This is based on Oberwald v1.09 by Dean Maki and earlier versions for Blood Bowl Edition 3 edited by Brian Horton with assistance from Gary Moriarty, Steve Lalancette and the other gurus on Blood Bowl Central.
Comments and suggestions can be sent to oberwald@bloodbowl.net.
This edition is based on The Fourth Edition Blood Bowl Rules found at
http://www.games-workshop.com/warhammerworld/bloodbowl/el_bloodbowlsupport.htm
2.0 ACTIONS
2.2 Catch
2.3 Dodge
2.4 Fouling
2.5 Go For It
2.6 Hand-Off
2.7 Intercept
2.8 Knock Downs
2.9 Move
2.10 Pass
2.11 Picking up the ball
2.12 Push Back
2.13 Scattering the ball
2.14 Standing up
2.15 Throw-in
2.16 Turns
3.2 Appearance Fees
3.3 Apothecaries
3.4 Injuries
3.5 Rerolls
3.6 The Kickoff and Kickoff Table
3.7 Forfeits
3.8 Handicaps
3.9 Miscellaneous Stuff
4.2 Secret Weapons
4.3 Player size
4.4 Blunderbuss
4.5 Bomber
4.6 Chainsaw
4.7 Death Roller
4.8 Fanatics
4.9 Pogo Stick
4.10 Poisoned Dagger
5.2 Reaction skills
5.3 Always Hungry (general trait)
5.4 Bonehead (physical trait)
5.5 Catch
5.6 Daemonic Aura (daemonic trait)
5.7 Dauntless (general trait)
5.8 Dirty Player
5.9 Diving Catch
5.10 Diving Tackle
5.11 Dump-Off
5.12 Foul Appearance (physical trait)
5.13 Frenzy (general trait)
5.14 Guard
5.15 Hail Mary Pass
5.16 Horns
5.17 Hypnotic Gaze
5.18 Kick
5.19 Jump Up
5.20 Leader (general trait)
5.21 Leap
5.22 Mighty Blow
5.23 Multiple Block
5.24 Nerves of Steel (general trait)
5.25 Pass Block
5.26 Piling On
5.27 Prehensile Tail
5.28 Pro (general trait)
5.29 Really Stupid (trait)
5.30 Regeneration (physical trait)
5.31 Right Stuff and Throw Team Mate
5.32 Safe Throw
5.33 Shadowing
5.34 Side Step
5.35 Spikes
5.36 Split (Daemonic trait)
5.37 Sprint
5.38 Stand Firm (strength trait)
5.39 Strip Ball
5.40 Strong Arm (passing trait)
5.41 Stunty (physical trait)
5.42 Sure Feet
5.43 Sure Hands
5.44 Take Root
5.45 Tentacles
5.46 Throw Team Mate see Right Stuff
5.47 Titchy (physical trait)
5.48 Very Long Legs (physical trait)
5.49 Wild Animal (trait)
6.2 Away Fans Banned and Crazy Referee
6.3 Blatant fouls
6.4 Crazy Referee see Away Fans Banned
6.5 Eye of the Eagle
6.6 Inspiration
6.7 Magic Hand of Jark Longarm
6.8 Morley’s revenge
6.9 My watch must of stopped
6.10 Pit Trap
6.11 Special Offer
6.12 Sponsorship
6.13 Spy
6.14 That Boy’s Got Talent
6.15 Under scrutiny
8.2 Brettonian
8.3 Chaos and Daemon
8.4 Halfing
8.5 Khemri Undead
8.6 Lizardmen
8.7 Vampires
9.2 Pro skill used for Big Guys negative trait roll
9.3 Big Guy Progression
Refer to the rule books first. This document is not intended to replace the rule books, but is a supplement used as a guide when the rules are not clear. The rule books Blood Bowl [BB] and Deathzone [DZ] contain rules for Edition 3, while the Blood Bowl Magazine 1 [BM1] and Blood Bowl Magazine 2 [BM2] contain all the rules for Blood Bowl Edition 4, when read in conjunction with the earlier rules. The rules in BM1 and BM2 have been collated as Blood Bowl Gold 4th Edition rules [BBG] available as a PDF file at
http://www.games-workshop.com/warhammerworld/bloodbowl/el_bloodbowlsupport.htm
Where possible, the source is credited as a reference. Those credited as [GWUK] are responses from the Games Workshop (UK) Studio League. Those credited as [WD] come from the FAQ presented in White Dwarf 182. They were also given in an FAQ in Compendium 1. These all relate to Blood Bowl 3 and may not always be correct in edition 4. Blood Bowl articles appearing in other (non-Blood Bowl) GW magazines are not official.
Jervis Johnson, the game's designer, is an authority for items marked [JJ]. Some are taken from Jervis’s letters to the Blood Bowl mailing list [JJML], collated on the Triple Skulls web site. Most of these were included in Compendium 2. Some items are Jervis’s specific response to queries about edition 4 [JJ4].
Some points appear more than once throughout the document. If a point is applicable to two different topics, it appears under each heading or a cross-reference is given.
Many leagues have used different interpretations for some rules or have introduced variants to the rules. Where the existing rules are relatively clear, or rulings have been obtained from an official source, or the majority of leagues agree, it is shown as the "official" ruling.
Common variants may be listed after the official version as -
Var (b) ………, etc.
Alt (b) ………., etc.
Leagues that use this document as a basis for their rules should first decide which of the possible alternatives they prefer and which variants (if any) they will use.
Note that almost all rules can be varied [JJ4] but it is easier for all players if everyone is aware that they are using a variant that may not be recognised by other leagues.
Many variants arose in Blood Bowl 3 and have only been retained here if they should still apply in edition 4.
In addition to this document there is an OBERWALD supplement containing unofficial rules.
The latest OBERWALD for those who wish to continue playing Edition 3 is v2.06.
The following are considered 'Actions' in Blood Bowl:
Block: The player throws a block on an adjacent opponent. The only movement permitted is a follow-up and frenzy if applicable.
Blitz: The player moves any number of squares less than or equal to his MA (with two optional Go For Its) and may make one block during the move at the cost of 1 MA. May not be used by more than one player per team per turn.
Pass: The player moves any number of squares less than or equal to his MA (with two optional Go For Its). At the end of the move, the player throws the ball (or a player) or makes a hand-off. Only one player per team per turn may pass and only one may hand-off. Throw a team-mate is a Pass.
Foul: The player moves any number of squares less than or equal to his MA (with two optional Go For Its). At the end of the move, the player fouls a downed opponent. May not be used by more than one player per team per turn. The player doesn’t have to spend 1 MA to reach the victim; he only has to get next to him.
A player may use only one skill while carrying out an action, but may use all skills before or after the action. All traits must be used in addition to the one skill used during the action. Secret weapons may also be used during the action.
Coaches must declare what kind of action each player is making as the player is activated. [BM1p6]. Even if this rule is not strictly enforced it is essential that the coach make it clear which player is currently carrying out an action. If a coach has stated that a player will carry out a certain action, then the player must complete that action
Although a coach must declare if a player is making a Blitz, the coach does not need to specify the target of the Blitz until the block is being made. It is not an illegal procedure to fail to declare an action, but it will be treated as a move.
Var (b) A declaration is not required if the intent is obvious.
Var (c) It is not necessary to declare a pass before the player has possession of the ball.
Var (d) The action is only declared when the player is committed to the Block, Pass or Foul.
For all the above variants it is still necessary to clearly indicate which player is taking an action even if the action is not specified.
See also Push Back
You may not voluntarily block your own players. [JJ]
The blocker must choose whether or not to follow up before making the armour roll against his victim. [JJ]
The blocker must choose whether or not to follow up before making the scatter roll when blocking the ball carrier. [JJ]
The armour/injury roll must be made before the scatter roll. If the player is injured badly enough to leave the field, then the ball (after bouncing off other players) could come to rest in that square now that it is left empty.
You do not need to make a dodge roll when you follow up after any kind of block, including a Blitz or Frenzy. [JJ]
A player may "assist" a team-mate if that player is adjacent to the opposing player, but not in the tackle zone of any other opponent. Players with the Guard skill may assist even if they are in the tackle zone of an opponent. Note that players may assist even if they have lost their tackle zone (e.g. due to hypnotic gaze), although they have lost the ability to prevent opposing players assisting.
To assist against a multiple block a player must be adjacent to the attacker but not in any other opposing player’s tackle zone and not part of the multiple block group. To assist a team-mate making a multiple block a player must be next to only one of the attacked players (unless the assisting player has the Guard skill).
