OnLine BloodBowl Enthusiasts’ Reference With Assembled League Doctrines
(OBERWALD)
for the 2002 Living Rulebook 2.0
(Oberwald v4.60 24 December 2002)
This is based on Oberwald v1.09 by Dean Maki and versions for Blood Bowl Edition 3 and 4 edited by Brian Horton with assistance from Gary Moriarty, Steve Lalancette and the other gurus on Blood Bowl Central.
The official home for this document is
http://www.vision.net.au/~mhorton/oberwald
Although the latest version (and all previous versions) can be found there, it can also be found at
This is the World’s Largest Blood Bowl Library and is usually the best place to look for all rules related information whether official or unofficial.
Comments and suggestions can be sent to mhorton@vision.net.au
This edition is based on The Living Rule Book v2.0 found at
http://games-workshop.com/Warhammerworld/bloodbowl/l_rule_bbok_a.htm
TABLE OF
CONTENTS
1.0 ADMINISTRATIVE.......................
1.1
Introduction.................
1.2
Errata
2.0 ACTIONS and MOVEMENTS..
2.1
Actions
2.2
Turnovers
2.3
Block....
2.4
Catch...
2.5
Dodge...
2.6
Fouling
2.7
Go For It.......................
2.8
Hand-Off................
2.9
Interception....................
2.10
Knock Downs......
2.11
Pass...
2.12
Picking up the ball.....................
2.13
Push Back..........
2.14
Scattering the ball..
2.15
Standing up................
2.16
Throw-in.................
2.17
Turns
3.0 GENERAL.
3.1
Apothecaries.................
3.2
Dice rolls.........
3.3
Fan Factor.....
3.4
Forfeits.....................
3.5
Freebooters...................
3.6
Handicaps.....................
3.7
Illegal Procedure.....................
3.8
Injuries.....................
3.9
The Kickoff and Kickoff Table........
3.10
Overtime
3.11
Player Size.............
3.12
Rerolls.....................
3.13
Star Player Points (SPPs).........
3.14
Stats
3.15
Wizards..
4.0 SECRET WEAPONS AND STAR
PLAYERS..........................
4.1
Star Players...
4.2
Secret Weapons.
4.3
Player size.............
4.4
Blunderbuss.................
4.5
Bomber.....................
4.6
Chainsaw.....................
4.7
Death Roller......
4.8
Fanatics
4.9
Pogo Stick.........
4.10
Poisoned Dagger.....
5.0 SKILLS, TRAITS AND RACIAL CHARACTERISTICS................
5.1
Introduction...............
5.2
Reaction skills........
5.3
Always Hungry (racial characteristic)...........
5.4
Bonehead (racial characteristic)...........
5.5
Catch.
5.6
Claw (physical trait).......
5.7
Dauntless (general trait).......
5.8
Dirty Player......
5.9
Diving Catch.......
5.10
Diving Tackle.....
5.11
Dump-Off..............
5.12
Extra Arms (physical trait).......
5.13
Foul Appearance (physical trait).......
5.14
Frenzy (general trait).......
5.15
Guard
5.16
Hail Mary Pass.....................
5.17
Horns (physical trait).......
5.18
Hypnotic Gaze (racial characteristic)...........
5.19
Kick...
5.20
Jump Up (agility trait).......
5.21
Leader (general trait).......
5.22
Leap...
5.23
Mighty Blow.........
5.24
Multiple Block........
5.25
Nerves of Steel (general trait).......
5.26
Pass Block........
5.27
Piling On...............
5.28
Prehensile Tail (physical trait).......
5.29
Pro.....
5.30
Razor Sharp Fangs/Claws (physical trait).......
5.31
Really Stupid (racial characteristic)...........
5.32
Regeneration (racial characteristic)...........
5.33
Right Stuff and Throw Team Mate (racial characteristics).........
5.34
Safe Throw......
5.35
Shadowing.....................
5.36
Side Step............
5.37
Spikes (physical trait).......
5.38
Stand Firm (strength trait).......
5.39
Strip Ball...........
5.40
Strong Arm (passing trait).......
5.41
Stunty (racial characteristic)...........
5.42
Sure Feet............
5.43
Sure Hands.......
5.44
Take Root (racial characteristic)...........
5.45
Tentacles (physical trait).......
5.46
Throw Team Mate (racial characteristic)...........
5.47
Very Long Legs (physical trait).......
5.48
Wild Animal (racial characteristic)...........
6.0 HANDICAPS TABLE.............
6.1
General.....................
7.0 BIG GUYS
7.1
General.....................
7.2
Pro skill used for Big Guys negative trait roll.....................
7.3
Big Guy Progression..................
7.4
Player size.............
7.5
Rerolls for Big Guys...........
7.6
Halfling and Goblin team Big Guys...........
7.7
Kroxigor
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 have been updated by the 2001 Blood Bowl Rules Review Committee (BBRC) and compiled as the Living Handbook at the following website
http://games-workshop.com/Warhammerworld/bloodbowl/l_rule_bbok_a.htm
Where a page number is given it refers to the Living Rule Book v1.3
Some points appear more than once throughout the document. If a point is applicable to two different topics, it appears under each heading or a cross-reference is given.
Many leagues have used different interpretations for some rules or have introduced variants to the rules. Where the existing rules are relatively clear, or rulings have been obtained from an official source, or the majority of leagues agree, it is shown as the “official” ruling.
Common variants may be listed after the official version as -
Var (a) ……….
Var (b) ………, etc.
Where there is no clear ruling from the books and no consensus among leagues, a range of alternatives may be listed as
Alt (a) ……….
Alt (b) ………., etc.
