Full manual text
1
TABLE OF CONTENTS
INTRO............................................................................................................................
STARTING A LEAGUE
TEAM DRAFT...........................................................................................................
SEASON LAYOUT ....................................................................................................
TEAM ROSTERS ...........................................................................................................
TEAM IMPROVEMENTS ...............................................................................................
TEAM VALUE................................................................................................................
INJURY TABLE.............................................................................................................
PRE MATCH SEQUENCE
INDUCEMENTS ........................................................................................................
KICKOFF ROLL TABLE ...........................................................................................
POST MATCH SEQUENCE
COLLECT EARNINGS ..............................................................................................
FORFEITING.............................................................................................................
ROSTER IMPROVEMENTS .....................................................................................
PLAYER IMPROVEMENTS ......................................................................................
SKILLS AND ICONS LIST........................................................................................
STAR PLAYERS ROSTER ............................................................................................
TEAM ROSTER SHEET ................................................................................................
2
3
3
5
9
9
9
10
10
11
11
11
12
13
15
16
---
2
INTRO
These rules are instructions on how to carry out a season
instead of a single game for Blood Bowl: Team Manager. Along
with playing games, managers will financially manage a team
by drafting a team from a list of team rosters, purchasing team
improvements, potentially losing players due to injury
throughout the season and needing to replace them, creating
custom Star Players by leveling them up and adding skills to
players on their teams, and playing in special tournaments
throughout the season which can give teams even more
special benefits. All of this is leads up to the grand finale: the
Blood Bowl Tournament Games which are played with a
bracket tournament crowing one manager the Blood Bowl:
Team Manager Season Champion.
As of this edition of the rulebook (version 1.0), full play testing
has not happened yet, so please feel free to change things
throughout the course of the season if something seems
broken or unbalanced. Below are a few suggestions to help
balance play that are recommended from the get go.
1. Putting together a custom team may be difficult at
first. Try using the starting deck of each team as
managers' starting decks instead of buying individual
players to build a team. In the Team Rosters section,
the "Initial Total" gives the starting deck's cost if using
the original starting deck from each team. Also, have
each manager pick a different team (unless multiple
copies of the game are owned and the commissioner
of the league is feeling ambitious). Either way, give
each manager their own Team Roster Sheet to keep
track of their individual teams throughout the season.
2. The easiest way to create players and modify team
decks (which will be needed when playing a season)
is to proxy cards. This will require card sleeves as
writing on cards is not recommended. Proxy cards
will also be needed for Team Improvements, some
Inducements, or in some cases, if a team's roster
goes above 12 players.
3. While it might seem like a little bit of a hassle to
calculate Team Values before each game of the
season, doing so protects against one or two teams
dominating every game especially later in the season.
Take the time to do so.
4. The "Underhanded Dealings" Staff Upgrade card can
be a little on the strong side. Consider changing this
card to read "At the beginning of the Scoreboard
phase, choose 1 highlight and count the number of
cheating tokens on all players at that matchup.
Exhaust this card to gain fans for each cheating token
counted at the chosen highlight divided by 2." Divided
by 2 being the major difference.
The dice rolling tables throughout this rulebook (Ex: Injury
Table, Kickoff Roll Table, etc.) were decided based on the
probability of different dice roll combinations in
correspondence to the original Blood Bowl game. The
probabilities were calculated using a 6 by 6 table using all
potential dice roll combinations as seen below.
X
X
X
X
X
X
XX X X X XX X
12/36 = 1/3
9/36 = 1/4
6/36 = 1/6
4/36 = 1/9
4/36 = 1/9
1/36
Please give feedback as this rulebook is subject to change as
necessary. Please contact pauleolson13@gmail.com and/or
yerardet@gmail.com.
Note: The individuals who created this rulebook do not have
copyrights to any of the images or flavor text. All images are
trademarked to Games Workshop and/or Fantasy Flight
Games. They have no intent to sell any or part of this material
to anyone or any party nor do they wish anyone else to do so.
Did you know...
that bribery is now so prevalent
amongst referees that the
Referees and Allied Rulekeepers
Guild (RARG) has created rules
concerning where, when and how
one can accept a bribe. RARG
has set official union rates for
bribing a referee. Under an
agreement signed last season,
clubs are not allowed to offer less
than the going rate. RARG is even
considering appointing a second
bunch of referees to govern the
conduct of RARG just to keep
bribery properly controlled.