If the moving team was not originally in possession of the ball, then it is not a turnover to fail to catch the ball when it scatters or is thrown in by the crowd. If the player chooses not to catch the ball, it will scatter [BM1p8]. This does not cause a turnover, although if the moving team originally had possession then it will be a turnover if they are not in possession after all the bouncing is done.
Catch skill is used to catch a moving ball. Sure hands can be used to pick up a ball lying on the ground.
The player carrying the ball cannot catch anything else (even if he has extra arms).
No Star Player Points are awarded if a player is injured on a failed Dodge or Go For It. [BM1]
No modifiers to armour or injury (mighty blow etc.) apply to a failed dodge, except for modifiers that always apply to the dodging player, such as +1 on injury for Goblins.
If a player fails a dodge and does not have Stand Firm, the player falls over in the square they were dodging to.
Note that players may not assist a foul if they are in the tackle zone of an opposing player [BM1p14]. Guard skill does not make any difference.
Blatant fouls aren't called after you get the ref. [JJ]
You may argue the call on a blatant foul. [JJ]
You may go for it to commit a foul. [JJ]
Bonuses for assists while fouling affect only the armour roll, not the injury roll. Mighty Blow affects only armour or injury, not both [BM1]. Dirty player affects both rolls, in addition to the +1 any player gets to penetrate armour. [JJ]
A model (representing the Ref) is placed in the middle of one side of the board at the start of each half facing the middle of the pitch (i.e. not facing either team end). When a team commits a foul, the model is turned to face that side to indicate that the Ref has his eye on the team that last fouled. As long as the Ref has his eye on that team, any player that commits a Foul will be ejected if he does not roll doubles on the armour roll. The Ref does not face either team at the beginning of each half. A team which the Ref is not watching fouls as per the normal rules. If a coach commits an illegal procedure while the Ref has his eye on the other team (and is not able to prevent a turnover using a re-roll or arguing the call), the Ref turns back to the middle (not watching either team).
If one team ‘Gets the Ref’ then continue to use the Ref model as usual. The team that has got the ref will not have players sent off, but the other team can foul under the usual rules whenever the Ref is not watching them.
No Star Player Points are awarded if a player is injured on a failed Dodge or Go For It. [BM1]
Roll for armour (and injury) when a player falls over after a failed Go-For-It [BM1].
The player failing go-for it falls over in the square they were moving to.
The hand-off must occur at the end of a player’s action and is considered to be a form of pass action. Note this is a change from edition 3.
You may intentionally throw or hand off the ball into the crowd. [JJ]
A team may only perform one pass and one hand-off per team turn.
Alt (b) Pass Block may not be used against a hand-off
To be able to make an interception, the player must be between the player who threw the ball and the player who is to receive it, and the plastic ruler must pass over at least part of the intercepting player’s base [BBp21]. This rule was written when standard teams all had fixed size round bases. Because bases may vary in size and shape, the player may attempt an interception if any part of that player’s square is under the ruler. See also Player Size in section 3.
Only "pure" interceptions count for Star Player Points i.e. those made using an interception roll whether or not the pass was accurate. Catching inaccurate passes after they have scattered or catches dropped by the opponent do not earn points. [JJ]
Order of events:
Alt (b) Declare the pass action to a specified receiver; move Pass Block players; declare interceptions; roll for the throw; if it is not a fumble then roll for the intercept; if it is not intercepted then roll for the catch.
Players may not intercept throw-ins. [BM1p8].
If a player carrying the ball is knocked over, they drop the ball from the square in which they end up (and it scatters once from that square), not the square they were in when hit. If they are pushed into the crowd then the crowd throws the ball in. Roll for armour & injury before scattering the ball.
If a player on the moving team falls over for any reason then a turnover occurs [BB & BM1p6]. This rule in BM1 does not override the rules for events that specifically state that a turnover only occurs if the player was holding the ball. Piling On and Diving Tackle do not cause turnovers for the player using the skill.
Certain cards, skills etc allow you to interrupt the opponent’s move. If the opponent just slides a player to the end zone in one motion, you can hit them anywhere along the route, but if they count out the squares as they go, you must stop them as soon as you want to use your card etc. Cards used "as soon as a player enters a square" (e.g. pit trap) may be used in the end-zone [BM1p41].
Measure the distance from the centre of each square. If the range is on the boundary between two types of pass, then the longer of the two ranges must be used [BB p12].
Alt (b) A pass is a fumble if it is a 1 before or after modification. Note that this is the official rule [BBp12-13].
Alt (c) A pass is a fumble only if it is a 1 before modification. If it is 1 only after modification then it is an inaccurate pass.
You may intentionally throw or hand off the ball into the crowd. [JJ]
Throw Team Mate is a Pass action. However, a team is limited to one pass action and one hand-off action per turn. Therefore throw-team-mate may not be used after a pass but can be used after a hand-off.
The Bomber throwing his bombs does not count as a Pass Action for the turn because the bomber may not move before throwing a bomb and more than one bomber is permitted on a team. [JJ]
A player may not stand in or move to the same square as the ball without picking it up or scattering it.
A players is only allowed to try to pick up the ball when they enter the square as part of a Blitz or Move action (including a move as part of a pass, hand-off or foul).
A player who moves onto the ball may attempt to pick it up but is not obligated to pick up the ball. If the player chooses not to pick up the ball, it will scatter and this does not cause a turnover. [BM1p7]
Failing an attempt to pick up the ball causes a turnover even if the moving team ends up with the ball.
A player who is pushed back into a square in which the ball is lying does not get to attempt to pick it up. The ball scatters.
When choosing the square that a player is pushed into, empty squares must be chosen over occupied squares or out of bounds. The square in which the ball is lying is considered empty so you can scatter the ball by pushing a player onto it.
A player may only be pushed off the field if there are no eligible empty squares on the field [BBp10]. Out of bounds must be chosen in preference to an occupied square.
The square each subsequent player moves to (between the 3 squares allowed) is decided as follows:
Alt (b) The coach of each subsequent player being pushed (other than the original player being blocked) may decide where to move his own player using the 3 squares available away from the direction of the push.
Stand Firm and Sidestep are used as usual by players receiving secondary pushes in the manner described above. If all the players in available squares have Stand Firm, the push back does not occur, but still counts as a push-back for other purposes. A square with a non-Stand Firm player must be chosen if available.
Players are not awarded casualty SPPs for pushing or knocking opponents out of bounds [BM1p15].
If the ball is dropped it scatters once from the square it was dropped in. If a player holding it fell over, then it scatters from the square the player fell in or was pushed back to.
If the ball lands on a player who does not catch it then it scatters once more from that square.
The only occasions when the ball scatters after landing in an empty square are when it has travelled a long distance to get there, e.g. pass or throw-in.
Non Treeman players with less than 3 MA roll to get up in the same manner as Treeman players. [JJ] Treemen with movement 3 or more may stand up normally.
Players with MA 2 or less must roll a dice before they can stand up. DZp31 says it is not a turnover if they fail the stand-up roll. This might appear to be overruled by BM1 that a turnover occurs if a player starts an action and fails to finish it standing on the pitch. To avoid causing turnovers by a failure to stand-up, take the roll to see if they can stand up immediately before taking an action with the player. If the roll fails then that player can take no action in this turn.
Similarly, if a Bonehead or Really Stupid player is lying on the pitch they must pass their roll before they can attempt to stand up. However, the roll is to see if they take an action in this turn, so if they fail the roll the player may take no action and it is not a turnover if they do not end up standing on the pitch. A Bonehead/Really-Stupid roll is not necessary for these players to be turned over after being stunned.
The game has a sequence of play
(a) Receiving team’s turn
(b) Kicking team’s turn
Repeat (a) and (b) one after the other until a touchdown is scored or the half ends [BB p7].
This indicates that all activities during play will occur in the turn of one team or the other because there are no breaks between turns until a touchdown is scored or the end of the half. After a touchdown there are various activities that occur that are not in either team’s turn before the receiving team’s turn starts.
Cards that may be played "at any time" cannot normally be played in the periods after a touchdown or at half time when it is not either team’s turn (unless the wording makes it clear that this is permitted).
The first action that a coach must take during the team’s turn is to move the turn counter [BB p6]. However, regardless of when the turn counter is moved, the turn has already started as soon as the other team’s turn ended. Other than the 4 minute limit, there is no restriction on how long a coach may think before moving the turn counter, provided no other actions occur first (rolling dice, moving players etc.)
Some things can only be done at the start of a team’s turn, e.g. wizard spells, certain cards. These can be done in any order as long as they are completed before the first player moves.
If several players all have to move first (e.g. fanatics and wild animals), the fanatics move before wild animals, but within each group they can move in any order.
