positionals: May 14th, 2017 - When asked, 'Do [Orcland Raiders] and the human crusader team come instead of the positionals? I need 2 blitzers and 2 black orcs and would hope for a blister pack like the skaven one.' , Andy Hoare replied, 'There will be extra positionals'. Resin Conversion Bits Sold Separately: April 14th, 2017 - Andy Hoare wrote, 'When we do upgrades sets for plastics we generally stock the combo, but not the bits on their own, because there are so many upgrades sets in the FW range it places a big strain on logistics (you basically have to hold twice the stock for the same thing and the warehouse isn't a tardis!). As it is, with the plastics sold on the Citadel webstore and the resin on FW, you'd end up paying twice the shipping if you bought them separately anyway.
We know from long experience that the vast majority of people prefer to buy the combo rather than just the resin bits.' April 14th, 2017 - Andy Hoare wrote, 'Well, you never know, maybe if this set proves really popular there might be a case to be made for selling just the resin at some point in the future - we'll keep an eye on it.' May 14th, 2017 - Responding to, 'Much like the implication that conversion parts would be available separately. (Sure, you need to byu another full team to get either of those, but.
They're available!)', Andy Hoare replied, 'we didn't imply the parts would be available separately, though on request I am looking into it'. Only 3 Teams in Death Zone Season 2: May 13th, 2017 - Responding to, 'Really surprised that only 3 team rosters are covered. How many Death Zone season's are needed to cover all the teams?' , Andy Hoare replied, 'I guess people are used to the CRP, which is obviously a rules manual, but in the past Blood Bowl books have been entertaining reads with loads of background as well as the rules. DZ2 isn't just rules, it's been designed to be entertaining and engaging and to immerse the reader in the setting as well as the game. Each DZ will have between 3 and 7 teams, which is a manageable chunk for us to design so we don't get too far ahead of ourselves. Obviously players can use the Teams of Legend PDF as well as the CRP until then, which also allows us to consider developing teams in the future without being locked into rules published in a DZ ages before the miniatures were started.'
Skaven Fur: May 13th, 2017 - Responding to, 'Really surprised that only 3 team rosters are covered. How many Death Zone season's are needed to cover all the teams?' , Andy Hoare replied, 'I totally get people liking or not liking the miniature itself, but this thing about hair is getting silly:-) Way back, when there were only metal miniatures, Skaven had tight, wiry hair over their limbs. For many years however this hasn't been the case, and now their limbs and heads are hairless aside from some tufts under the chin and on the forearms. I guess most Warhammer Skaven are wearing robes or armour so it's not apparent, while the Blood Bowl Skaven are wearing sports kit, so it's more obvious. Anyway, this is how Skaven look.' [Skaven Images] Exclusivity of Grombrindal and the Black Gobbo: May 10th, 2017 - On the subject of whether Grombrindal and the Black Gobbo are going to be Warhammer World/Forge World Event Exclusive, James Hewitt wrote, 'Grombrindal and the Black Gobbo are on pre-release at Warhammer Fest, they'll be on wider release later in the year.'
Skavenblight Scramblers Dice / Dwarf/Skaven Pitch Re-release: December 11th, 2016 - In regards to Skaven dice, Andy Hoare wrote, 'They won't be back in stores so he's right there, but we're working to get them back on the webstore.' April 28th, 2017 - Andy Hoare commented that re-releases of the dwarf/skaven pitch and skaven dice were 'are on a ship right now, probably rounding the Cape of Good Hope even as we speak'. May 9th, 2017 - Andy Hoare hinted at a re-release of Skavenblight dice with the skaven logo instead of the BB logo.
May 9th, 2017 - Andy Hoare stated the re-release of the Skaven / Dwarf pitch and the Skaven dice were 'on a boat right now'. Chaos Renegade / Underworld Denizen Teams: May 10th, 2017 - Andy Hoare stated: 'They'll be a conversion solution for some time, but I'd hope to do dedicated miniatures for them one day (we're talking 4+ years though to be honest).' Made to Order Release Teams: May 7th, 2017 - Someone asked, 'These classic re-releases, does that mean they won't be releasing updated models for those teams?'
Andy Hoare responded: 'It means we won't be doing it in the short term.' Slann Team: May 9th, 2017 - Andy Hoare wrote, 'I don't have any strong opinions on the roster but I think Tom did a great job developing from its 1st edition roots and balancing it for the modern game, so I'd personally be happy to face Johnny's frogs and Tom's roster across the pitch, though I wouldn't want to see a beginner try to do so and I'd almost certainly lose!
On the Slann in general, we haven't included them in this edition for two reasons. One is that the BB world is at once a pastiche and an analogue of the Warhammer World, where the Slann were replaced by the Lizardmen, not at the background level but at the range level - Rick Priestly (the creator of the Warhammer world) made that decision and Nigel Stillman saw it through in the first Lizardmen army book, so when I wrote the mid 2000s edition of Warhammer Armies: Lizardmen I obviously respected that. It would have been a massive overreach for me to arbitrarily decide that the Slann of old are back in and attempt to crowbar them back into the setting. The other is that because we've never made Slann miniatures but others have, we'd be in a strangely conflicting position where we'd be compelled and expected to not make any changes to the roster because we'd invalidate third party models! As it is, I did have a long term plan to use the Slann roster for a Tzeentch team some way down the line, but as Cyanide have picked it up for use with their Kislev Clowns team that's off the table, so if we do it, we'll do something entirely new.' Tzeentch Team: May 9th, 2017 - Andy Hoare wrote: 'As it is, I did have a long term plan to use the Slann roster for a Tzeentch team some way down the line, but as Cyanide have picked it up for use with their Kislev Clowns team that's off the table, so if we do it, we'll do something entirely new.'
Fishmen Team: May 9th, 2017 - Andy Hoare wrote, 'I definitely want to do Fishmen one day, there's several years work just doing all the existing teams first though!' Winter Pitch Re-Release: December 9th, 2016 - On why the referee token miniatures were only available a limited time, Andy Hoare wrote, 'They're a promo release to celebrate the new edition, that's why Refs were chosen. Anything core to the game would be permanent.' April 28th, 2017 - Andy Hoare seemingly confirmed that the winter pitch may not be re-released until next winter (northern hemisphere).
Neoprene Blood Bowl Pitch(es): April 19th, 2017 - Andy Hoare replied to the question of 'When are the official GW ones coming?' April 20th, 2017 - Andy Hoare also wrote, 'They'll be out, we had to increase the order after the first wave of stuff sold out so fast.'
Differences in Old Color Schemes and New: April 14th, 2017 - Andy Hoare wrote, 'The old school uniform looks great in art, but really doesn't work as a paint job on a miniature. We regard it as a historical strip they bring out for exhibition games though so feel free to give it a go!' Blood Bowl Universe: April 5th, 2017 - In response to the questions, 'So fluff wise, are we still calling our Teams after names in the Warhammer Old World?? Do and can we still add a Warhammer World label and Tag to them?' , Andy Hoare responded with 'Yes - Blood Bowl is set in a pastiche version of the Warhammer World, so teams can be named after places which exist there, or which *could* exist there.' April 5th, 2017 - Andy Hoare wrote, 'we deliberately took the old world map out of the new edition as including made it seem that the game was *literally* set in the same world rather than a pastiche' April 5th, 2017 - Andy Hoare wrote, 'the other thing to remember is that most teams in BB are itinerant and not resident in a specific stadium, so naming them after regions is more appropriate than cities (the reikland reavers for example).' April 6th, 2017 - Andy Hoare wrote, 'I want the background to be as good as the core rules, and we're really proud of the wealth of new background coming in DZ2.
We've had really good feedback on it from our playtesters and proofreaders and I really hope players will enjoy it when they read it soon.' Blood Bowl Timeline: April 5th, 2017 - On the topic of when the current timeline for the Blood Bowl 2016 edition takes place, Andy Hoare wrote, 'The current time is deliberately rewound to where it was when the 1994 edition came out.' April 6th, 2017 - Andy Hoare was asked, 'Interested to know WHY there was the deliberate move to 'reboot' the 2494-5 season, rather than have BB set in 2516? Was it to preserve the 'everlasting' star players without having them age?'