---
3
STARTING A LEAGUE
TEAM DRAFT
To kick off the season, managers will each need to choose a
team. Standard Blood Bowl: Team Manager rules apply (and
expansions if owned) along with the rules laid out in this
rulebook. Each manager will start with $1,000 in their treasury.
With that starting amount, managers can then build their
teams. Managers may buy players up to the maximum listed
under quantity for each character type (see Team Rosters for
initial and future player purchase information). Managers may
also buy Team Improvements (see Team Improvements for
pricing for Team Wizards, Team Doks, and Team Rerolls). A
manager must start with exactly 12 players in his or her starting
deck, with no more than 16 players total on a roster (managers
must buy at least 12 players before buying Team
Improvements). Players may never be cut to decrease a roster
below 12 total players, however, cutting of players can happen
at any time between games. No cash is gained from cut
players.
Note: Star Players can only be bought during the Roster
Improvements Phase of the Post Match Sequence and must
be of the same race as the manager's team.
Managers will never be able to field more than 12 players in
their deck at the beginning of a game. Any excess players on
a manager's roster will be on that managers bench and
available for substitutions. If a player misses game time
during a game because of death or injury (see the Injury
Table for details), a manager may immediately take one
of his or her benched players and place that player into
his or her discard pile to replace the injured player.
If because of death or injury a roster has less than the 12
player minimum at the start of a game, a game may still be
played as long as there are at least 10 players in each
managers' deck. Once the game starts, a manager's deck
must maintain at least 6 players or that manager will be forced
to forfeit (this could happen if more players die or have to miss
game time during play). However, managers may forfeit at
any time during a game (if things start going really poorly, i.e.
several players are severely injured or die, managers may
want to cut their loses). See the forfeit rulings under Post
Match Sequence.
During the course of a season, in between games, managers
are allowed to purchase additional players or additional team
improvements (apothecaries, wizards, and re-rolls) following
the same 12 player minimum and 16 player maximum
guidelines from above. If a manager is below the 12 player
minimum and has enough cash on hand to purchase any
player on their roster, they must purchase players to get back
to the 12 player minimum if able. No other purchases may be
made prior to reaching 12 players on their roster.
SEASON LAYOUT
Games during the season will be broken into three different
types of games: Regular Season Games, Tournament
Games, and The Blood Bowl Tournament Games. Each
game will start with a Kickoff Roll (see Kickoff Roll Table
section). Managers will also need to assign a League
Commissioner as detailed at the end of this section.
Regular Season Games will use the normal Blood Bowl:
Team Manager rules but exclude all of the Tournament cards
(i.e. The Chaos Cup, The Blood Bowl, etc.). These cards will
only be used during Tournament Games. Regular Season
Games are only 1 vs. 1 games. During a Regular Season
Game the usual 5 rounds will be played. Rounds 1, 3, and 5
will be played with 5 highlights (the first 3 committed highlights
will be kept instead of just the first 2 to replace the lost
tournaments in a normal game). Rounds 2 and 4 will be played
with 4 highlight cards (the first 2 committed highlights will be
kept per usual) and one Headline Card.
Did you know...
That the most famous Skaven
Player of all time was Tarsh
Surehands. Tarsh had two heads
and four arms, features which
allowed him to become the leading
pass receiver in the league. Sadly,
in a crucial wild card game, a
missed pass led to his two heads
having a violent argument, and
before anyone could stop him he
had strangled himself to death.
Tournament Games will use the normal Blood Bowl: Team
Manager rules but only include one Tournament card per
game (which will be played during the last round instead of
the Blood Bowl Tournament card per usual). Tournament
Games will include all managers in the League (if more than
6 players are in a League, hold 2 different Tournament Games
splitting the managers into 2 divisions or more if needed). The
usual 5 rounds will be played with Rounds 1 and 3 using one
additional highlight in lieu of the normal Tournament cards
(similar to how Regular Season Games are played). Rounds
2 and 4 will be played with the normal amount of highlights
and one Headline Card.