The following will cause a Turn Over: [BB & BM1]
Getting caught on Illegal Procedure and not either spending a Reroll or successfully arguing the call.
Failing in an attempt to pick up the ball regardless of where the ball scatters or who may finally end up holding the ball [JJ].
Touchdown scored.
Throwing a pass which, after all the bouncing is done, is not caught by a member of your team. Use of the Blunderbuss is considered to be a ‘pass’.
The Ball Carrier on the moving team drops the ball for ANY reason.
A player starts an action and fails to finish it still standing on the pitch. Therefore if a player declares a Blitz, Pass or Foul action and does not actually carry out that action then it is a turnover. A Move action of 0 squares is permissible. The Block or Foul action does not have to be successful as long as it is attempted. Getting caught Fouling and not successfully arguing the call causes a player to leave the pitch before ending their turn and therefore causes a turnover under this rule.
It is not a turnover if a player on the moving team attempts to catch a scattering ball and the team does not end up in possession of the ball (for example after blitzing over the ball carrier and the ball scattering over a group of players).
Players with more than 50 SPPs and Star Players costing more than $50,000 must be paid appearance fees [BMGp12] or they will not play. The fee can be paid during the match, but the player will stay in the reserves box until the fee is paid.
Appearance fees must be paid for freebooted Star Players.
BBG allows different levels of appearance fees depending on the league.
The Apothecary must be used immediately after the injury is inflicted. You cannot save your Apothecary until the end of the game and then choose which injury you wish to heal [BM1p15]. If several players are injured in the same action (wizard, bomb, multiple block, pitch invasion, etc.) you can wait until the bodies stop falling before deciding who to heal.
You can wait to find out how bad the injury is before using an apothecary, e.g. for serious injury check if it is a niggling injury or stat downgrade before using the apothecary. You cannot wait to see if a player regenerates because this is not done until the next kickoff.
Var (a) If an apothecary is not used during the game, then after the game he can heal a serious injury but not a death.
The Apothecary roll cannot be rerolled using a team reroll [BM1p8].
You can sell the services of your Apothecary to your opponent. Undead players still may not use an Apothecary, even in this manner. Undead can NEVER use an apothecary.
Armour and injury rolls cannot be rerolled [BM1p8].
Sigurd’s Injury Rule [BM1p8]: when rolling injury, roll in the following table (all modifiers apply):
8-9: KO'd
10+: An Injury
4-5: Serious Injury
6: Dead! Dead! Dead!
Mighty Blow, Razor sharp fangs, etc. are not used if a player is injured by the crowd.
In this section, unless otherwise noted, Team rerolls includes Leader rerolls, Trophy rerolls and Extra Training rerolls, but not Pro rerolls nor any other player rerolls such as Dodge.
A team reroll can only be used for a dice roll that could directly affect a player in your own team. It may not be used for armour or injury rolls, nor for wizards, apothecaries or cards.
Team rerolls can only be used during the moving team’s turn. Only one of these can be used in any turn. They may not be used for events between turns.
Player rerolls may be used when the required skill is needed but a single dice roll cannot be rerolled more than once. [BBp14]. Dodge can only be used once by each player per team turn [DZp11]. Other skills such as Catch could be used several times if the ball kept repeatedly bouncing back to the same player provided that player is not taking an action at the time.
The following races receive a bonus re-roll when the team is first created. This applies even if they take allies of other races, but does not apply to races that take them as allies [BM1p11]:
See Skill - Pro for the use of Pro rerolls and their possible use when neither team is having a turn.
Some dice rolls are part of a group that cannot be rerolled individually. If two or three block dice are rolled, a reroll will reroll all dice, not just selected dice.
If a Blitz is rolled as the Kickoff event, the kicking team get a bonus team turn [BBp22], which means that one team reroll can be used during this turn.
The card ‘My watch must of stopped’ allows a bonus team turn. A team reroll may be used even if one was used during the previous turn.
A coach may use Player rerolls during his opponent's turn for his own player's actions [GWUK], including Pro rerolls, but not team rerolls.
Halfling Chefs will steal team rerolls, then trophy rerolls, but not leader rerolls. [GWUK]
Unused 2nd half rerolls can be used in overtime. [JJ]
You may use your second half team rerolls in Overtime if you have been Doom and Gloomed, as Doom and Gloom does not carry into OT. [JJ] It prevents you using them, it doesn’t make you lose them.
The Special Play Card "Spy" may be used to prevent the use of any reroll, including skill rerolls. [JJ]
You may buy any number of team rerolls, but only one can be used per team turn.
3.6 The Kickoff and Kickoff Table
Coaches must field 11 players for each kickoff if they are able, or all available players if fewer than 11 are able to make the kickoff. Eleven is the sacred number of Nuffle, and shall never be compromised unless unpreventable by circumstances. [JJ] Big Guy teams only field 8 players.
If a team cannot field at least 3 players, the game is not necessarily forfeited, nor a touchdown automatic. Consult the section on forfeits.
If a team kicking off has no players on the field, a touch-back will occur. If the receiving team has no players on the field, kick off as normal. If a touch-back occurs, leave the ball where it lands on the field, or if it went out of bounds the crowd can throw it in.
Alt (b) Roll for the kickoff event before placing the ball on the target square [BB p22]. This is the correct rule, but is less commonly used than the above.
Alt (b) The Blitz move occurs BEFORE the ball scatters (i.e. the ball is still in the air and cannot be caught and its landing square is not known)
You may not reroll any rolls from the Kickoff Table. [JJ]
After a riot or pitch invasion has been resolved, carry on with the ball scatter and begin play.
The blue card states that Throw a Rock can hit players in the dugout, while the rule book [BB] says that only players on the field can be hit. Star Players who are in the reserves box due to non-payment of appearance fees may be hit by a thrown rock [BM1p15], so include players who are not on the field.
A team may concede at the start of their turn [BM1p18], with appropriate penalties. The winner gains all of the conceding player’s income from that game, but not any other spare cash they had before the game started. If the conceding team is currently equal or ahead on touchdowns, then the other team should be allowed enough touchdowns to win the game.
A team doe not have to concede just because they are unable to field 3 players (or any players) at a kickoff.
Handicaps are used to allow teams of different ability to have a fair game based more on the coach’s skill than the current status of the team. The handicap is given as extra special play cards. Extra MVPs are also awarded to teams who play strong opponents.
A non-star player who has been Peaked keeps any star player points accumulated prior to being peaked and these contribute to team rating. [JJ]
Team rating is calculated after the end of each match. The team rating does not change if a player spends money on freebooters at the start of the next match.
Two alternative handicap systems are suggested in Oberwald Supplement. These may be more suitable where one or both teams have a high team rating.
Star Player Points (SPPs)
SPPs for casualties are only awarded for inflicting a casualty if a player blocks an opponent or is blocked, and the opposing player falls over on the pitch [BM1p15]. SPPs are not awarded for pushing a player into the crowd, for fouling, for the use of weapons, nor the use of cards which do not involve a block.
If a player rolls doubles any skill may be chosen, but rolls of 4/6 and 5/6 must be taken as movement and agility increases respectively.
No characteristic may be permanently increased by more than 2 over the starting value, or over 10. [JJ] Very long legs counts as a movement increase. If a player has reached the limit and rolls a further characteristic increase, then the roll cannot be used unless it is a double, allowing any skill to be taken.
Dice rolls
For most player actions, an unmodified roll of "1" is always a failure; an unmodified roll of "6" is always a success. An exception is Hypnotic Gaze against an AG 6 player, which will never succeed since the target's AG must be EXCEEDED on d6. [JJ] Another exception is the roll to escape tentacles where a low value is required for success. Treat a ‘1’ as success for a Snotling.
Alt (b) If a die lands partly on any object so that it is not resting on a flat surface then reroll it (without penalty).
The card for the Orc Blitzer incorrectly lists the rolls for throwing and catching as though he is agility 2, rather than 3.
The rule for Throw Team Mate described in the book is correct, but the example given is incorrect. So the landing roll has +1 modifier for an accurate throw and no modifier if the throw scatters (with -1 for any tackle zones on the landing square).
An Errata has been given [BBM2p5] for some misprints in Blood Bowl Magazine 1.
Some star players have Dauntless listed as a skill. This should be a trait.
The Titchy trait [BM1p12] should include "Titchy players count as ‘half’ a player towards the limit of 16 players allowed in a team. Presumably they also count as half when used as allies.
In the secret weapons ‘Who can use them?’ list [BM1p13] remove the reference to Beastmen teams, since they are not an official team.