He responded with, 'Frankly, it was because while the BBRC did an awesome job on balancing and developing Jervis' core rules, what background was added throughout the LRB period just wasn't of the same standard, and Jervis himself agreed with this when I raised it with him. I want the background to be as good as the core rules, and we're really proud of the wealth of new background coming in DZ2. We've had really good feedback on it from our playtesters and proofreaders and I really hope players will enjoy it when they read it soon.' Restock Timelines: December 9th, 2016 - In response to 'the GW web site says 'Availability: No Longer Available'; Not 'Temporarily Out of Stock', Andy Hoare wrote, 'It says that because it may come back on the FW store rather than Citadel.' December 9th, 2016 - In response to a question regarding if a certain miniature would run out of stock, Andy Hoare wrote, 'We make these in house, so if they run out we make more. We don't make dice, pitches etc in house, so can only order so many at a time.'
February 25th, 2017 - On the topic of restocking miniatures vs restocking pitches/dice Andy Hoare wrote, 'Miniatures are made at Lenton, so if they do sell out they'll be back within a few days. Dice, pitches etc are made by external manufacturers so they take months to restock.' Missing Star Players from Death Zone Season One: February 26th, 2017 - On the topic of why certain star players were missing from the DZS1 book (such as Boomer Eziasson from the Dwarf Team) Andy Hoare wrote, 'We did the Teams of Legend for people who have the old models, and stuck to teams we've done models for in the past and plan to do again. Many of the CRP star players have never had models, plus star players are icing on the cake rather than essential to game play, so we decided to 'reboot' them, going back, planning new miniatures, redoing ideas that don't really work (or jokes that just aren't that funny!), even rethinking what star players actually do and how they do it. People should of course use the CRP for older star players, that's absolutely cool, but we haven't republished those rules because we aren't making any promises about supporting them all with miniatures in the future.'
Teams of Legend: February 26th, 2017 - Andy Hoare wrote, 'We did the Teams of Legend for people who have the old models, and stuck to teams we've done models for in the past and plan to do again.' Elven Rosters in Death Zone Season One: December 20th, 2016 - On the topic of why there are four rosters of elves in Death Zone Season 1 Andy Hoare wrote, 'The reason there're four types of Elves in DZ1 is that right at the start of the project we were looking at doing Elven Union in plastic and making the other three resin conversions of that set. As things have developed that isn't the path we're taking but that's where it came from.' Match Events in the My Dugout App: December 16th, 2016 - Andy Hoare wrote in response as to why match events weren't released as cards, 'This sort of thing you can't do with a deck of real cards, at least not without constantly having to check to see if one triggers.
It's taking advantage of the App's functionality to deliver a new gameplay experience.' December 16th, 2016 - James Hewitt wrote, 'Part of the idea with the random events is that you don't know they're gonna happen until they do. So rolling a D16 at the start of the game wouldn't be the same.'
Scale / Size of Players Increasing: December 15th, 2016 - In response to the the increase in player size from previous editions being referred to as 'scale creep', Andy Hoare wrote, 'Scale creep' generally refers to a subconscious and gradual increase. We *deliberately* made these models bigger so they look more impressive on the pitch, so I think it's unfair to label it scale creep.'
December 15th, 2016 - Andy Hoare also wrote, 'Scale creep' generally refers to a subconscious and gradual increase. We *deliberately* made these models bigger so they look more impressive on the pitch, so I think it's unfair to label it scale creep.' Pitch Size Change: November 21st, 2016 - Andy Hoare responded to 'does anyone else feel like the shift to 32mm was a very calculated move by gw that is in line with their recent trend of invalidating older products' with 'I promise you it wasn't Mei Ling, I was in the meeting where it was decided and it was purely for the aesthetics of the game. As I've said, we're not *that* evil.' Winterbowl League Kit: December 14th, 2016 - In response to the question, 'So can clubs apply to get/buy a Winterbowl pack?' Andy Hoare wrote, 'It's something that can be purchased by independent stockists with a GW trade account. Making such things available to clubs sounds a great idea, though I'm not sure how that would be administered.
I'll certainly bring it up next time we do something like this!' Weapons on Miniatures: December 14th, 2016 - In response to the following, 'The thing I find strange is the depiction of the new models with weapons. Well, at the very least, very large knuckle dusters. When looking at older edition models they seem more along the theme of weapon less players. Even in 'The Origins Of Blood Bowl' section it says, 'Nuffle said that one's body was a weapon and, although he allowed armor, all weapons were forbidden from the arena.' ', Andy Hoare wrote, 'Just like religion in our own world, there's much debate on what the rule means and no two priests of Nuffle are in total accord.'
Evil Gits Roster (Fan Made): December 11th, 2016 - In response to an Evil Gits roster posted online featuring Dark Elves, Chaos Dwarves, Humans, Skavens, Orcs, and Hobgoblins, Andy Hoare wrote, 'If we were to do them now they'd be humans and hobgoblins, I wouldnt mix the rest in.' Plastic Miniature Production: December 9th, 2016 - Andy Hoare wrote, 'Plastic production is an incredibly precious resource and what you're describing sounds like a Medium sized frame of 6 miniatures. If I had that resource right now I wouldn't use it for positionals for existing plastic teams, I'd use it for new plastic teams! Would you rather have a second sprue of orcs, or a sprue of Dark Elves?
(For example).' Wizard Inducements: November 23rd, 2016 - Andy Hoare wrote, 'Wizards aren't in DZ1, so use the CRP rules for them until we revisit them.' Snotling Pump Wagon: November 23rd, 2016 - Andy Hoare wrote, 'i have to say, I have given some thought to the snotling team.' Claw Skill Errata: November 22nd, 2016 - James Hewitt wrote, 'The claw nerf is one of the other things that is wrong in the final print. (I cannot tell you how many times my head hit the desk.) Claw shouldn't be changing!' Death Zone Season One Errata: November 22nd, 2016 - James Hewitt wrote, 'I checked the rules a *lot*, and we had a team of people checking it as well, but sometimes things slip through. The good news is that the team of checkers has become even bigger now, and includes a lot of people who are hardcore BB tournament heads with incredibly good eyes for detail (in fact, it was one of them that pointed this mistake out to me a week or so ago, within 24 hours of being shown Death Zone), so future releases will be even more rigorously checked.'
November 23rd, 2016 - Andy Hoare wrote, 'I just wanted to address the issue of rules changes in Death Zone Season 1, so we can let you guys know what happened, what’s happening, and then crack on with enjoying Blood Bowl. Back when we began the Blood Bowl 2016 project at the start of the year we received numerous messages from players, almost all of them asking us to consider changes to Claw, Piling On and Mighty Blow. Though we were reticent to make any changes to the CRP we thought it sensible to try some alternatives, which our playtest group trialed for several months.
At the end of that period however, and in consultation with our contacts in the community, we reached the conclusion these rules shouldn’t be changed, and instead addressed it by making Piling On an optional rule. However, it’s transpired that the dreaded Version Control Goblins have been at our files and the playtest versions of several skill descriptions have got out into the wild and made it into print. So what do we do?
Well, the first thing was not to make any knee-jerk reactions, but to listen to what you guys were actually saying about the rules as published. There’s been a lot of perfectly justifiable objection, but in amongst it all has been some very interesting and useful feedback, for which we sincerely thank those that gave it. Having given the matter a lot of thought and having spoken to some very experienced Blood Bowl players, we’ve decided that the best thing to do is errata the skills in question so they reflect what we meant them to say all along. This does mean that a couple of skills will be wrong in the first print run of the book and so we’ll release an errata download when the game is released and ensure that future iterations use the correct wording.' November 23rd, 2016 - Andy Hoare wrote, 'It's probably 200 words out of 20,000 but they're words people feel very strongly about.' Optional Rules such as Orcland Raiders' Cheating Roll: November 18th, 2016 - James Hewitt wrote, 'Not designed for leagues! Purely for exhibition play against other Hall of Fame teams.