Note: If a manager cannot play in a Tournament Game due
to a personal scheduling conflict or because of not meeting
the required minimum roster (10 players) he or she will be
forced to forfeit (see Forfeiting under the Post Match
Sequence). All other managers will play in the Tournament
against each other.
are in a League hold 2 different Tournament Games splitting the managers into 2 divisions or more if needed The usual 5 rounds will be played with Rounds 1 and 3 using one additional highlight in lieu of the normal Tournament cards similar to how Regular Season Games are played Rounds 2 and 4 will be played with the normal amount of highlights and one Headline Card Note If a manager cannot play in a Tournament Game due to a personal scheduling conflict or because of not meeting the required minimum roster 10 players he or she will be forced to forfeit see Forfeiting under the Post Match Sequence All other managers will play in the Tournament against each other
---
4
Each Tournament Game has it's own added bonus along with
the regular winnings and improvements (see Post Match
Sequence). The Winner of each Tournament Game is decided
by most fans at the end of the game. See below for added
bonuses.
• The Spike! Magazine Trophy - Due to increased coverage
in Spike Magazine, the winning manager is able to recruit
easier! The winning manager adds one All Star player (see
the Star Player Roster) to their team deck at no cost for
the duration of the season. The Star Player selected must
belong to the same race as the winner's team. Managers
may search through the Star Player deck to find said player.
• The Chaos Cup - The Chaos gods take a special interest
in the fate of the team that holds the Chaos Cup and will
reward the players immediately with special Chaos gifts as
a sign of their favor. The winning manager rolls one dice.
On a , one player, on a , two players, and on an X,
three players may take any one Mutation Skill regardless
of normal team restrictions (as explained in Player
Improvements in the Post Match Sequence section). As
a result these players also gain MVP's to go up one level
immediately (also explained in Player Improvements).
Players do not gain an additional skill or icon in this way.
• The Dungeonbowl - The Dungeonbowl is sponsored by
the Colleges of Magic. Due to their knowledge of getting
around rules, they reward the winning team with part of
that enlightenment. The winning manager is now allowed
to carry up to 3 Team Upgrades from match to match for
the duration of the season (as described in the Roster
Improvements section of the Post Match Sequence). This
effect is immediate.
• The Far Albion Tournament (Sudden Death expansion
required) - Due to the fact this is a minor tournament, no
one likes to admit they were the Far Albion Tournament
winners. Most managers sell their trophies to collectors
and then claim the trophy was stolen. The winning manager
may take one Contract and multiply the fan number shown
by 10 to calculate an extra cash winning to add to their
treasury.
• Goblin Tribal Leeg (Foul Play expansion required) -
Due to the legions of goblin fans the winning team now has
for victory in the Goblin Tribal Leeg, the winning team
attracts goblin players who attempt to join their roster. Most
teams decide not to use use these players. Ogres,
however, consider them a delicacy. The winning manager
may immediately add the Star Player "Skeezy" to their
roster for the season at no cost. If Skeezy is added to a
non-Foul Play team, Skeezy will need to be proxied using
a Freebooter Star Player from their corresponding Star
Player decks. Regardless, remove Skeezy from the Foul
Play Star Player deck for the duration of the season.
Skeezy is valued as an "All Star" for team rating purposes
(as described in Team Ratings).
The Blood Bowl Tournament Games will be the last set of
games of the season and will be a bracket tournament. Win/
Loss records from the Regular Season Games (Tournament
Games do not count towards your win/loss record) will
determine seeding for the tournament using normal bracket
set up (the no. 1 seed plays the bottom seed or has a bye
depending on the League's size and so forth). See below for
an example bracket.
Assign a League Commissioner. The commissioner of the
League should determine which Tournament Games (and
how many) he or she plans to hold during the course of a
season and determine how often Tournaments should be
played. In between each Tournament Game, each manager
can play each other manager in a Regular Season Game up
to twice as long as the two games against the same manager
are not consecutive. After all tournament games are finished,
the next scheduled tournament will be The Blood Bowl
Tournament Games.
Did you know...
A sizable proportion of fans
look upon a Blood Bowl
match as an opportunity to
cause as much mayhem and
destruction in the stands as
possible. Indeed, many fans
feel that something should be
done about the small minority
of peaceful fans that turn up
for games just to watch, and
spoil the fun for everyone
else.