Treeman teams [BM1p38] take 0-12 treemen, not 0-2. All other all-Big Guys teams [BM1p10] also have 0-12 players, not 0-2.
The rules for picking up the ball on [BBM1p7] should say you can pick up during a Move, Pass, Foul or Blitz.
Big Guy starting teams have 8-12 players, not 11-16 as for other starting teams.
Diving Tackle can be used against an opposing player who is using a Move, Pass, Foul or Blitz action.
the allies list was completely updated in BBM2.
Secret weapons can be used by any team member, including Big Guys and allies. Deathrollers and Fanatics are on the Dwarf and Goblin team list.
Brettonian Questing Knights cost 150,000 gps.
Diving Tackle rule says "subtract -2". This should be "subtract 2"
Kroxigors and Trolls (on Snotling teams) were incorrectly shown as being only able to take strength skills. They can take both general and strength skills.
Star Player Bretonnian Squire Catcher has MA8, not MA6.
Star Player Hthark the Unstoppable is shown with a weird set of stats and skills [BM1p31]. Change the name to Halfling Thrower Herbert Hugebelly at a cost of 120,000gps. Hthark is still a Star player with his original stats [DZcard].
Prince Moranion [BM1p31] costs 150,000gps, not 140,000gps as he did before. This may be deliberate since he is one of the few players with the trait Dauntless although he was always considered overpriced before.
No team may commence play in their first game with a fan factor less than 1 nor greater than 9. The fan factor may never be reduced to zero.
You may only freeboot players or coaches who would normally play for your team. A third High Elf Lion Warrior, a second wizard or apothecary won't normally play for your team, and thus cannot be freebooted. [JJ]
If Star Players are freebooted then the appropriate appearance fee must be paid.
After a match, a coach may hire a player he freebooted for the player's full list price. The original "freeboot fee" is lost but any SPPs are kept.
Illegal Procedure
The rule books limit Illegal Procedure to only two situations - failure to move the turn counter, and moving a player out of the permitted sequence (e.g. not moving all fanatics first). If players unintentionally break other rules (e.g. incorrect player setup, moving past an opponent without making a dodge roll etc.) the error should be corrected immediately without other penalty.
Failure to move all fanatics before any other player is an illegal procedure, but they can be moved in any order. Wild Animals are moved after fanatics and it is an illegal procedure to move a normal player without taking an action with a Wild Animal at all [JJ4]. The action may be a move of 0 squares if the Wild Animal is not standing next to an opponent.
If a coach moves any game item (e.g. touches a player or rolls the dice), or states that a player is going to use a skill or ability before moving the turn counter this is an illegal procedure. However, thinking is permitted [BM1p6]
If a coach calls "Illegal Procedure" for a situation when it clearly isn’t required the other coach gains a reroll. [BM1p6]
Illegal procedures do not permit a coach to actually do any action against the rules. In addition to costing a reroll counter (or ending the turn) the coach must move the turn counter to the correct position or take any other action required to correct the situation (e.g. the fanatic must still be moved if a reroll is used to prevent a turnover.)
You can Argue the Call on an illegal procedure if you don’t want to use a reroll, but you can’t then use a reroll if argue the call fails.
Overtime
A coin toss (or dice roll) is made again at the beginning of Overtime to select who receives. Play lasts until a touchdown is scored or for a maximum of 8 turns each. If more overtime is required the other coach receives, and a coin toss is made at the start of each odd numbered overtime. [JJ]
Var (b) If the scores are tied after overtime, the game is declared a tie.
Player Size
All players take up one square, regardless of the size of their base, either when standing or when prone. [JJ] Where there is a reference to the model or the players base (e.g. for passing and intercepts) use the square for all measurements.
Forcing a player into the crowd does not score casualty SPPs [BM1p15].
No Star Player Points are awarded if a player is injured on a failed Dodge or Go For It. [BM1p15]
A player who makes an accurate pass that is caught by a team-mate earns 1 SPP for a completion [DZ p16]. Therefore a completion requires an accurate throw and is not a completion if it is inaccurate even if it scatters back onto the intended receiver. However, if the intended recipient fumbles the accurate catch but it is still caught by a member of that team (other than the thrower) then a completion is recorded.
No player may receive more than 1 MVP per match. [DZ p16] This includes the MVP from Inspiration. Roll again if an ineligible player receives an MVP.
All players who took part in the match are eligible for most valuable player, [DZ p16] Players who have taken no part in the match do not receive MVPs (e.g. absent due to injury). Star players who refused to play due to non-payment of appearance fees stay in the reserves box and may be given MVPs [BM1p15].
The wizard from the Dungeonbowl adds to your team rating [JJ].
Tournament prize money is in addition to normal gate takings
Trophy rerolls do not add to team rating [JJ].
Wizards
Wizards may only use spells at the beginning of their team turn [BMGp11] so they cannot cause turnovers unless they knock over a player on their own team.
Chaos Dwarfs hire normal wizards, not alchemists.
The fireball will hit any player (from either team) that is fully or partially underneath the template [DZp4]. Because models may vary greatly in size use the squares on the board rather than the model or its base.
Ignore the list on the card showing which teams a Star player will play for. They will play for any team that their race will ally with.
If regular players may use secret weapons then do not use any Star Players that have secret weapons.
Star Players from the same race as the team take a regular position slot. Star Players may be taken from allied races and count as the 1 allied member allowed from that race, not as a position slot.
Lucky Luc the Unicorn may not be given the ball on a touchback (or if he is given it he will immediately drop it).
Appearance fees must be paid for freebooted Star Players.
Only one of each star player may play for any one team.
Alt (b) Allow only the Blood Bowl and Deathzone Star Players [BM1p30].
Alt (c) Allow the Star Players listed on page 30-32 of BM1.
The Goblin Fanatic and the Dwarf Deathroller count as secret weapons, whether taken by their own race or as allies.
For other secret weapons use the list in BM2, not the one in BM1.
Players may only take a secret weapon when they first join the team. Their cost is the regular cost for that type of player, plus the cost of the weapon. Use the total cost for team ranking.
Goblin teams may have 4 players with secret weapons. All other teams may have only one secret weapon (even if they have goblin allies).
See Oberwald Supplement for a large list of secret weapons in addition to those in BM2.
Allied players may take a secret weapon if it is allowed in the team they are allied to. Therefore although High Elves do not have secret weapons in their own team, a High Elf player in a Human team could use a Blunderbuss.
Weapons such as Chainsaw, Poisoned Dagger and Spike can only be used on one player at a time, so cannot be used in a Multiple Block.
Unless specified otherwise, the penalty roll is taken after every drive in which that Secret Weapon Player was on the field at any time during the drive. If the 2D6 roll equals or exceeds the penalty roll, the player is sent off for the rest of the game. Roll separately for each secret weapon.
Secret weapons that use an armour roll without having to roll the block dice do not allow the use of skills such as Mighty Blow or Razor Sharp Claw/Fangs to modify the armour or injury roll.
All players take up one square, regardless of the size of their base, either when standing or when prone. [JJ]
The player may fire the ball to any square on the field. It counts as a Pass action and the player may not do anything else during that turn. Roll 1d6: On a 1-3, the shot misses and scatters just like a kickoff. On a 4-6, it lands in the target square. As in the case of a pass if the ball does not end up being caught by the moving team, after all the bouncing is done, then it is a turnover.
The weapon can only be shot once per kickoff.
A player with Blunderbuss may accept a hand off and still fire that turn. [JJ]
A Bomber may throw a bomb once during each of his team’s turns while he is on the pitch. It does not count as a Pass action. The player may not do anything else when he wants to throw a bomb. When thrown roll a D6. On a 1, the bomb explodes in the thrower’s square. Otherwise work out the throw as normal. It may be intercepted. If a player catches it they must roll 4+ or it will go off as they catch it. If they roll 4+ they may throw it again as for the original throw. If the bomb lands in an empty square or if a player fails to catch it or drops it, it will scatter one square and then explode. When it explodes it knocks over any player in the same square, and knocks over players in adjacent squares on a roll of 4+. Make armour and injury rolls as normal.
The player holding the ball has his hands full and cannot catch the bomb.
A bomb that scatters into the crowd has no effect (on the players).
The chainsaw doesn't start the kickoff running. Turning on the chainsaw counts as an action, and the player may not do anything else that turn. The player must not be in an opposing player’s tackle zone when attempting to start the chainsaw. You need to make an agility roll (failure is not a turnover). The player may use the running chainsaw instead of making a block. Make an armour roll with a +3 modifier. The player may also use the chainsaw after moving as a Blitz action. If a player with a chainsaw commits a foul, add an additional +2 to the armour roll, not to injury.