Also, this doesn't apply to all Raiders teams - just this one, from a specific season. Nothing to do with leagues, in short. Designed for fun one-off games. Blood Bowl: My Dugout App Released: November 25th, 2016 by iOS App Version Version 1.0 Nov 23 2016 - Initial release + base rules (in-app purchase) + Death Zone Season 1 (in-app purchase). Version 1.0.1 Nov 29 2016 - Ability to edit Team/Player names.
Some official errata updates. Version 1.0.2 Dec 03 2016 - Bug fixes & general improvements. Version 1.1.0 Dec 14 2016 - New Addition of app-exclusive match events which trigger on random game turns. Version 1.2.0 Jan 28 2017 - New teams (in-app purchases:Human Nobility & Savage Orcs) each with a star player, inducement and 4 random events. Version 1.3.0 Feb 04 2017 - Blitzmania League - alternate kick off table for league games.
Version 1.4.0 May 20 2017 - New teams (in-app purchases: Pestilent Vermin & Slayer Hold) each with a star player, inducement and match events. Team Pack: Death Zone Season 2 added (in-app purchase). Version 1.4.1 May 30 2017 - Reduced app size by downloading purchased books on demand and fixed a bug with Death Zone Season One bundle. Version 1.4.2 Jul 04 2017 - Tapping a player in reserves, now lets you move them on to the pitch. Additional errata & bug fixes. Android App Version Version 1.0 Nov 23 2016 - Initial release + base rules (in-app purchase) + Death Zone Season 1 (in-app purchase).
Version 1.0.1 Dec 01 2016 - Ability to edit Team/Player names. Some official errata updates. Version 1.0.2 Dec 03 2016 - Bug fixes & general improvements.
Version 1.1.0 Dec 14 2016 - New Addition of app-exclusive match events which trigger on random game turns. Version 1.1.1 Dec 15 2016 - Bug fixes. Version 1.1.2 Dec 23 2016 - Additional bug fixes. Version 1.2.0 Jan 28 2017 - New teams (in-app purchases:Human Nobility & Savage Orcs) each with a star player, inducement and 4 random events. Version 1.4.0 Feb 04 2017 - Blitzmania League - alternate kick off table for league games.
Version 1.5.0 May 20 2017 - New teams (in-app purchases: Pestilent Vermin & Slayer Hold) each with a star player, inducement and match events. Team Pack: Death Zone Season 2 added (in-app purchase). Version 1.5.1 May 25 2017 - Reduced app size by downloading purchased books on demand and fixed a bug with Death Zone Season One bundle. Version 1.5.2 Jun 05 2017 - Fixes an issue where users would see an incorrect price, and where the Drill Cards were inaccessible. Version 1.5.3 Jun 23 2017 - Tapping a player in reserves, now lets you move them on to the pitch. Additional errata & bug fixes. Note: The Android version doesn't follow the same version numbers as the iOS version due to bug fixes but feature the same content.
Description from publisher: In the game of Blood Bowl, the roar of the crowd and the chance for glory brings together players and spectators from every race in the Old World. 30 Planos De Casa Prototipo Pdf Editor. On the pitch, tactical finesse meets wanton, brutal violence in a game where anything can happen (and often does!). Blood Bowl: My Dugout is your must-have companion to the boxed game of fantasy football, allowing you to draft a team and providing you with aids to help you as you play.
Expand the app with purchasable content to unlock new teams, new rules and new interactive features! Build a team from the choice of Orcs and Humans (more available as downloadable content), or choose one of the two pre-made teams. Add (and name) players, plus Re-Rolls and Fan Factor. Run through the pre-match sequence, including fan support, weather and kick-off tables. Includes in-game turn tracker, weather results, kick-off results, injuries and the all-important touchdowns. New Additions to Blood Bowl (2016 edition).
*POP* - With a loud band, the ball bursts! The rules are a little fuzzy on what’s meant to happen in this scenario, but the ref is happy to let play continue for now and see what happens. If the ball is not currently being carried, it is removed from play. If it is being carried, it can no longer be thrown with a Pass action, but can still be handed off. If the ball touches the ground before the end of the drive (the player carrying it is knocked over, a hand-off is failed and the ball is not recovered, etc.) the ball is removed from play. When the ball is removed from play, place a marker (such as a spare Blood Bowl coin) in the last square it was in.
During this turn, after each player completes their action, roll a d D6. If the result is less than the number of players that have completed their actions this turn, the ball is thrown back into play by an official. It is thrown in automatically at the end of the turn if it has not already been. Replace the marker with the ball, it then scatters three times, in the same way as an inaccurate pass.
Abusive Fans - No one expects a Blood Bowl crowd to be polite and pleasant, but today the fans are going out of their way to insult the players. It’ll put them off their game, sure, but it really isn’t the wisest choice for fans who want to keep their legs intact All the players that are within 3 squares of the edge of the board suffer a -1 modifier to all Agility tests until the end of the drive, at which point both teams make their way into the crowd to set some things straight.
Amnesty - Today just happens to be the anniversary of the founding of the RARG, and the Ref’s decided to celebrate by being lenient for once. Any players that have been sent off are returned to the Reserves box of their team’s dugout. If no players have been sent off, the Ref will not watch for fouls for the rest of this drive – if a foul is committed, the fouling player will not be sent off, even if a double is rolled. (Note that players can still be sent off for other reasons, such as using a Secret Weapon.) Appeal for Silence - “Will the spectators please quieten down, and allow the players to concentrate on the game! This is the last time I shall ask nicely.” Unfortunately, telling a Blood Bowl crowd what to do is never wise, and asking nicely isn’t the only thing that the Ref won’t be doing for a while. Until the start of the triggering team’s next turn, there is no referee! Teams can make up to three Foul actions during their turn, rather than one, and even if a double is rolled on the Armour or Injury roll, the fouling player will not be sent off.
(Players can still be sent off at the end of a drive, i.e. For having a secret weapon.) Burning Barrel - A particularly mischievous fan has thrown a lit barrel of tar on the pitch. Such behavior shows complete disregard for the safely of players, officials and fans alike, and as such is frowned upon by some. The triggering player places a marker (a spare Blood Bowl coin is ideal) in a square of the pitch, then moves it D6 squares in a random direction (determined by the scatter template).
IF it moves off the pitch, or would end in an occupied square, it stops in the last square before it leaves. The square containing the marker contains the burning barrel. Players cannot enter the square or be pushed into it, and if the ball lands in or bounces into the square it will bounce again, in addition, the squares adjacent to the barrel are ablaze, and any attempt to pick pa ball in one of them has a -1 modifier. If a player ends an action standing in one of those squares, roll a D6. If the result is higher than their ST, they are Knocked Down. At the end of each player’s turn, roll a D6, adding 1 to the result if the current Weather is Pouring Rain or a Blizzard. On a result of 6, the fire goes out and the marker is removed.
Otherwise, it is removed at the end of the drive. Camra Crash - High above the stadium, held aloft by alchemical ingenuity (and more than a little magic), a Cabalvision camra has been recording the match for broadcast. Suddenly, with a loud BANG as something goes wrong within its workings, it is sent hurtling toward the pitch The trigger player places a marker (a spare Blood Bowl coin is ideal) in any square of the pitch, then moves it D6 squares in a random direction (determined by the scatter template). If it moves off the pitch, it stops in the last square before it leaves. If a player is in the square with the marker, they are immediately Pushed two squares in a random direction (determined using by the scatter template) and Knocked Down. The square containing the marker, and all squares that are adjacent to it, are filled with wreckage. Players cannot move into or though those squares, and if the ball lands in or bounces into one of them it will bounce.
Remove the marker at the end of the drive. Commercial Endorsement - One of the players has signed a contract with a sponsor, agreeing to mention their product to the crowd during the match in exchange for some extra funds. Unfortunately, they forgot they were meant to do it until now. Pick a random player from the triggering team (discounting players that are not on the pitch). That player cannot act this turn, although they can still give assists as normal. Distracted Ref - There’s a sudden commotion in the stands, serious enough to draw the referee’s attention! Quick, while he’s not looking If the triggering team has fewer than 11 players on the pitch, they can immediately take on player from their Reserves box and put them in either of the corner squares of their End Zone.