---
5
TEAM ROSTERS
The "Normal" and "Other" columns below refer to skills each player is able to learn when leveling up (see Player Improvements
in the Post Match Sequence section of this rulebook). G = General, A = Agility, P = Passing, S = Strength, M = Mutation, E
= Extraordinary. Under the "Skills" column, icons are in italics and downed abilities have a "(D)" listed after them. For a list of
skill and icon definitions see Player Improvements in the Post Match Sequence section.
Wood Elves
For Wood Elves the Long pass is everything, even more so than their High Elf cousins, and all of their
effort goes into being an expert at throwing or receiving. No Wood Elf worth his salt is going to be
weighed down by extra Armour and be forced to lurk about, attempting to knock opposing players over.
Instead they rely on their natural athletic ability to keep them out of trouble, which is normally enough
– it takes a very agile or lucky opponent to lay a hand on a Wood Elf!
QtyTitle (Start #)CostSkills NormalOtherStars
0-16Lineman (4) 50Guard GA PSE 1
0-3Catcher (2) 90Pass, Sprint, Sprint GA PSE 2
0-3Thrower (2) 80Pass, Pass GAP SE 2
0-1Treeman (1) 120Tackle, Fend S GAPE 4
0-4Wardancer (3) 100Tackle, Diving Tackle GA PSE 3
Initial Total 960
Dwarves
Dwarfs seem to be ideal Blood Bowl players, being compact, tough, well-armoured and having a
stubborn knack of refusing to die! Most successful Dwarf teams work to the principle that if they can
take out all the other team’s potential scorers, and wear down the rest, then there won’t be anybody
left to stop them scoring the winning touchdowns!
QtyTitle (Start #)CostSkills NormalOtherStars
0-16Longbeard (4) 50Guard GS APE 1
0-3Runner (2) 80Pass, Stand Firm GP ASE 2
0-3Blitzer (2) 80Tackle, Strip Ball GS APE 3
0-3Trollslayer (2)100Cheat, Tackle, Dauntless GS APE 3
0-4Blocker (2) 80Tackle, Guard GS APE 3
Initial Total 880
Humans
Although Human teams do not have the individual strengths or outstanding abilities available to other
races, they do not suffer from any outstanding weakness either. This makes Human teams extremely
flexible, equally at home running the ball, passing it, or ignoring it and pounding the opposition into the
turf instead!
QtyTitle (Start #)CostSkills NormalOtherStars
0-16Lineman (4) 50Guard G APE 1
0-3Catcher (2) 80Sprint, Sure Hands, Kick GA PSE 3
0-3Thrower (2) 70Pass, Dump Off GP ASE 2
0-4Blitzer (3) 100Tackle, Diving Catch GS APE 3
0-1Ogre (1) 140Tackle, Cheat, Juggernaut S GAPE 4
Initial Total 940
---
6
Orcs
Orcs have been playing Blood Bowl since the game was invented, and Orc teams such as the Gouged
Eye and Severed Heads are amongst the best in the league. Orc teams are tough and hardhitting,
grinding down the opposition’s line to create gaps for their excellent Orc Blitzers to exploit.
QtyTitle (Start #)CostSkills NormalOtherStars
0-16Lineman (4) 50Guard G APSE 1
0-3Thrower (2) 70Pass, Sure Hands GP ASE 2
0-4Black Orc (2) 90Tackle, Frenzy GS APE 3
0-4Blitzer (3) 80Tackle, Cheat GS APE 3
0-2Da Troll (1) 130Tackle, Piling On S GAPE 4
0-3Goblin Runner 70Pass, Stunty AP GSE 1
Initial Total 890
Skaven
They may not be all that strong, they certainly aren’t tough, but boy oh boy are Skaven fast! Many an
opponent has been left in the starting blocks as fast-moving Skaven players scamper through a gap in
the line and run in for a lightning fast touchdown.