A player holding a running Chainsaw may not use Frenzy.
A player with a running chainsaw may not handle the ball.
If a Piling On player falls onto a running chainsaw, roll for the Piling On player’s armour with 3+.
If a player with a running chainsaw falls over for any reason, roll for his amour with +3. This includes Diving Catch in which the player lands on the ground briefly as well as Piling On and Diving Tackle or any card which normally causes a player to fall without an armour roll.
The Deathroller is a regular Dwarf team member [BMGp17] not taken as an extra secret weapon as in BM1.
Stats are MA4, ST7, AG1, AV10, cost 160k, skills Might Blow, Stand Firm, Multiple Block, Special: Death Roller, Penalty 7+, may not earn SPPs.
The Deathroller may ignore tackle zones when moving. It gets a +6 to armour rolls when fouling a player. If it is knocked down for any reason it will be out for the rest of the game.
If a Deathroller is knocked over, roll against AV 10. If you penetrate and kill the driver (10+ on injury roll, 6 on Sigurd’s roll), the Deathroller is not repaired. Any other result (including not penetrating the armour) removes the machine from the game, but it will return next match. [GWUK]
If a "killed" result is rolled as an injury to the Deathroller, it explodes and takes the driver with it. This is the only way to injure the driver. Knocking down the Death Roller and removing it from the game without scoring a casualty does not award the blocker with casualty SPPs. [JJ].
The Fanatic is a regular goblin team member [BMGp7] not taken as an extra secret weapon as in BM1.
Stats are MA4, ST2, AG3, AV7, cost 60k. Special: Ball & Chain, may not earn SPPs.
A coach with multiple Ball and Chain fanatics on the field must move all fanatics before activating any other player on his team. You cannot be called for Illegal Procedure if you have an unmoved fanatic and the only models you have moved are fanatics. [JJ]
The coach can choose the order of movement between fanatics.
The fanatic is carried onto the field by the rest of the team and held firmly in place until the kick-off whistle is blown [DZp8]. Therefore if other rules specify that any other type of player ‘must move first’, the fanatic takes precedence because the rest of the team is holding the fanatic down and cannot move before the fanatic.
At the end of the fanatic’s move the coach must roll to see if the Fanatic is exhausted. [DZ p9] This is done even if he fails a block and is injured.
A fanatic collapse causes a turnover. [GWUK] This may be rerolled.
The fanatic moves up to 4 squares per turn and must move that far if he doesn’t fall over [DZ p8] but cannot go for it. He does not have any tackle zones, cannot handle the ball and must move his full MA (4 squares) if possible. Use the throw-in template to move each square. If he tries to enter a square that is occupied, then he must throw a block with a ST of 6 (doesn't count as the team’s blitz). Neither side may use assists. He must follow up (stand firm ends his movement).
If he falls over in the block, he is automatically injured; counting stunned as KO'd. He can block as long as he moves into an occupied square. If he walks into a prone player, simply push the prone player back.
After the player with Ball & Chain has finished moving, roll a 1d6. On a 1, he collapses to the ground. Roll the die again, and on a 1-3 he dies from exhaustion, or on a 4-6 he must miss the rest of the match to catch his breath. The only person allowed to block a fanatic, is another fanatic. If this happens they both fall down.
The player is allowed to "go for it" up to four times and may use the leap skill multiple times. Both options may be used without being limited by the 1 skill per action rule.
The player may use the dagger instead of making a block. Make an armour roll. If the roll causes an injury, treat the "stunned" result as "KO'd".
Once the dagger has been used successfully (i.e. the victim failed the armour roll), the poison is wiped off and "the dagger causes injuries as normal" until after the next kick-off. At the beginning of every kick-off the blade is re-coated with poison.
The above section in quotes means that on each subsequent use the non-poisoned dagger can still be used instead of a block, but stunned is not treated as KO’d.
Only one skill may be used during an action and only at one time [BM1p7], so the coach must state when a skill is being used. A skill can be used immediately after a dice roll (e.g roll for pass, then decide whether to use pass, accurate or safe throw). However, skills that affect the number of dice used (e.g. Horns) or whether a dice is rolled at all (e.g. Leap) must be used before the dice roll. Skills that have extra affects in addition to the dice roll must be used before rolling the dice. So Piling On and Diving Tackle, which leave the player using the skill on the ground, must both be used before the relevant dice roll. Any number of skills can be used while the player is not the active player carrying out an action.
You never have to use a skill [BM1p7].
Traits must always be used and any number of traits can be used together with one skill during an action. Traits can be taken as upgrades on a double, but only if the player is normally eligible for that group of traits [BMGp3].
BMGp3 expanded the list of traits given in BM1.
All mutations are traits except for
Claw, Horns, Hypnotic Gaze, Prehensile Tail, Razor Sharp Claw/Fangs, Tentacles.
All negative characteristics are traits
Other traits are
Dauntless, Frenzy, Leader, Nerves of Steel, Pro (General)
Stand Firm (Strength)
Strong Arm (Passing)
Major Variant (a) More than one skill per action.
Some leagues use most of the 4th edition rules but do not accept the one skill per action rule. The following section applies if multiple skills are allowed during an action.
Only one skill may be used to modify any one dice roll. For example Might Blow cannot be combined with Claw or Dirty player, although a player could use Claw for armour and Might Blow for injury. Diving tackle could not be combined with prehensile tail, but could be used with tentacles (different dice rolls). Strong Arm does not modify the dice roll, it modifies the range band used so it can be combined with Accurate.
The distinction between skills and traits can still be used but is only necessary if traits are limited to doubles.
Jump Up cannot be used after Piling On, because Jump Up can only be used at the start of a player’s action, whereas Piling On is used as the completion of an action.
A player using Multiple Block can only use Piling-on against one of the knocked down players. For Piling-on the player must follow-up if a push-back occurs so the player can only Pile on to the player from the square into which the follow-up was made. If no push-backs occur then Piling -on could be used against any of the downed players.
Hail Mary Pass can be used with Throw Team mate.
Diving Tackle, Shadowing, Pass Block and Dump Off are skills that may be used by the non-moving team in reaction to some action by the moving team. However, the rules do not necessarily restrict them to the non-moving team and they could be used by the moving team if the appropriate circumstances arise. This would normally be due to the non-moving team using one of these skills allowing the moving team to respond to that ‘out-of-turn’ action. Diving Tackle can only used in situations when tackle zones are active (i.e. not in response to push-back, follow-up or shadowing). It is recommended that the same rule is applied to shadowing.
Alt (b) Reaction skills can only be used by the non-moving team.
5.3 Always Hungry (general trait)
If a player about to be thrown is eaten instead they are killed, but they may be considered to be swallowed whole, so the apothecary can attempt to get the player back.
Players who fail the Bonehead/Really-Stupid roll do not cause a turnover. [BM1p11-12] The roll takes place in order to determine whether the player can take an action, not during the action.
Gaining control of a bouncing or scattering ball is a catch roll. The Catch skill will allow a reroll, Sure Hands will not. [BM1p8]
A player carrying out an action may only use one skill at one time [BM1p7]. Therefore if a player is moving or blitzing and causes a loose ball to bounce around they may only use Catch skill once to try to catch it during the course of the action. However, a player could use Catch several times before or after an action if the ball repeatedly bounces back to the same player.
5.6 Daemonic Aura (daemonic trait)
If the Daemon’s armour is beaten (no modifiers) and the subsequent injury roll is 10+ (with modifiers) then the Daemon is killed. [BM1p12]
This trait cannot be removed on a double.
This can only be taken on a double by players able to take general skills.
Because Dauntless is a trait it may be used with the skills Block, Tackle or Multiple Block.
Dauntless can only be used by a player making a block, not by a player being blocked.
Dauntless must be rolled before each block, including subsequent blocks thrown by a Frenzying player.
The bonus for horns is applied after any bonuses for dauntless. [GWUK]
With Piling On, the normal strength of the player is used to break armour.
Some star players have Dauntless listed as a skill. This should be a trait.
The +2 bonus cannot be added to other dice modifiers such as Mighty Blow or Claw.
The +2 bonus is in addition to the normal +1 for fouling, so a lone Dirty Player has +3 to the armour roll.
The +2 bonus is applied to both armour and injury
This skill can only be used when a pass has been thrown to that specific player, but was inaccurate. [DZ p10]
After rolling the scatter dice 3 times to see where the ball lands, the intended receiver (with Diving Catch) may move one square (not necessarily onto the ball) ignoring tackle zones. If this move is to the square where the ball is landing, a catch may be attempted. Otherwise, if the ball lands on an unoccupied square, it scatters one more time. [DZ p10]
Because Diving Catch cannot be used by the player currently taking an action, it may be used with Catch skill.