The player can be activated as normal from this turn onward. If they do not do this, they can make a Foul action this turn without the fouling player being at risk of being sent off. Dodgy Trapdoor - One of the trapdoors leading to the dungeon under the pitch as got a loose latch, and has swung open without warning! Randomly pick one of the two trapdoors on the pitch. For the rest of the drive, if a player moves into that trapdoor’s square (voluntarily or otherwise), they are counted as having been pushed into the crowd. If the ball moves into the square, it will be thrown back out by a helpful groundskeeper, immediately scattering D6 squares in a random direction. Dreadful Stench - Uh-ohhave the latrines backed up again?
Or is that a Nurgle fan club? Or, horror of horrors: is Daisy Palmer’s Fried Lard Stand back in business? In any case, something smells awful. The triggering team’s coach places a marker (a spare Blood Bowl coin is ideal) in any square on the pitch, then rolls for scatter and moves the marker in that direction until it is either in an End Zone or in a square that is adjacent to the sidelines. The marker does not block movement or the ball in any way, but any player must subtract 1 from the D6 when they pass, intercept or catch if they are within six squares of the marker.
The marker is removed at the end of the drive. Enchanted Ball - From somewhere in the crowd there’s the unmistakable sound of a spell being cast, and the ball suddenly takes on a life of its own!
All it wants, it seems, is to be picked up and carried around. Hopefully, it won’t take too long for the enchantment to be dispelled.
Until the start of the triggering team’s next turn, any attempts to pick up or catch the ball and a +1 modifier. Enthusiastic Apothecary - There’s a new quack in town, and they’re keen to show off their services in the hope of getting some work. The next time a player from either team suffers a Casualty or is KO’d, the apothecary will rush forward to help them. On a 4, 5 or 6, the players is Stunned instead. - There’s been a long-standing animosity between two players on the pitch, and it looks like it just reached dangerous levels.
Pick a random player from each team (excluding players that are not on the pitch). If one of those players throws a Block against the other, their Strength is increased by 2 and they gain the Mighty Blow skill.
This lasts until the end of the drive. Magical Interference - A robed fan, who has been watching quietly from the front row suddenly stands up and starts waving his arms about in a complex pattern, chanting strange syllables. Fans scatter as they realise there’s a wizard in their midst! The triggering team’s coach places a marker (a spare Blood Bowl coin is ideal) in any square on the pitch, even an occupied one, then rolls for scatter and moves the marker D3 squares in that direction. The square containing the marker is the target of a magical fireball. Roll a D6 for each standing player (from either team) that is in the target square, or adjacent to it. On a roll of a 4 or more, the player is Knocked Down, and an Armour roll (and possibly Injury roll) is made for them as though they had been blocked by a player with the Mighty Blow skill.
If a player on the triggering team is Knocked Down, this does not cause a turnover unless they were carrying the ball. Remove the marker once this has been resolved. Moment of Glory - One player on the moving team has decided that it’s their time to shine, and they refuse to wait. Pick a random player on the triggering team who is on the pitch.
If that player is the first to be activated this turn, any one dice roll for them (except Armour, Injury or Casualty rolls) can be re-rolled this turn without using a skill or spending a team re-roll, even if they are prone or stunned. Pelted with Projectiles - The crowd, whether because they disapprove of what’s happening on the pitch or because they’re just bored, start flinging empty bottles, discarded food baskets, rotten fruit and all manner of other projectiles at the players. It’s not enough to cause harm, but it really does start piling up Until the end of the current drive, any attempts to pick up the ball have an additional -1 modifier.
In addition, if a player wishes to Go For It more than once during their action, the second and subsequent attempts will fail on a roll of a 1 or 2. Sprinkler Malfunction - As standard, NAF-regulated pitches must have mechanical water irrigation systems to ensure the grass stays nice and green.
Unfortunately, they sometimes go off on their own Until the start of the triggering team’s next turn, there is an additional -1 modifier to Catch, Intercept and Pick-up rolls. Streaker - There’s a whoop from the crown as a barely-clothed fan leaps at the barrier and springs across the pitch. They must have a death wish! The triggering player places a marker to represent the streaker (a Blood Bowl coin or spare, unused miniature is ideal) in any unoccupied square that is adjacent to one of the sidelines. At the end of each player’s turn, place the thrown-in template over the streaker, with the 3-4 result pointing directly at the opposite sideline. Roll a random direction, they move the streaker D3 squares in that direction.
If they would move to an occupied square, or off on of the short edges of the pitch, place the throw-in template over them again, still pointing in the same direction, and randomly pick a new direction for the remainder of their move. If there are no unoccupied squares for them to move into, they say where they are. If they move off the opposite side of the pitch from where they started, they are removed with no effect. Tizcan Wave - It’s the new craze that’s sweeping the Blood Bowl circuit!
Nothing brings the fans together like taking part in this wave as it circles the stadium. The triggering team’s coach puts a marker (such as a spare Blood Bowl coin) in the leftmost square of their End Zone. At the start of each turn, including this one the player whose turn it is rolls the D16 and moves the marker around the edge of the playing field. The marker does not block the ball or players in any way, and can move through occupied squares. If the marker is adjacent to one of the sidelines, it affects all of the squares in its row (i.e.
Between it and the opposite sideline). If the marker is in an End Zone, it affects all of the squares in its column (i.e. Between it and the opposite End Zone) and in the same half as it. Players from either team count as having the Pro skill while they are in an affected square. As soon as the marker reaches the square it started in, or when the drives ends, it is removed. Total Darkness - Hey, who turned out the lights? Thanks to magical interference (or maybe something less sinister, if this match is taking place at a night or underground), the pitch is drowned in darkness.
Until the start of the triggering team’s next turn, the MA of each player on the pitch if halved (rounding up), and all attempts to pass or catch the ball have an additional -2 modifier. Tumbling Timber - A group of revelers in the stands are taking their revels a bit too far, when their celebratory jumping suddenly causes a section of the stands to collapse onto the pitch!
The triggering team’s coach rolls a D6. On a 1-3 the wide zone on the triggering team’s left flank is affected; on a 4-6 the wide zone on their right flank is affected Wide Zone; if it is failed, the player remains standing, but if it is passed the player is Knocked Down. Weather Mage - A wizard, powerful in the realm of meteorology, is hiding somewhere in the crowd. They’ve behaved themselves for now, but they can’t resist helping one of the teams out any longer! Each coach rolls a D3 and adds their FAME, re-rolling ties. The coach who rolls the highest can change the current result on the weather table to the result immediately above it or below it. They could also choose to jump from a 2 result (Sweltering Heat) to a 12 result (Blizzard) and vice versa.
Whiteout - The stadium is suddenly blanketed by a thick screen of mist. Perhaps this is a freak meteorological occurrence, or maybe magical trickery is involved – or maybe one of the contraptions in the local Engineers’ Guild has backfired again Any player wishing to move more than five squares during an action must make a Go For It roll for each additional square. For example, a player with MA 7 could move up to five spaces normally, then up to four spaces by Going For It (two remaining squares of their MA, plus the two Go For It attempts that are normally allowed).
In addition, Long Passes and Long Bombs may not be attempted, and the Hail Mary Pass skill may not be used. Wish Daemon - A strange, floating creature appears in the losing team’s dugout, offering a single wish to the beleaguered coach. The team with the lowest score is granted a wish. If the teams’ scores are drawn, the team with the lowest team value is granted a wish instead. If the scores are drawn and both teams have the same team value, pick a random team to be granted a wish.