QtyTitle (Start #)CostSkills NormalOtherStars
0-16Lineman (4) 50Guard G APSME 1
0-4Gutter Runner (3)90Pass, Pass, Sprint, Dodge GA PSME 2
0-3Thrower (2) 70Cheat, Pass GP ASME 2
0-3Blitzer (2) 90Cheat, Tackle, Sprint GS APME 3
0-1Rat Ogre (1) 140Cheat, Tackle, Disturbing
Presence
S GAPME 4
Initial Total 940
Chaos
Chaos teams are not noted for the subtlety or originality of their game play. A simple drive up the centre
of the pitch, maiming and injuring as many opposing players as possible, is about the limit of their game
plan. They rarely, if ever, worry about such minor considerations like picking up the ball and scoring
touchdowns – not while there are any players left alive on the opposing team, anyway.
QtyTitle (Start #)CostSkills NormalOtherStars
0-16Lineman (4) 50Guard GM APSE 1
0-5Beastman (3) 80Cheat, Tackle, Horns GSM APE 3
0-4Chaos Warrior (2)90Tackle, Cheat, Dirty Player GSM APE 3
0-3Throwers (2) 70Pass, Dodge GPM ASE 2
0-1Minotaur (1) 130Tackle, Cheat, Sprint, Claw SM GAPE 4
Initial Total 890
---
7
Vampires
Although Vampire teams include a number of extremely capable players, they are let down by the
unreliability of the Vampires. While they should be concentrating on the game, their attention often
wanders to their hunger and before you know it they are off for a quick bite!
QtyTitle (Start #)CostSkills NormalOtherStars
0-16Lineman (4) 50Guard G APSE 1
0-4Blockers (2) 60Cheat, Guard G APSE 2
0-4Throwers (2) 70Pass, Sure Hands GP ASE 2
0-6Vampires (4) 110Tackle, Pass, Bloodlust, Always
Hungry, Regen(D)
GAS PE 3
Initial Total 900
Dark Elves
Evil beyond belief, skilled without doubt, the Dark Elves take to the pitch to show the world their
superiority. Dark Elf teams prefer a malevolent and spiteful running game over the passing of their
goodly cousins. Backed up by the ruthless Witch Elves and dangerous assassins, a Dark Elf team has
all the tools to power through rather than around any opposition line.
QtyTitle (Start #)CostSkills NormalOtherStars
0-16Lineman (4) 50Guard GA PSE 1
0-3Runner (2) 80Pass/Sprint, Dump-Off, Sprint(D)GAP SE 2
0-3Assassin (2) 90Tackle/Sprint, Dauntless, Pass(D) GA PSE 2
0-4Blitzer (2) 90Cheat, Tackle, Pass(D) GA PSE 3
0-3Witch Elf (2) 100(Tackle, Cheat)/Tackle, Frenzy,
Cheat(D)
GA PSE 3
Initial Total 920
Undead
In the Old World the dead do not rest easy. Vampires lurk in haunted castles, Necromancers seek to
escape death by searching for forbidden knowledge, the Liche-lords rule over legions of corpses, and
on the Blood Bowl field players who died long ago return to the scenes of their former glory and play
Blood Bowl once again…
QtyTitle (Start #)CostSkills NormalOtherStars
0-16Skeleton (4) 50Guard, Regen(D) G APSE 1
0-4Zombie (2) 60Tackle, Regen(D) G APSE 2
0-3Ghouls (3) 90Pass, Sprint, Dodge(w/ ball),
Cheat(D)
GA PSE 3
0-4Wights (2) 100Tackle, Strip Ball, Regen(D),
Cheat(D), Cheat(D)
GS APE 3
0-1Mummy (1) 130Tackle, Tackle, Dirty Player, Tackle
(D), Regen(D)
S GAPE 4
Initial Total 920
---
8
Nurgle
Nurgle teams are a form of Chaos team whose players worship the god Nurgle. Nurgle is the Chaos
god of corruption and disease, and he rewards his players by granting them a rather unpleasant disease
known as Nurgle’s Rot. The fact that Nurgle teams smell awful is assumed rather than proven. True,
they are all made up of semi decomposed flesh surrounded by swarms of flies, but by the time anyone
gets close enough to get a really accurate whiff, he has inevitably caught one of Nurgle’s nasty diseases,
and he usually dies before he can suggest a new personal hygiene regime.