Not all possible variants and alternatives have been listed. Variants that are clearly not in accordance with the rules are only shown if they are in common use, or are more consistent with most other rules, or have particular merit in simplifying or improving the game. The editor has tried to avoid excessive bias but prefers rules that are consistent, simple and favour skill over blind luck. Leagues that use this document as a basis for their rules should first decide which of the possible alternatives they prefer and which variants (if any) they will use.
Note that almost all rules can be varied 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 3rd Edition or after the release of Edition 4 and have only been retained here if they should still apply in the revised edition.
The OBERWALD supplement with unofficial rules is no longer being updated because there is a huge library of unofficial rules at
The latest OBERWALD for those who wish to continue playing Edition 3 is v2.06 and for Edition 4 is v4.21.
This version (4.60) differs from the previous version (4.53) in all areas clarified or updated by the 2002 rules review, the errata and Q&A for LRB v2.0 and the discussion on Talkbloodbowl.net related to those changes.
Sections changed are
1.1 Administrative: General (references to OBERWALD supplement)
1.2 This Errata
2.7 Go for it (with Leap)
2.9 Interception
2.11 Pass
2.13 Push back
3.1 Apothecaries
3.3 Fan factor
3.8 Injuries (part transferred to new section 3.14 Stats)
3.9 Kickoff and kickoff table
3.11 Player size
3.12 Rerolls
3.13 Star Player Points (SPPs)
3.14 Stats (new section)
3.15 Wizards
4.1 Star Players (now includes Thrud)
4.8 Fanatics (use of template)
4.10 Poisoned dagger (effect on players not KOd)
5.2 Reaction skills
5.3 Always Hungry
5.7 Dauntless
5.11 Dump Off
5.13 Foul Appearance
5.14 Frenzy
5.16 Hail Mary Pass
5.21 Leader
5.22 Leap (with go-for-it)
5.24 Multiple Block (against Foul Appearance)
5.26 Pass Block
5.33 Right Stuff and Throw Team Mate
5.35 Shadowing
5.48 Wild Animal
6.1 Handicaps: General (#65 Iron Man)
7.5 Rerolls for Big Guys
7.6 Halfling and Goblin team Big Guys
7.7 Kroxigors
The following are considered 'Actions' in Blood Bowl:
Move: The player moves any number of squares less than or equal to his MA (p9), with two optional Go For Its.
Block: The player throws a block on an adjacent opponent (p10). 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 (p10). 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 (p13), or a player (p23). Only one player per team per turn may pass. Throwing a team-mate is a Pass.
Hand-Off: 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 hands off the ball (p20). Only one player per team per turn may hand off.
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 (p24). The player doesn’t have to spend 1 MA to reach the victim; he only has to get next to him. May not be used by more than one player per team per turn.
Bomb: A Bombardier may throw a bomb instead of taking any other action (p30). Several bomb throwers make take this action in a team turn.
Start Chainsaw: A player with a chainsaw may attempt to start it instead of taking any other action (p31).
Players may not perform more than one action per turn.
It is not a turnover to fail to complete a specified action. For example after declaring a pass action, the player decides not to risk throwing the ball.
Coaches must declare what kind of action each player is making as the player is activated. 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 an action limited to one per turn, then even if the player does not complete the Blitz, Pass, Handoff or Foul, no other player can attempt the same action in that team turn.
Although a coach must declare if a player is making a Blitz, the coach does not need to specify the target of the Blitz until the block is being made. It is not an illegal procedure to fail to declare an action, but it will be treated as a Move.
The following will cause a Turnover:
1. Getting caught on Illegal Procedure and not either spending a Reroll or successfully arguing the call (p8).
2. A player on the moving team is knocked down or falls over, unless the situation comes under a specific rule that states that it is not a turnover and the player was not holding the ball (p8).
3. Throwing a pass which, after all the bouncing is done, is not caught by a member of your team (p8 & p14). Use of the Blunderbuss is considered to be a ‘pass’ (p32).
3a. Fumbling a pass even if it is caught by the passing player’s team (p22).
4. Failing in an attempt to pick up the ball regardless of where the ball scatters or who may finally end up holding the ball (p4 & p9).
Var (a) It is only a turnover if the moving team attempts to pick up and does not end up with the ball when it is done scattering.
5. Touchdown scored (p8).
6. Hitting the four-minute time limit (if it is being used) (p8). Most leagues do not enforce a time limit.
7. Getting sent off for fouling (p24).
No other events cause a turnover, although a team’s turn will end if the coach has activated all his players, or if the coach declares his turn over.
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).
It is not a turnover to fail to complete a specified action. For example after declaring a pass action, the player requires a reroll to pick up the ball and decides not to risk throwing it.
See also Push Back
You may not voluntarily block your own players (p10).
The blocker must choose whether or not to follow up before making the armour roll against his victim (p11).
The blocker must choose whether or not to follow up before making the scatter roll when blocking the ball carrier (p11).
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 (p11).
The follow up is free even in a Blitz, since the 1 MA has already been paid for when making the Block (p11).
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 (p21). 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) and no other player from the opposing team.
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 moving team originally had possession, then it will be a turnover if they are not in possession after all the bouncing is done.
The section headed ‘Turnovers’ (p14) is part of the section on Throwing the Football and only applies to a Pass by the moving team. It does not mean that a turnover occurs after dropping a ball dislodged by a Blitz action - these can bounce around, fail to be caught and end on the ground or back in possession of the opponent without causing a turnover.
If the ball scatters onto a player they must attempt to catch it (p14).
Var (a) A player is not required to catch a scattering ball.
The Catch skill can be used to catch a moving ball, including passes, bouncing balls and any other 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).
Var (a) Players with extra arms may catch bombs, etc. while holding the ball and throwing.