The team that has been granted a wish places a marker (such as a spare Blood Bowl coin) on the sideline area of their Dugout. Between now and the end of the game, any one time they make a dice roll, they can discard the marker to turn one of the dice in the roll to show a result of their choice. ROSTER: Savage Orcs - Re-rolls (50k) -------------------------------------------------------- 0-16 Linemen (60k) - MA:5 ST:3 AG:3 AV:8 - Frenzy. Normal: S / Double: AGP 0-4 Blitzers (90k) - MA:6 ST:3 AG:3 AV:8 - Block, Frenzy. Normal: GP / Double: AS 0-2 Throwers (70k) - MA:5 ST:3 AG:3 AV:7 - Frenzy, Nerves of Steel, Pass. Normal: GS / Double: AP 0-4 Brutes (80k) - MA:4 ST:4 AG:2 AV:8 - Thick Skull. Normal: S / Double: AGP 0-1 Swamp Troll (130k) - MA:5 ST:5 AG:1 AV:9 - Always Hungry, Throw Team-Mate, Really Stupid, Regeneration, Loner, Mighty Blow.
Normal: S / Double: AGP Star Player: Grut Gitgobbla (200k) - MA:6 ST:4 AG:3 AV:8 - Frenzy, Juggernaut, Claws, Block INDUCEMENT: Waaagh! Drummer (50k) - Usable by Orc and Savage Orc teams. ---------------------------------------------------------------------------------------------------------------- As an inducement, an orc team can hire up to one Waaagh! Drummer at a cost of 50,000 gold pieces, in the same way as any other inducement. Orcs live to fight, and a long tradition is that they have marched to battle to the sound of a menacing drumbeat. This not only keeps the lads moving in the right direction, it can also be downright terrifying to the other side!
Many teams have begun to introduce the same idea to Blood Bowl matches, in the hope of replicate this effect. At the start of each drive, after the kick-off has been resolved but before the receiving team begins their turn, roll 3D6. For each die that scores a 6, the team with the Waaagh! Drummer can pick an opposing player and move them D3 squares straight back towards their own End Zone. Dodge rolls do not need to be made for this move.
If a player's path is blocked by another player, they stop moving. If they move into a square with the ball, they must attempt to pick it up. MATCH EVENTS Race Pack (Orcs): Usable by Orc and Savage Orc teams.
---------------------------------------------------------------------------------------------------------------- Fightin Juice - Outside the stadium, a wiry goblin shaman is selling all manner of strange brews from a number of bubbling cauldrons. It seems the orc's team's coach splashed out on potions before the game, and now their kicking in! This turn, the triggering team can make multiple Blitz actions. However, only the first one is free! Immediately after each additional Blitz action, roll a D6 if the player who took the action is still standing.
On a roll of 1, they are Knocked Down as the potion's side-effects kick in, and the team suffers a Turnover. The second time this roll is made, the player is Knocked Down on a 1 or 2; the third time, they are Knocked Down on a 1, 2 or 3, and so on. If the team is made enough to attempt a sixth additional Blitz, the player making the action will be Knocked Down automatically! Run for the Drops! - Orc culture isn't known for its cuisine. Boiled Squig, Roasted Gobbo Legs, Fungus Surprise. It's little wonder that orc food stands don't make a lot of profit from visiting teams.
However, once in a while, a brave player, wanting to show off to their team-mates, will gobble down an unsavory snack in the run-up to the game. This is never a good idea. Pick a random player on the non-triggering team.
That player is immediately moved to the Reserves box of their dugout. Lay them down to show that they are in rather a lot of discomfort, and roll a D6 at the start of the next drive. On a 1, 2 or 3 the player cannot be set up on this drive (but can be set up as normal from the next drive onward). On a 4,5 or 6 they have regained their composure and can be set up as normal. Wild Squig - If there was ever a good justification for the 'no pets on the sidelines' rule, this is it!
A bunch of orc fans have turned up with a biter squig in tow, and wouldn't you know it, the bouncing menace has slipped its leash. Each coach rolls a D6, and whoever scores the highest sets up a miniature or marker to represent the wild squig (a spare Blood Bowl coin will do, but an actual squig miniature is better!) in any unoccupied square that is adjacent to the sidelines. At the end of each player's turn, the triggering coach rolls for scatter, then moves the squig that many squares in that direction. (The first time the squig moves, use the Throw-In template rather than the Scatter template, to ensure the that the squig moves away from the sidelines.) If the squig would move into an occupied square, it throws a block against the player in that square, ignoring Foul Appearance. (If the square is Prone or Stunned, no block is made - they are pushed back and an armour roll is made to see if they are injured instead.) The direction of any push-backs is decided by the player's opposing coach.
The squig is assumed to have ST 4, AV 8 and the Block skill. If an armour roll against it succeeds, the drive ends or the squig moves off the pitch, it is removed from play. If the squig moves into a square containing the ball, the ball will bounce. - An orc shaman is getting excitable in the stands, feeding off the fever-pitch excitement of the fans around him and the violence that's happening on the pitch. Suddenly, a wave of green energy rockets down from the stands, engulfing the orc team in pure Waaagh! The triggering coach rolls a D6 for each player on their team. On a result of 1, that player in Placed Prone.
If they were carrying the ball it will bounce, but this does not cause a turnover. On a result of 2,3 or 4 there is no effect.
On a result of 5 or 6, the player is filled with the power of Gork and Mork and gains the Frenzy and Mighty Blow skills until the end of the turn. ROSTER: Human Nobility - Re-rolls (60k) -------------------------------------------------------- 0-16 Retainers (70k) - MA:6 ST:3 AG:3 AV:8 - Fend. Normal: GP / Double: AS 0-4 Bodyguards (90k) - MA:6 ST:3 AG:3 AV:8 - Guard, Block. Normal: GS / Double: AP 0-4 Throwers (70k) - MA:6 ST:3 AG:3 AV:8 - Pass.
Normal: GP / Double: AS 0-2 Princeling (110k) - MA:7 ST:3 AG:3 AV:7 - Catch, Dodge, Pro. Normal: AGP / Double: S 0-2 Ogre (140k) - MA:5 ST:5 AG:2 AV:9 - Mighty Blow, Loner, Throw Team-Mate, Bone-head, Thick Skull. Normal: S / Double: AGP Star Player: Heinrich von Duisgart (140k) - MA:7 ST:3 AG:3 AV:8 - Block, Filthy Rich, Dirty Player NEW SKILL: -------------------------------------------------------- Filthy Rich (Extraordinary) - This player has access to more money than you'd care to think about, and they've no qualms with using it to their advantage. If a player with this skill is sent off by the referee (for fouling or anything else), roll a D6.
On a result of 2 or more, they are not sent off. If a rule is in effect which prevents Bribes from being used, this rule has no effect. INDUCEMENT: Master of Ballistics (30k) - Usable by Human and Human Nobility teams. ---------------------------------------------------------------------------------------------------------------- As an inducement, a human team can hire up to one Master of Ballistics at a cost of 30,000 gold pieces, in the same way as any other inducement. A Master of Ballistics, often a graduate of the Imperial Artillery School, is an expert when it comes to such subjects as dynamic trigonometry, aerodynamic resistance and the correct method for applying kinetic force, i.e.
How best to punt the ball up-field. When the team kicks the ball at the start of a drive, the Master of Ballistics can coach the kicker, sharing some insights that will hopefully improve the kick's accuracy. Before making the scatter roll, roll a D6 on the table below: 1-2 Complete Misunderstanding: The kicker has rather missed the point and the ball scatters as normal. 3-4 Interesting Theory.: The Master of Ballistics became sidetracked explaining a fascinating new theory, and ran out of time to finish what he was getting. The ball scatters one less square than normal. 5-6 By Jove, the kicker's grasped it!: After rolling for scatter, the kicking team's coach can choose to increase or decrease the result of either the D6 or the D8 by up to two. They cannot change it to an impossible result - the lowest possible result it 1, and the highest is 6 (for the D6) and 8 (for the D8).
MATCH EVENTS Race Pack (Humans): Usable by Human and Human Nobility teams. ---------------------------------------------------------------------------------------------------------------- Unruly Apprentices - A group of young wizards in the stands have had maybe one too many ales, and they seem keen to show off their powers to the rest of the crowd. Quicker than you can say 'that's not a good idea', they're lobbing magical projectiles towards the pitch. The triggering team's coach places a marker (a spare Blood Bowl coin is ideal) in any square that is touching the sidelines and in their own half. Then, they roll a D8. If the result is odd, they move the marker that many spaces towards their own end zone; if it is even, they move the marker that many spaces towards the opponent's end zone.