QtyTitle (Start #)CostSkills NormalOtherStars
0-16Lineman (4) 50Guard GM APSE 1
0-4Clinging Rotter (2)70Tackle, Cheat, Nurgle’s Rot GM APSE 2
0-4Prestigor (2) 80Pass, Spread Disease, Regen(D) GSM APE 2
0-4Warrior (3) 90Tackle, Spread Disease, Regen(D)GSM APE 3
0-1Beast of Nurgle (1)120Tackle, Immobilize SM GAPE 4
Initial Total 890
Goblins
A Goblin team’s game plan owes much more to hope than potential. Goblins can make quite good
catchers because they are small and agile, but the art of throwing is sadly lost to them, while the chances
of their blocking anything larger than a Halfling are remote to say the least. Still, this never seems to
bother Goblin players, and occasionally the use of a particularly devious secret weapon will even allow
a Goblin team to win a match.
QtyTitle (Start #)CostSkills NormalOtherStars
0-16Goblins (3) 50Spree A GPSE 1
0-5Runner (3) 70Pass, Stunty AP GSE 1
0-1Pogoer (1) 70Sprint, Cheat, Foul, Guard,
Regen(D)
A GPSE 1
0-1Looney (1) 70Tackle, Cheat, Foul, Dauntless A GPSE 2
0-1Fanatic (1) 70Tackle, Cheat, Foul, Frantic S GAPE 1
0-1Bombardier (1) 60Tackle, Cheat, Foul, Bombardier A GPSE 2
0-2Troll (2) 130Tackle, Throw Team-Mate S GAPE 4
Initial Total 890
Chaos Dwarves
Chaos Dwarfs are the twisted descendants of Dwarf explorers who have been terribly affected by the
forces of Chaos, turning them into evil, self-centered creatures. In one way, however, they haven't
changed at all – they still love playing Blood Bowl! Chaos Dwarfs are not very numerous and make
great use of sneaky Hobgoblin slaves to perform all kinds of tasks, including playing on their Blood Bowl
teams.
QtyTitle (Start #)CostSkills NormalOtherStars
0-16Lineman (4) 50Guard G APSE 1
0-3Goblin Thrower (2)70Pass, Dump-Off GP ASE 2
0-3Bull Centaur (2)100Tackle, Cheat, Trample, Sprint(D)GS APME 3
0-4Blocker (2) 80Tackle, Thick Skull, Cheat(D) GS APME 3
0-2Goblin Runner (1)70Sprint, Cheat, Dodge, Fend,
Foul(D)
GA PSE 2
0-1Minotaur (1) 140Tackle, Loner, Cheat(D) S GAPME 4
Initial Total 910
---
9
TEAM IMPROVEMENTS
3 different Team Improvements may be bought (in addition to
players from the Team Rosters sheet) at the beginning of the
season and in between games. They are listed as follows and
have limitations on how many may be carried by managers
from game to game. All Team Improvements are permanent
for the rest of the season.
Note: All Team Improvements should be proxied from the start
of the season.
Team Wizard ($30) - (max of 1 per team) Matchup Action:
Exhaust this card and choose 1 standing opposing player at
any matchup where at least 1 of your standing players is
present. Roll 1 dice and apply the result:
: Down the target player.
: Down 1 of your players.
X: No active result and owning manager may not use this
Improvement for the rest of the game.
Team Dok ($50) - (max of 2 per team) Game Action: Once
per game, if a player is injured after the Injury Roll (see Injury
Table), you may roll 1 dice and apply the result:
: Injured player misses the rest of the game. Ignore
previous injury if different from this result.
: Injured player misses the rest of the game and the next
game. Ignore previous injury if different from this result.
X: Previous injury stands.
Team Reroll ($110) - (max of 4 per team) Game Action: Once
per game, you may choose ONE of the following:
• Reroll any dice that you rolled using both dice if needed
(may not be used for opponents rolls).
• Look at 1 cheating token on one of your players' cards.
Choose to either leave it or discard it. If you discard it,
draw a new cheating token from the pool and assign it
to that same player's card.
• Redraw a penalty card for your team (Foul Play
expansion required).
Did you know...
Not all Blood Bowlers out there love and worship Nuffle.
There are a few out there who dislike him and curse his name.