It cannot be used to grab at any loose ball or when a pass is missed some other player.
See the section Reaction Skills
This is a totally different skill in 4th edition compared with 3rd edition.
It can be used under any circumstances in which an opposing player makes a dodge roll. If the dodging player falls over this is a turnover. It must be used before the dodge roll is made, not after seeing the result of the roll.
The player making the Diving Tackle ends up lying in the square the dodging player left, so only one player may use Diving Tackle against each dodge.
Although the rule [BM1p11] states that it may only be used against a Move or Blitz action, this is intended to include a Pass or Foul action. It may not be used when a player is pushed back or follows up (or shadows).
If the Diving Tackle player is holding the ball they will drop it when they land on the ground (so it will bounce from the square the player ends up in).
If the dodging player has Stand Firm and fails the dodge, that player will not move, so place the Diving Tackle player on the ground in the square they started in.
If a player with a running chainsaw uses Diving Tackle, the chainsaw wielding player would have to roll for armour with +3 modifier.
See the section Reaction Skills
A team may pass in their own turn and Dump-Off during the opponent’s turn.
Dump off is never used by the player currently taking an action so the player is not limited to one skill.
"Neither team’s turn ends as a result of the throw, whatever it may be. After the throw is worked out your opponent completes the block, and then carries on with his turn." [DZp11]
Strong Arm does not allow Dump-offs in the Short band range [JJ].
5.12 Foul Appearance (physical trait)
A Foul Appearance player causes a -1 penalty on a pass or catch within 3 squares.
This only has effect when the player is standing.
This is cumulative with the tackle zone penalties, so if the Foul appearance player is standing in the tackle zone of a player throwing or catching the ball, there is a -2 penalty.
The die roll for passing and catching is cumulative when several Foul Appearance players are within the required 3 squares.
All actions that use the Catch skill (hand-off, intercept etc.) are affected by Foul Appearance.
A player blocking an opponent with Foul Appearance must roll a 2+ before carrying out the block. This must be done before every block during Frenzy. If a 1 is rolled, the Foul Appearance player is not blocked, and the Frenzying player gives up the attack in disgust.
This can only be taken on a double by players able to take general skills.
Because Frenzy is a trait it can be combined with Block or another skill during an action.
The description of this skill has changed several times, some of these changes being additions rather than replacements and JJ has further ‘clarified’ the rule after the release of BBG. It is believed the correct description should be roughly as follows -
If a player with the Frenzy trait is standing next to a standing opponent when they begin the Frenzy player begins their action then they must take a block or blitz action against that opponent (or any adjacent opponent if there is more than one). In this situation they may not choose not to take any action. If armed with a secret weapon they may attack the adjacent opponent with that instead.
When a player with Frenzy makees a block or blitz they must follow-up if a push-back result occurred (even if the opponent has stand firm) and make another block. Each extra block costs one square of movement and as long as the result is a push-back, the Frenzy must continue to the normal limit of movement (go-for-its are optional).
Var (a) The requirement to attack adjacent opponents only applies to Wild Animals.
Var (b) The Frenzy player (if not a Wild Animal) may choose not to take an action when standing adjacent to an opponent.
Frenzy applies during a blitz even if the Frenzy player did not start the action next to an opponent.
For each block during the Frenzy work out assists for the current player positions after push-backs (or sidestep) have been finalised for the preceding block.
A player blocking an opponent with Foul Appearance must roll a 2+ before carrying out the block. This must be done before every block during Frenzy. If a 1 is rolled, the Foul Appearance player is not blocked and the Frenzying player gives up the attack in disgust.
If a player is pushed out of bounds using a Push Back then the Frenzy player MUST follow-up, but if the player forced out had a knock-down result then the follow-up is optional.
A Frenzying player with Horns will receive a +1 on his ST when blitzing if he moves at least one square before each block roll. He would lose the bonus after the first frenzy against a Stand Firm player.
A player is not obligated to, but may Go For It to continue a Frenzy. Second (and third) Go For Its are optional [JJ] however the number of Frenzy blocks may not exceed the frenzied player’s movement allowance plus go-for-its.
Dauntless must be rolled before each subsequent block thrown by a Frenzying player.
A player using Multiple Block and Frenzy, will frenzy against all of the targets that remain standing and still adjacent to each other.
Frenzy may not be used using secret weapons and a player holding a running chainsaw may not frenzy.
Guard does not have any effect when assisting a foul.
A Hail Mary Pass is fumbled on a 1, but there are no modifiers for this roll.
If a player with Hail Mary Pass rolls for a normal Pass action and does not have a high enough roll to avoid a fumble they may not choose to use the Hail Mary Pass skill.
Hail Mary Pass may not be used in a blizzard. [JJ]
Eye of the Eagle won't make a Hail Mary accurate. [JJ]
Magic Hand of Jark Longarm will intercept a Safe Throw, but not a Hail Mary pass. [GWUK]
The use of Horns may change the number of dice rolled so must be declared before the dice roll, not after.
The bonus for horns may be applied after any bonuses for dauntless. [GWUK]
A Frenzying player with Horns will receive a +1 on his ST when blitzing if he moves at least one square before each block roll. He would lose the bonus after the first frenzy against a Stand Firm player.
The player may use his hypnotic gaze once during each of his own side’s team turns, at any point during the turn. [DZ p11] The description makes it clear that this does not have to be used during the player’s action. If it is used during the player’s action then no other skill may be used during that action.
Hypnotic Gaze cannot be used before dice rolls required by a move already made (e.g. after moving onto the ball square but before picking up the ball or during a dump off). However, it could be used after a pass has been declared, on or by a player that has moved using Pass Block.
Hypnotised players can still give assists even though they do not have a tackle zone.
A player with Pro and Kick may not attempt to reroll the scatter after a kickoff
Jump Up is only used at the start of a player’s action. It cannot be used before the action starts (to take a pass), nor later in an action. If a player uses Jump Up they may not use any other skill during the action.
This can only be taken on a double by players able to take general skills.
The player must be on the field when used, but can be lying down or stunned.
Only one Leader reroll can be used per half.
Allies with Leader cannot use the Leader reroll themselves, but it can be used normally by non-ally team members.
Leap can be used only once during a player’s action.
BM1p11 says a player may only "leap one square". This means "leap over 1 square".
Leap uses 2 squares of ‘normal’ movement, so may not be used during a Go-for-it.
Leap does not 'ignore tackle zones'. It is simply made with no modifiers to the die roll.
A player using this skill must still roll under his Strength to escape the Tackle Zone of a player with Tentacles.
You may Shadow a player who has used Leap. Your player will enter the square the opponent's player had occupied before the Leap.
The leap is over an adjacent square, then to any square next to that one, so it is permissible to land next to the square the player started from (i.e. leaping only one square).
This can only be used to add +1 to armour or injury, not both [BM1p11]. The player does not have to choose to use it until after seeing the dice roll which it will affect.
Targets of a multiple block must fill squares through which one may draw an unbroken path (not necessarily straight), but do not require each and every player to be directly adjacent to each and every other player. [JJ]
Players may give assists to a multiple block. Each player may give one assist only, and a player in the tackle zone of two targets may not assist against either [JJ] except with Guard.
Dauntless (a trait) may be used to match the summed strength of the targets of a Multiple Block in a nasty combination of skills. [JJ]
All pushes occur simultaneously. You can’t push one player, then another into the same square (forcing the other back further).
If a follow-up occurs it can be into any of the squares vacated by the target of the block.
A player using multiple block and frenzy must frenzy against as many targets as possible of the original block.
A frenzying player cannot attack additional players using multiple block after the first block.
5.24 Nerves of Steel (general trait)
This can only be taken on a double by players able to take general skills.
See the section Reaction Skills.
The coach of the passing player may not change his mind about passing the ball to a particular square after a player with this skill has made his move [DZ p12].
Only one player with Pass Block may move under the range ruler but not in the tackle zone of either the catcher or thrower. Any number may be moved into the tackle zone of the catcher or thrower. [JJ] A player may start to move to one of these positions then stop without completing the 3 square movement.
Pass Block can be used to move a player to an interception position even if the thrower has the skill safe throw, or uses a card to prevent an interception.
You may not go for it on a pass block. [JJ]
All players may move 3 squares for Pass Block even if their normal movement is less than 3.
You may Pass Block a Dump Off.
Alt (b) Pass Block may not be used against a hand-off.