The apprentices will fling D6 projectiles onto the pitch. For each one, place the throw in template so that it is centered on the marker. The projectile is moved in the same way as a throw-in, but travels 2D6 squares rather than D6, and if it moves off the pitch it is not thrown back in! Once the projectile stops moving, each player either in its square or adjacent to it is Knocked Down on a D6 roll of 4+.
Once the event has been resolved, remove the marker. Griffon's Gift - Ever a symbol of good fortune among the realms of men, Griffons are legendary creatures, fantastical amalgams of beast and bird. Tales abound of their grace and true-heartedness. But there's a detail that tends to be omitted. Unfortunately, as the keepers of the Imperial Zoo will gladly attest, there's nothing quite as shockingly unpleasant as a creature with the healthy digestive system of a big cat and the ability to soar through the sky. The triggering team's coach places a marker - a spare Blood Bowl coin is ideal, but it's a given that certain coaches will want to create something bespoke - in the center of their Line of Scrimmage, then rolls for scatter and moves the marker D8 squares in that direction. The marker stays where it is for the rest of the match, representing a large pile of 'griffon guano'.
If a player is in the square, they are immediately Pushed in a random direction (determined using the scatter template) and Knocked Down. For the rest of the match, the square containing the marker cannot be entered by players from either team, and if the ball bounces into or lands on that square it will immediately bounce again. In addition, each square around the marker is treated by players from both teams as being within an enemy zone - players must make Dodge rolls whenever they move out of these squares, they confer a penalty to Agility tests, and so forth. Deafening Contraption - There's an awful lot of noise coming from one end of the stands, where a local engineer is attempting to show off his new invention: Von Grubelmann's Cacophonous Support-Provider. Although the device is supposed to play a fanfare each time a touchdown is scored, it seems to be having a rather enthusiastic malfunction.
While the device is malfunctioning, it affects all players in the triggering team's half of the pitch. Any Agility tests made by affected players have an additional -1 modifier, due to they utter racket coming fro the stands. At the end of each of the triggering team's turns, roll a D6.
On a 4 or more, the device stops malfunctioning. On a 6, it actually starts working as intended, and the triggering team's FAME is +2 for the rest of the match, regardless of what it was previously. Priestly Uprising - There is a suddenly clamouring from the sidelines, and to the amazement of the players, a procession of Warrior Priests stride up to the pitch! It seems that they are unhappy with Nuffle's overshadowing of their own god in recent years, and have decided to stage a protest. After a brief altercation with the officials and a few enthusiastic fans, they agree to stick to the sidelines, and soon the pitch is ringed by angry, bald, hammer-wielding zealots. For the rest of the match, or until the protest ends as described below, each of the squares that is adjacent to the sidelines, and each square in the end zone, is threatened by a Warrior Priest. If a player is in a threatened square when they are chosen to take an action, they are attacked - the opposing coach makes a Block against them, as though it was being made by a player with a ST of 4, ignoring any assists.
If the player is Knocked Down, the team suffers a Turnover as normal - otherwise, they can take their action as normal. Where's the Ref?: Both teams are lined up, waiting for the whistle to blow, when they realise that the Ref's nowhere to be seen! Looks like it's time for some Blitzmania-style anarchy. For the duration of this drive, any number of players can make a Foul action each turn. In addition, players cannot be sent off for Fouling, using Secret Weapons, or anything else. 3 - Breaking Scandal: A wave of excited conversation ripples through the crowd. A fresh scandal has come to light, and the news vendors outside the stadium has got all the juicy gossip!
Each player rolls a D3 and reduces their FAME by that much for the rest of the match, as fans stampede out of the stadium - and yes, FAME can go into the negative figures. In addition, each player rolls a D6 for each of their players that is within 2 squares of the sidelines. On a roll of 1 or 2, they are Knocked Down by errant fans. 4 - Bolster the Line: From the Dugout, the offence looks pretty weak - and the benched players decide to do something about it! The receiving player rolls a D6 for each player in their Reserves Box.
On a result of 4, 5 or 6, that player can be set up in their team's End Zone. 5 - Rogue Ball: One of the fans has not only brought their replica Blood Bowl ball to the game, they've decided to fling it onto the pitch just as the real ball's in the air! The kicking team's coach places a second ball anywhere in the receiving team's half - this will scatter in the same way as the first ball, once the first ball's scatter has been resolved. Players may not pick-up, catch, or intercept a ball if they already are carrying one. A ball bouncing into the square with the other ball will bounce again. After each player has had one turn, pick one ball at random; that ball (revealed as the replica) bursts, and is removed from play. 6 - Bloodthirsty Fans: Goaded on by the screaming fans, one player snaps and starts the violence a moment early!
Each coach rolls a D3 and adds their FAME and the number of cheerleaders on their team to the score. A random player on the team with the highest score is driven to an act of bloodlust, and can immediately make a Blitz action. 7 - Changing Weather: Make a new roll on the Weather table. Apply the new Weather roll. If the new Weather roll was a 'Nice' result, then a gentle gust of wind makes the ball scatter one extra square in a random direction before landing. 8 - Questionable Coaching: Each coach rolls a D3 and adds their FAME and the number of assistant coaches on their team to the score.
The coach of the team with the lowest total has upset one of the players with a last-minute call, and they head back to the Dugout to set things straight - missing the drive in the process! One randomly determined player from that team that is on the pitch is placed in the Reserves box. 9 - Violent Outburst: The defence has been worked into a frenzy before lining up for the kick-off. Every player on the receiving team that is adjacent to the one (and only one) enemy player can immediately make a bonus Block action.
Team re-rolls cannot be made during these actions, and if a player on the receiving team is Knocked Down, the bonus actions come to an end and no more blocks can be thrown. 10 - Sneaky Sprint: One player on the defence makes use of a distraction in the crowd to dash into the other team's half. A random player on the kicking team who is not on the line of scrimmage, and is not in an enemy player's tackle zone is removed from play. The kicking team's coach can then set them up anywhere in the receiving team's half, in a square that does not contain another player or the ball; they then move D6 squares in a random direction (determined using the scatter template), stopping before they would move into an occupied square or the square containing the ball. 11 - Pelted by the Crowd: A recent scandal has cast one of the teams in a poor light, and the fans have decided that this is the moment to show their disapproval. Each coach rolls a D6 and adds their FAME to the roll. The team with the lowest total is pelted by rotten vegetables, promotional merchandise and smaller members of the crowd.
Roll a D6 for each player on the team; on a roll of 1, they are Placed Prone. 12 - Big Money in the House: Some of Blitzmania's most lucrative sponsors have turned up to watch the drive, encouraging the players to give it their absolute best. Roll a D6 - each team gains that many bonus team re-rolls (up to the maximum of 8). In addition, during this drive, teams can use more than one team re-roll in a turn (a roll can still never be re-rolled more than once). Any of these bonus re-rolls that have not been used by the end of the drive are lost.
ROSTER: Pestilent Vermin - Re-rolls (70k) -------------------------------------------------------- 0-16 Novitiates (50k) - MA:6 ST:3 AG:3 AV:7 - Disturbing Presence. Normal: GM / Double: APS 0-4 Pox-flingers (50k) - MA:6 ST:3 AG:3 AV:7 - Secret Weapon, Pass, Bombardier. Normal: GP / Double: AMS 0-2 Poison-keepers (100k) - MA:8 ST:3 AG:3 AV:7 - Stab, Dodge. Normal: AG / Double: MPS 0-2 Cardinals (80k) - MA:6 ST:3 AG:3 AV:8 - Horns, Block.