The Nuffle Blasphemer's Association (NBA) was started by
Torg the Blasphemer, coach of Torg's Terminators, when his
star player unexpectedly died in the league semi-final. With
the game on the line, Sig "the Butcher” Thundersmack was
sprinting toward the end zone for the winning touchdown
when he seemed to trip over the goal line itself resulting in
his neck being broken. The opposition was able to recover
the ball and pull off an unbelievable scoring play that sent
them to the league final instead. Torg cursed Nuffle for his
fickleness and started up the NBA, which has grown over
the years to include a number of players and coaches who
have become disenchanted with Nuffle. You may see them
at Blood Bowl games in their long black robes holding up
signs denouncing the Blood Bow god. Most people consider
them a bunch of complete wackos and tend to ignore them.
Varag Ghoul-Chewer demonstrates how to make a block.
INJURY TABLE
Injury Roll - If a player is injured (successfully tackled while
down) during a matchup, roll 1 dice. On an X result, roll two
dice and apply the result from the the chart below. All losses
of icons, skills, or Star Power due to injury are permanent.
Groin Strain - Player misses the rest of this
game.
Pinched Nerve - Player misses the rest of this
game.
Concussion - Player misses the rest of this
game and the next game.
Fractured Skull - Player misses the rest of this
game, the next game, and loses an icon or skill.
Broken Neck - Player misses the rest of this
game, the next game, and loses one Star power.
Dead! - Player is removed from manager's
deck...permanently.
TEAM VALUE
In league games, the value of a team determines if managers
receive temporary inducements at the start of a match (see
Inducements in the Pre Match Sequence section). To
calculate a team's value, add up all players' values based on
the Team Rosters section and adding $30 per level per player.
Additionally, add the cost of any Team Improvements you have
purchased as well as any Star Players and total cash on hand.
Lastly, add $60 per Team Upgrade and $30 per Staff Upgrade
carried over from game to game.
---
10
PRE MATCH SEQUENCE
INDUCEMENTS
Before the start of a game, both team managers (or all
mangers in a Tournament Game) compare Team Value. The
lower Team Value of the two managers (or each managers
difference from the highest manager's Team Value in a 3+
manager game) gains the difference in temporary cash. Ex:
Manager A has $1500 in Team Value, and Manager B has
$1250 in Team Value, so Manager B gets $250 in temporary
cash.
With temporary cash, managers can purchase inducements.
Wizards and Doks purchased in this way are for one game
only and will be discarded at the end of the game. However,
Staff Upgrades, Star Players, and Team upgrades will count
towards the Roster Improvements portion of the Post Match
Sequence (see Post Match Sequence for details) and can
potentially be carried over from game to game. See below for
available inducement purchases.
Wizard ($10) - (max of 1 inducement) Matchup Action:
Exhaust this card and choose 1 standing opposing player at
any matchup where at least 1 of your standing players is
present. Roll 1 dice and apply the result:
: Down the target player.
: Down 1 of your players.
X: No active result and owning manager may not use this
Inducement for the rest of the game.
Dok ($20) - (max of 1 inducement) Game Action: Once per
game, if a player is injured, after the Injury Roll (see Injury
Table), the injured player's manager may roll 1 dice and apply
the result:
: Injured player misses the rest of the game. Ignore
previous injury if different from this result.
: Injured player misses the rest of the game and the next
game. Ignore previous injury if different from this result.
X: Previous injury stands.
Staff Upgrade ($30) - Draw as many Staff Upgrades as you
have purchased and keep half of them rounded down to a
minimum of 1. Ex: Manager A buys 4 Staff Upgrades, draws
4, and keeps 2 of them.
Star Players ($70) - Draw as many Star Players as you have
purchased and keep half of them rounded down to a minimum
of 1. Add said Star Players to your deck and shuffle.
Team Upgrades ($90) - Draw as many Team Upgrades as
you have purchased and keep half of them rounded down to
a minimum of 1.
Shuffle all cards not picked back into their respective decks.
KICKOFF ROLL TABLE
At the beginning of any game (Regular Season Games,
Tournament Games, and each of The Blood Bowl Tournament
Games), roll 2 dice to get a Kickoff Result.