All the modifiers that affect Pass apply to Throw Team Mate, so Pass Block can be used to place tackle zones on the thrower or on the landing square, but not to an interception position. [JJ]
This can only be used by a player who has made a block, not by a player being blocked. It must be used before rolling the dice for the armour roll, not after seeing the result. [BM2]
This cannot be used if the player with the skill falls over as a result of the block (both down).
For Piling On you must follow-up unless the player goes down without being pushed back. The Piling On player lands on top of the fallen opponent, then rolls back to the follow-up square, or the original square if no push-back occurred.
When this skill is used in conjunction with Dauntless or any other situation providing temporary higher strength, the true Strength of the player will be used to determine bonuses.
If the Piling On player was carrying the ball he will drop it because he ends the move lying on the ground. This would cause a turnover.
If the Piling On player was carrying a running chainsaw he will take an armour roll with +3.
Stunty players only ignore dodge modifiers for Tackle Zones, not other modifiers such as Prehensile Tail. [JJ]
This can only be taken on a double by players able to take general skills.
A player with this trait is "allowed" to use it any time they perform an action regardless of whether it is during their own or their opponent's turns. Although it is a trait and traits must be used, the wording makes it clear that the Pro player is not compelled to reroll every roll the player makes, not even failed rolls. It may only be used once per team turn [DZp12]. It follows from this that it may not be used for events that do not occur during either team’s turn.
Pro may not be used to reroll armour rolls that don’t penetrate or unsatisfactory injury rolls [BM1p8].
If a Pro roll fails the player cannot use a team reroll for the original roll. However, a coach can use a team reroll to reroll the Pro roll. If the Pro roll succeeds then the original roll can now be rerolled.
Players who fail the Really Stupid roll do not cause a turnover [BM1p12].
5.30 Regeneration (physical trait)
Regeneration is a trait and but not betaken by any player as an upgrade even on a double [BBGp9].
If a regenerate roll fails, the player may not attempt to regenerate later in the game. If the roll succeeds the player may regenerate again from a later injury.
Players with Regeneration regenerate on a 4+ [BM1p12]. Pro cannot be used for this roll, and it does not occur during a team turn, so team rerolls cannot be used.
Regenerate rolls should be taken before the next kickoff (i.e. at the same time as checking recovery form knock-out).
Undead players playing for other teams cannot regenerate. [JJ]
Trolls, Snow Trolls, Vampires and non-undead players with Regenerate do not need a Necromancer to regenerate. [JJ]
Players may regenerate from injured in practice. [JJ]
5.31 Right Stuff and Throw Team Mate
Throw Team Mate is a treated as a Pass action [BBp24] and the team is limited to one pass action and one hand-off per turn, so the team may hand-off but not pass the ball and also use Throw Team Mate.
Right Stuff can only be taken by players with strength 2 or less [DZp12].
Throw Team Mate can only be taken by players with Strength 6 or more [DZp13].
If the thrown player falls over it is not a turnover unless the player was holding the ball [BBp24]. It does not matter whether the throw was inaccurate or even fumbled.
The rule described in the book is correct, but the example given is incorrect. So the landing roll has +1 modifier for an accurate throw and no modifier if the throw scatters (with -1 for any tackle zones on the landing square).
You can only aim at an empty square.
Non-stunty players with the right stuff take a two-band range penalty for the throw (short becomes long bomb, etc.) [GWUK] instead of the one-band penalty for Stunties.
Since it is a Pass action, Pass Block may be used to put tackle zones on the thrower or next to the landing square (but not to intercept).
If a thrown player lands on another player, that player is pushed one square away from the direction of throw, even if he is already lying on the ground. Both players roll for armour.
Stunties may be thrown for Short passes in a blizzard, even though they are treated as Long. [JJ] The blizzard lowers visibility it doesn’t reduce the range of the throw.
The skill does not have to be declared (i.e. used) until the intercept roll is successful (if the passer has not used any other skill during the action).
Magic Hand of Jark Longarm will intercept a Safe Throw, but not a Hail Mary pass. [GWUK]
See the section Reaction Skills
Both coaches roll a dice and add their player’s normal movement to the roll. The shadow player must beat the other to succeed.
You may Shadow a player who has used Leap. Your player will enter the square the opponent's player had occupied before the Leap.
You can ignore tackle zones when making a shadowing move.
Alt (b) Shadowing can also be used when a player is pushed back or follows
up.
See the section Actions - Push Backs
A player with this skill may move into any adjacent empty square when he is pushed back. If all adjacent squares are occupied, he may not use sidestep [BM1p11]. The square the attack came from is not considered empty even if the attacking player follows up.
The sidestepping player does not have to choose to step off the field if there is an empty square available.
Sidestep may be used if a player is pushed by another player being pushed in a domino effect.
Spikes physical ability may not be taken multiple times. [JJ]
Spikes may not raise a player's armour value above 10. [JJ]
Blue horrors do not have any of the skills gained by the Pink horror they split from. Any SPPs gained by the blue horror are lost. Pink horrors keep SPPs gained before the split, but may not gain MVPs if they split during a match [BB2p8].
The sprint skill is not in effect until the player attempts to enter a third square using go-for-it. This obviously cannot be done if sure feet or any other skill has already been used.
5.38 Stand Firm (strength trait)
This can only be taken on a double by players able to take strength skills.
See the section Actions - Push Backs
Note that in 4th edition if the Stand Firm player fails a dodge, the player remains in the original square [BM1].
A player may Frenzy against an opponent who has Stand Firm [JJ] up to the limit of the frenzied player’s movement, even though neither player moves.
A player with Strip ball who rolls a push back against a Stand Firm player will force the player to drop the ball, scattering from where the player stands. Only Sure Hands protects against Strip Ball.
Cards or other situations referring to a player being ‘pushed back’ will still apply to a Stand Firm player even though the player does not actually move [BM1p11].
A player may only Strip Ball if a push back result is rolled on the block dice. If a block results in a No Result (both down result/both have block) the blocked player holds onto the ball. [JJ]. Push back includes ‘defender down unless dodge’.
A Stripped Ball scatters from the square into which the blocked player is pushed. [JJ]
The blocker must choose whether or not to follow up before the ball scatters due to the Strip Ball skill. [JJ]
A player with Strip ball who rolls a push back against a Stand Firm player will force the player to drop the ball, scattering from where the player stands [JJ]. Only Sure Hands protects against Strip Ball.
5.40 Strong Arm (passing trait)
This can only be taken on a double by players able to take passing skills.
Strong arm does not allow dump-offs in the short band range [JJ].
Stunty players (including skinks) do not automatically have +1 on injury rolls and -1 when throwing. This applies only to Halfings and Goblins
Stunty players only ignore dodge modifiers for Tackle Zones, not other modifiers such as Prehensile Tail. [JJ]
A skill may be used only one time during an action [BM1p7] so sure feet may be used only once per turn.
Sure hands counters Strip Ball.
Gaining control of a bouncing or scattering ball is a catch roll. The Catch skill will allow a reroll, Sure Hands will not. [BM1p8]
Roll a D6 for the player before the match starts. On 1-3 the player misses the first half of the match [BM2], not the whole match as in BM1.
Players must roll under their strength to leave the tackle zone. A 1 always succeeds, even for Snotlings. A failure does not end the player’s action, so they may pass, block or foul but not move [DZ p13].
Make the tentacles roll to find out if the player is going to be able to move before declaring an action. Where a player has declared an action before making the tentacles roll (e.g. did not start next to the tentacles player) they may only carry out an action they have already declared (e.g. a blitzing player could block an adjacent player, a passing player could pass from that position).
Tentacles have no effect where tackle zones are ignored in push-back and follow-up. Therefore a player prevented from moving by the tentacles could block an adjacent player and follow-up, moving away from the tentacles. The wording "may block, pass or catch the ball as normal" [DZp13] appears to prevent a player who has failed the tentacles roll making a blitz action, using the follow-up to escape the tentacles and then continuing to move.
A player using Leap must still roll under his Strength to escape the Tackle Zone of a player with Tentacles.
The rule [DZp13] makes it clear that if a player fails the Tentacles roll they may not move to another square in the same players tackle zone. Therefore a player moving from 1 square in a Tentacled opponent’s tackle zone to another square in the same player’s tackle zone must roll to try to escape tentacles before moving.
5.46 Throw Team Mate see Right Stuff
To the rule in BM1p12 add "Titchy players count as half a player towards the limit of 16 players/team". Therefore 2 Titchy players could be taken as allies even if this resulted in 17 players on the team list.