Normal: GS / Double: AMP 0-1 Rat Ogre (150k) - MA:6 ST:5 AG:2 AV:8 - Wild Animal, Loner, Frenzy, Mighty Blow, Prehensile Tail. Normal: S / Double: AGMP Star Player: Buboe Festerspit (350k) - MA:6 ST:5 AG:4 AV:9 - Frenzy, Regeneration, Mighty Blow, Prehensile Tail, Horns, Loner, Disturbing Presence INDUCEMENT: Warlock Engineer (120k) - Usable by Skaven teams. ---------------------------------------------------------------------------------------------------------------- As an inducement, a skaven team can hire up to one Warlock Engineer at a cost of 120,000 gold pieces as an inducement.
Warlock Engineers are the masters of warpstone technology, and the first thing they learn is how to create and manipulate warp lighting. This crackling, greenish energy is both the basis and the fuel for most of their contraptions, but unleashed in its raw form it can deliver a deadly shock! Once per game, the Warlock Engineer can cast a bolt of warp lightning from the sidelines. This can either be done at the start of their turn, before any player performs an action, or immediately after their own turn has ended (even if it ended in a turnover). Pick any square that is adjacent to the sidelines to be the lightning's starting point.
It moves in a straight line towards the opposite sidelines, hitting the first player in its path from either team. Make an Armour roll for that player. If the roll fails, the player is unaffected and the bolt carries on moving towards the opposite sidelines, striking the next player in its path. Make an Armour roll for that player in the same way. Keep doing this until an Armour Roll succeeds or the bolt moves off the pitch. When an Armour Roll succeeds, the player that the roll was made for is Knocked Down, and an Injury Roll is made for them. Then, warp lightning arcs to each standing player that is adjacent.
Roll a D6 for each; on a 4,5 or 6 they are also Knocked Down. Note that the lightning does not carry on arcing!
MATCH EVENTS Race Pack (Skaven): Usable by Skaven teams. ---------------------------------------------------------------------------------------------------------------- info coming soon.
ROSTER: Slayer Hold - Re-rolls (70k) -------------------------------------------------------- 0-16 Beast Slayers (60k) - MA:6 ST:3 AG:3 AV:7 - Dauntless, Thick Skull. Normal: GS / Double: AP 0-4 Troll Slayers (90k) - MA:5 ST:3 AG:2 AV:8 - Block, Frenzy, Thick Skull, Dauntless. Normal: GS / Double: AP 0-2 Skaven Slayers (70k) - MA:5 ST:3 AG:2 AV:8 - Thick Skull, Frenzy, Break Tackle, Nerves of Steel.
Normal: GP / Double: AS 0-2 Dragon Slayer (170k) - MA:5 ST:4 AG:3 AV:9 - Block, Stand Firm, Juggernaut, Dauntless, Thick Skull. Normal: GS / Double: AP Star Player: Grobrik Orcbiter (250k) - MA:4 ST:5 AG:3 AV:8 - Thick Skull, Mighty Blow, Juggernaut, Block, Loner, Dauntless INDUCEMENT: Runesmith (30k) - Usable by Dwarf teams.
---------------------------------------------------------------------------------------------------------------- As an inducement, a dwarf team can hire up to one Runesmith as a cost of 30,000 gold pieces, in the same way as any other inducement. Runesmithing is the closest dwarfs come to using magic. None of this airy-fairy, wave-your-hands-in-the-air nonsense, mind - Runesmiths work with hammer and anvil, beating enchanted sigils into a player's armour between drives.
At the start of any drive, immediately after setting your team up, you can pick one of your players on the pitch and choose one of the following runes. Then roll a D6. If the result is a 3 or more the rune takes affect, and the Runesmith cannot be used again for the remainder of the match.
If the result is 1 or 2, the rune does not work, but the Runesmith can be used again in a later drive. Star Players, being very protective of their kit, cannot be affected by runes. Rune of Might - Until the end of the drive, the chosen player's Strength is increased by 1. Rune of Fury - Until the end of the drive, the chosen player gains the Dauntless, Mighty Blow and Frenzy skills.
Rune of Speed - Until the end of the drive, the chosen player's Movement Allowance is increased by 2. Rune of Iron - Until the end of the drive, the chosen player's Armour Value is increased by 1 (to a maximum of 10) and they gain the Stand Firm skill. Rune of Impact - Until the end of the drive, the chosen player gains the Juggernaut and Horn skills. Yeh Junoon Video Song Download there. MATCH EVENTS Race Pack (Dwarf): Usable by Dwarf teams. ---------------------------------------------------------------------------------------------------------------- Grudge-Chant - Uh oh, the fans are getting angry!
A grudge-chant is traditionally only started as the result of a heinous foul or bad call which goes against the dwarf team, but in recent years they're becoming all too common. The triggering team's coach nominates a player on the opposing team.
This player must be on the pitch and must fulfill one of the following criteria: - They have scored a Touchdown this match. - They have made a Foul action this match, regardless of the outcome. - They have caused a player on the triggering team to be Knocked Out or sent to the Dead and Injured box, either as a result of a Block, a Skill, or being pushed into the crowd. If no such player exists on the opposing team, any player can be nominated (a suitable offence should be invented - perhaps they used insulting language, they refused to accept a pre-match pint of Bugman's Ale, or one of their distant ancestors once wronged a dwarf.) Until the end of the drive, subtract 1 from the result of the D6 every time that player attempts to pass, intercept, catch or dodge.
Stonebread Vendors - A rousing chorus of voices spring up around the stands, heralding the arrival of a troupe of dwarf bakers. Barrows are dragged into place by red-faced beardlings and before long, enticing loaves of stonebread are being sold to crowd and players alike. For the rest of this drive, any dwarf player (including Chaos Dwarf players, but not including Star Players, Bull Centaurs, Hobgoblins or Minotaurs) that ends an action standing adjacent to the sidelines can buy a small loaf of stonebread. Roll a block die; on a Defender Down or Both Down result, the player is immediately Knocked Down as their teeth prove unworthy to the task and are shattered (this causes a Turnover as normal).
On any other result, the player is invigorated, and they gain the Juggernaut and Stand Firm skills for the rest of the drive. Gyrocopter Incoming - Since before the match began, a brightly-coloured gyrocopter has been buzzing around the stadium, trailing an advertising banner and blasting jaunty music from a series of speaker-horns. To say it was annoying would be an understatement, so the sudden volley of skyward gunfire from somewhere in the crowd is no surprise.
The triggering team's coach places a marker - a spare Blood Bowl coin is ideal, but it's a given that certain coaches will want to create something bespoke - in the central square of their Line of Scrimmage, then rolls for scatter and moves the marker D8 squares in that direction, stopping if it would move off the pitch. This is the gyrocopter's point of impact. Next, it skids. Place the throw-in template over the gyrocopter and roll a D8 to see which direction to point it in: - On a 1 or 2 point it towards the triggering team's endzone.
- On a 3 or 4 point it towards the sideline to the left of the [triggering team's] endzone. - On a 5 or 6 point it towards the sideline to the left of the [triggering team's] endzone. - On a 7 or 8 point it towards the other team's endzone.
Roll a D6 and move the gyrocopter D6 squares in the relevant direction. If a player is in a square that the gyrocopter lands in or moves through, make an Armour Roll for them, adding 1 to the result. The gyrocopter stays on the pitch in the last square it moved into (unless it moved off the pitch); if there is a player in that square, they are Pushed in a random direction, determined with with a scatter roll. That square becomes impassable for the rest of the match; players cannot move into it or be pushed into it, and if the ball lands in or moves into that square it will immediately bounce. At the end of the drive, the gyrocopter is removed.
Tunneling Instincts - Dwarfs have an interesting take on the idea of 'cheating'. Technically they agree that it's bad, but in practice that only tends to count when it's the other team doing it. After all, it was a Dwarf who brought Nuffle's sport to the world! As such, it's not unheard of for a former miner to put his skills to use and prepare a secret tunnel from the Dugout onto the pitch.
The triggering team can immediately move one player from the Reserves box of their dugout to either one of the trapdoors on the pitch. If this means there are now more than eleven of that team's players on the pitch, roll a D6. On a 1 the referee spots what's going on and the newly-arrived player is immediately sent off as though they had been caught fouling - this causes a Turnover. Teams of Legend (teams_of_legend_en.pdf) - The most recent edition of the Blood Bowl rules before the current one, known as the Competition Rules Pack (CRP) and published in 2010, contained a formidable twenty-one team lists to choose from. We know that there are countless die-hard fans out there keen to continue using their teams in the new edition of the game. In this very document we’ve collected together all the teams from the CRP that haven’t yet appeared in print and may not do so for a while, if at all.
We’ve also included two other teams for which miniatures existed or which can be made using the new Blood Bowl miniatures range – Chaos Renegades and Underworld Denizens. These teams were added by the Blood Bowl Rules Committee several years ago and never made it to print either, but we feel that they still fit in really well with the new game, so they’re back. So rest easy, coaches of old. We’ve approached Blood Bowl with due reverence, and it’s not our intention to invalidate anything that’s already out there, in particular where there are or were suitable Citadel miniatures available. Teams Included: Amazon, Chaos Dwarf, Chaos Renegades, Chaos Chosen, Goblin, Halfling, Khemri, Lizardmen, Norse, Necromantic Horror, Shambling Undead, Ogre, Underworld Denizens and Vampire.
*UPDATED* Teams of Legend (BB-Teams-of-Legend-v4.pdf) - Updates to the previous Teams of Legend pdf file which include the following changes: Under 'NEW SKILL ANIMOSITY (EXTRAORDINARY)', the example used was updated from 'a Renegade Human Lineman in a Chaos Renegades team would hate all of his team mates apart from other Renegade Human Linemen' to 'a Skaven Lineman in an Underworld Denizens team would hate all of their team mates apart from Skaven Blitzers, Skaven Throwers and other Skaven Linemen'. Under 'NEW SKILLS BOMBARDIER (EXTRAORDINARY)', they reworded the first two sentences to clarify the action, they added a mention of the use of Hail Mary pass, they moved the Pass Block exemption to the 2nd paragraph, and reworded the sentence regarding catching, intercepting and throwing a bomb while holding the ball.
Under 'BALL & CHAIN (EXTRAORDINARY)', they separated out into two sections the interaction between a prone/stunned player and a standing player. They also added some clarification that you aren't throwing a block against a prone player. They also added an exemption concerning using Foul Appearance skill. Under 'NORSE BLOOD BOWL TEAMS', Norse Catchers were renamed Norse Runners. FAQ & Errata - introduced with the release of the game, updated in January 2017, and again in May 2017.
Blood Bowl FAQ (blood_bowl_faq_en.pdf) - A short document of Frequently Asked Questions (FAQ). Updated by the Combined FAQ & Errata (BB-FAQ-webready.pdf) document below Death Zone Season One Errata (death_zone_season_one_en.pdf) - A short document of errata from the Death Zone Season One book. Updated by the Combined FAQ & Errata (BB-FAQ-webready.pdf) document below. Combined FAQ & Errata (BB-FAQ-webready.pdf) - Updated in January 2017, this document updates both the previous FAQ and Errata documents and combines them into one document. *UPDATED* May FAQ & Errata Update (BB-FAQ-May17v2.pdf) - Updated in May 2017, this document updates both the previous FAQ and Errata documents and combines them into one document. Updates include changes to Piling On (Strength) in DZ1, typo in Papa Skullbones, Power of the Gods in DZ2, text change in 'Dirty Block' of Dirty Tricks Special Play Cards, text addition to 'Golden Boy' of Heroic Feats Special Play Cards, clarification of Animosity skill in FAQ, clarifications for Special Play Cards. Special Play Card Variants - introduced in early March 2017, updated in March (V2), updated in April (V3), corrected in May (V3).
Special Play Card Variants (Special-Play-Card-Variants.pdf) (no longer available) - Three optional rules variants for selecting Special Play cards: Variant One - The Points System, Variant Two - The Card Draft, Variant Three - One Deck Only. Special Play Card Variants (Version 2) (Special-Play-Card-Variants-v2.pdf) - Updates from the original document were to swap 'Random Events' and 'Miscellaneous Mayhem' on two of the card costs tables. The mention of 'the Random Events deck costs more' in the example under Variant One was not updated so it may lead to confusion as 'Random Events' is now the cheapest deck and 'Miscellaneous Mayhem' is the most expensive. Special Play Card Variants (Version 3) (Special-Play-Card-Variants-v3.pdf.pdf) - Updates to the document include adding references to the 'Benefits of Training' and 'Dirty Tricks' special play card decks. NOTE: Page two of the document (Variant Three - One Deck Only) appears to have been removed. Also, the mention of 'the Random Events deck costs more' in the example under Variant One has still not been updated.
(see above) *UPDATED* Special Play Card Variants (Corrected Version 3) (Special-Play-Card-Variants-v3.pdf) - Corrections to the document include adding references to the 'Benefits of Training' and 'Dirty Tricks' special play card decks to the Optional Rule on page 2, correcting the mention of 'the Random Events deck costs more' in the example under Variant One to be 'Miscellaneous Mayhem deck', and an addition of Designer's Note section at the end of the document. DESIGNER’S NOTE: DECK MANAGEMENT During playtesting, and the many games that have happened around the Studio since, we’ve come up with a few conventions governing the way Special Play cards are used. We thought it would be useful to share them with the rest of the world! First and foremost, regardless of whether each player has their own set of Special Play card decks, we recommend that players share a communal pool of card decks rather than each drawing from their own.
This ensures that the same card doesn’t come up twice in the same game (which, considering some of the cards, could get rather odd), and makes sure things are kept nice and fair – not that we imagine for a second that anyone would try to swindle Nuffle by stacking their deck. Also, since the new edition of Blood Bowl was released, a number of exclusive Special Play cards have become available.
Theoretically, this could result in coaches only having access to one or two cards from a particular deck – which would make it awfully easy to guess which card they’re going to draw! As such, we recommend that decks of fewer than eight cards should not be used. If one coach turns up to a game with a couple of exclusive cards, and the other coach has the relevant full deck but doesn’t have the exclusives, it’s easy enough to shuffle the cards into the deck for the purposes of the game, so long as everyone gets their cards back at the end! Finally, if you find that a certain card is ruining your games, we won’t be offended if you want to remove it from your deck. Just be sure that your opponent (and the League Commissioner/Tournament Organiser/Other Higher Power, if relevant) agrees that it’s okay to do so. Most importantly, Special Play cards are designed to add some fun and variety to games of Blood Bowl.
Coaches and LCs should feel free to tweak the rules if they want to suit their favourite style of play, just as with the rest of the Blood Bowl rules. As long as everyone involved has agreed that it’s for the best, go for it – you never know, you mind find a new favourite house rule!
Roster Sheets - introduced with the release of the game. Blood Bowl Team Roster (team-roster.pdf) - A 16-slot roster sheet with fields to record player names, positions, stats, skills and cost as well as re-rolls, fan factor, team name, race, coach, and total team cost. Death Zone League Roster (league-roster-ENG.pdf) - A 16-slot roster sheet with fields to record player names, positions, stats, skills and cost as well as re-rolls, fan factor, team name, race, coach, and team value In addition, this roster also contains fields to record player injuries, completions, TDs, interceptions, casualties caused, MVP awards, star player points, seasons completed, and retirement as well as team treasury, team touchdowns, team casualties, league points, assistant coaches, cheerleaders, and apothecaries. Match Record Sheets - introduced with the release of the game and updated with the launch of the.
Glossary (BB-glossary-ENG.pdf) - A two-page Spike! Magazine themed glossary of Blood Bowl terms and lingo such as: The Dungeonbowl: The most unusual of the four major Open Tournaments that were founded in the wake of the NAF’s collapse in 2489, involving subterranean play, a hidden ball and magical teleportation. Nuffle: The lost god of the ancient Amoricans, and patron deity of Blood Bowl. Various sects of Nufflite priests and priestesses have worked tirelessly to uncover more information about the mysterious god, but information is so rare (and contradictory) that a true picture may never be built up. Of course, most fans are happy simply to praise Nuffle when their team is doing well, and curse him (or her?) when things go against them. Drill Cards - introduced with the release of the game and updated to be a combined document later.