A coach may set up an extra d6-1 Titchy players (in addition to the starting eleven). This only applies to Titchy teams (Snotlings) not Titchy players used as allies. Under current rules no teams take Titchy allies.
Titchy may only be taken by players of ST1, but if they gain +ST they do not lose Titchy.
5.48 Very Long Legs (physical trait)
No characteristic may be permanently increased more than 2 [DZp17] so a player may who has gained two points of MA will not receive an extra +1 MA if he gains the physical skill Very Long Legs. [JJ]
Although the description of the skill Stunty [DZ p13] suggests that a player with Very Long Legs could not be Stunty this is not disallowed by the rules and if the model used for the player has long legs and is stunty then the player can have both skills.
This trait is quite different from the negative skill described in the compendiums. The player must move first (or after fanatics), uses the Frenzy trait and may not receive any assists when blocking or fouling. No Wild Animal dice roll is required, the player does not attack his own players and does not have to blitz the nearest player (or any player). However, if an opponent is standing adjacent to the Wild Animal when he starts his move, the Wild Animal must block or blitz that adjacent player using Frenzy.
Although the rule states that it is only an illegal procedure to move the Wild Animal after another (non-wild or fanatic) player, JJ4 has advised that the rule should be that it is an illegal procedure to move any other player before a Wild Animal. Therefore the Wild Animal must take an action. However, a move of 0 squares is permissible.
The cards have been revised in Blood Bowl Magazine 2. This chapter assumes that only the revised cards are used. Cards which cause major loss of assets have been removed so that it is now safer to save cash in order to pay appearance fees. Take note that the wording of most cards has changed so that time of play of a card may be different or the effect may be quite different.
BBM2 suggests that teams only receive a special play card if they roll a 6. This makes the cards almost redundant for most games.
Var (b) Some leagues allow both teams to draw exactly one card, plus handicap cards.
Var (c) Some leagues require only one player to roll for the number of special play cards, both teams taking the same number (plus any handicap cards).
Cards which may be played "at the start of any of your opponent’s turns" should be played after ending your turn, and before the opponent uses any card, wizard or player. You do not have to wait until the turn counter is moved (because the other coach might forget to move it).
Some cards have effects that last for "the rest of the turn". These end their effect at the next turnover; they do not last through a coach’s turn and the opponent’s turn.
Special play cards that cause a member of the moving team to fall down, force the player into the crowd or leave the pitch cause a turnover unless stated otherwise.
Cards which cause penalties may be argued, however arguing the call will always fail.
You can trade or sell Special Play Cards to your opponent [JJ] but not to coaches playing in other games.
Bribing your opponent to withhold playing a card, etc. is acceptable as is selling the services of your team's apothecary.
You are under no obligation to play all your Special Play Cards. You can accept a cash donation (bribe) for not playing a Special Play Card. [JJ]
6.2 Away Fans Banned and Crazy Referee
You can still win rolls on the Kickoff table and if you win Throw a Rock or Pitch Invasion, the opposing fans take it out on their own team.
If Away Fans are Banned and a Crazy Referee chases the other fans away, then there are no fans left in the stadium, so the McMurty burger sellers are so annoyed at the lack of customers that they will beat up players pushed off the field, throw rocks etc as required.
Blatant fouls aren't called after you get the ref so this card does not send a player off after they Get the Ref at a Kickoff. [GWUK]
You may argue the call on a blatant foul. [GWUK]
6.4 Crazy Referee see Away Fans Banned
The ball may be intercepted. [JJ]
It won't make a Hail Mary Pass accurate. [JJ]
No player may gain more than 1 MVP per match [DZ p16], so the player gaining the MVP is not eligible after the match.
6.7 Magic Hand of Jark Longarm
This will intercept a Safe Throw, but not a Hail Mary pass [GWUK].
Change the wording on this card so that only D6 (random) players are affected
Var (a) Two random players are affected (to make it comparable with other cards).
These allow a bonus team turn. You can Blitz, Pass, Foul and use a team reroll even if used in the previous turn.
If the player was holding the ball it scatters one square.
Players hired through a Special Offer or That Boy's Got Talent contribute their list price for Team Rating purposes, not the price actually paid. [JJ]
The sponsors slogan should be declared before the first player takes an action. Only one sponsorship deal should be allowed at any one time.
If at any match the coach fails to fulfil the conditions required by the sponsor then the sponsorship deal is ended.
It is recommended that sponsorship deals only last for 6 matches.
Spy may be used to prevent the use of any reroll, including skill rerolls. [JJ]
Players hired through a Special Offer or That Boy's Got Talent contribute their list price for Team Rating purposes, not the price actually paid. [JJ]
Regular players carrying weapons may still play but cannot use their weapons. The goblin fanatic and dwarf deathroller may not go on the pitch (because their skills and stats are an integral part of the weapon).
Use allies from the table in BM2. This is significantly different from the list in BM1.
Only one ally may be taken from each race [BM1p9] or two Titchy players.
Allies may not use team rerolls [BM1p9].
Star players may be taken as allies [BM1p9].
Vampire Lords may not be taken as allies [BM1p18].
Big Guy teams may not take allies although they may take Star players of their own race [BM1p10].
Orcs count Goblins as allies [BM1p8], as well as players on the team list as in DZp28, so they may take 5 Goblins. A 5th goblin would have to be indicated separately as an ally, not able to use team rerolls. Only regular goblins are on the Orc team list, not Fanatics or Trolls, so these can only be taken as allies.
Trolls appear on the team list of both Goblins and Snotlings and so do not count as allies when taken by either team (2 Trolls for Goblins, [BM1p10], 4 Trolls for Snotlings [BM1p35]). This does not permit teams that take both Goblin and Snotling allies to take 2 Trolls (i.e. from each team list).
To the rule in BM1p12 add "Titchy players count as half a player towards the limit of 16 players/team". Therefore 2 Titchy players can be taken as allies even if this results in 17 players on the team list. Under current rules no race may take Titchy allies.
Non-goblin allies cost double to hire for a goblin team.
Undead and Khemri allies on non-undead teams cannot regenerate.
Khemri can hire Undead star players.
The following teams are officially permitted.
Amazon [BM1p26]
Bretonnian [BM1p33]
Chaos [DZ]
Chaos Dwarf [DZ and BM1p10]
Daemon [BM1p34-35]
Dark Elf [BB]
Dwarf [BB]
Goblin [DZ and BM1p10]
Halfling [DZ]
High Elf [BB]
Human [BB]
Khemri Undead [BM1p35]
Lizardman [BM1p19]
Minotaur [BM1p10]
Norse [BM1p23]
Ogre [BM1p10]
Orc [BB]
Skaven [BB and BM1p10]
Snotling [BM1p35]
Treeman [BM1p38]
Undead [DZ]
Vampire [BM1p17]
Wood Elf [DZ]
Brettonian Questing Knights cost 150,000 gps [BBGp5]
Daemons have the slow skill progression of Big Buys [BBGp14] (but choose skills as normal).
Halfling teams are limited to one Treeman ally.
Treat this team the same as Undead for purposes of wizards, apothecaries, regeneration and star players. Necromancers can raise the dead and make a Zombie (not a skeleton), but Zombies do not play for the team (even as allies).
Skinks are stunty but do not take -1 penalty when throwing, nor +1 penalty on injury.
When the Vampire Lord is killed, a normal Vampire takes this position and loses Off for a Bite, but he does not gain any additional skills or stats. Nevertheless, record the new Vampire Lord’s value at 180,000 gps for team rating purposes.
See BM1 or BBG for details. The official rules are different from those in Compendium 1 and Compendium 2
Big Guys are higher strength players that are slow learners and usually have a negative trait. Some have been added to team lists and others may be taken as allies. See the Skills section for notes on the negative traits.
The limitation on the number of each type of Big Guy on a team is determined by whether they may be taken as allies (one ally of each race) or are on the team list (usually 2).
9.2 Pro skill used for Big Guys negative trait roll
Alt (b) Since the Bonehead or Really Stupid trait is an integral part of the player’s skills, Pro could be used at any time the player uses the trait. In this case Vampires and Treemen should also be able to use Pro to reroll Off-for-a-bite or Take Root.
Alt (c) Pro can only be used for the negative skill rolls that are made during the team turn.
Big Guys are slow learners and must earn double SPPs to gain a Star Player roll. They gain skills at 12, 22, 52 SPPs etc [BM1p15]
Var (b) Some leagues do not allow Big Guys to remove their negative trait.
Var (c) Some leagues allow Big Guys to remove their negative trait as their second or third upgrade without requiring a double. This should only be done if all races have access to the same number of Big Guys.