Brilliant Coaching - Each manager rolls 1 of the
dice. The first manager to roll a tackle result gets
+1 reroll (once for the game). In the event of a tie,
each manager who tied gets +1 reroll. Rerolls
gained in this way do not count towards teams' 4
reroll maximum and do not carry over to following
games.
Cheering Fans - Each manager rolls 1 of the dice.
The first manager to roll a tackle result gets +1 card
added to their hand at the start of the game. In the
event of a tie, each manager who tied gets +1 card.
If you drew +1 card in this way, during the Matchup
Phase, if you have exactly 1 card remaining in your
hand at the end of your turn, you must discard it.
Perfect Defense - Each manager rolls 1 of the
dice. The first manager to roll a tackle result
chooses 1 card randomly from his or her opponent
(pick an opponent in 3+ manager games). He or
she may have his or her opponent keep or discard
the card revealed. If the card is discarded, his or
her opponent draws another card. In the event of
a tie, each manager to roll a tackle result may
perform this action.
Weather - Roll 1 of the dice and apply result:
- Blizzard - Each time any player uses the
Sprint icon during the game, roll 1 of the dice.
On a result, Sprint works are normal. On any
other result, Sprint fails.
- Pouring Rain - Each time any player uses
the Pass icon during the game, roll 1 of the
dice. On a result, Pass works are normal.
On any other result, Pass fails.
X - Sweltering Heat - Each time any player
uses the Tackle icon during the game, roll 1 of
the dice. On a result, Tackle works as
normal. On any other result, Tackle fails.
Get the Ref! - Play the game without the Corrupt
Ref.
Pitch Invasion! - Each manager rolls 1 of the dice.
The first manager to NOT roll a tackle result
randomly injures 1 of his or her players from his or
her starting hand. Ignore rolling 1 dice to see if an
X is rolled per usual and immediately roll two dice
for the injured player. See the Injury Table for the
result. Remove the injured player from the team
deck and draw a new player. In the event of a tie,
each manager to NOT roll a tackle result each
injures a player in this way.
---
11
POST MATCH SEQUENCE
COLLECT EARNINGS (A.K.A. GET PAID!)
At the conclusion of a game (Regular Season games and
Tournament Games), each manager takes their fan total and
multiplies it by 2 to calculate total earnings for the game.
Managers add earnings to their treasuries for purchasing Star
Players and other team improvements. Ex: If your fan total
was 42, you would add $84 to your treasury. If you already
had $50 in your treasury, your treasury would now have $134.
Managers should make sure to add these earnings to their
treasury before moving on to the Roster Improvements phase
as they might need the cash right away.
FORFEITING
If a manager forfeits before the game starts or before the end
of the first round, he or she gains $50 and his or her opponent
gains $150 added to their respective treasuries.
If a manager forfeits after the first round ends but before the
end of the game, he or she gains $50 plus his or her fan total
multiplied by 2. Ex: If your fan total was 12 fans when your
forfeited, you would add $74 ($24 + $50) to your treasury. The
forfeiting manager's opponent then gains $100 plus his or her
fan total multiplied by 2. The manager who won due to forfeit
then continues on to the Roster Improvements phase and
Player Improvements phase, while the forfeiting manager
does not.
Note: If a manager forfeits at any time, he or she does not
collect any of the rewards from the Roster Improvements or
Player Improvements phases.
In the case of a forfeit before a Tournament Game, the
forfeiting manager gains $50 and all other managers will play
out the Tournament Game as if the forfeiting manager was
never in the game (i.e. if 6 managers were supposed to play,
but only 5 are able to, the game will be played with only 5
highlights each round instead of 6). If a forfeit happens during
a Tournament Game, the forfeiting manager gains the usual
forfeit payout (when doing so after the first round ends). All
other managers will play the rest of the Tournament with 1
less highlight each round.
Did you know...
The Big Moot sandwich has become the number one
consumed concession at Blood Bowl stadiums. The Halfling
owners of McMurty's continue to reap the benefits of an
exclusive concessions contract with several of the larger Old
World stadiums. The aroma of those three all-meat patties,
Hot Pot sauce, lettuce, cheese, onions, pickles on a caraway
seed bun has lured many a fan (and sometimes the players!)
away from the game to satisfy a Big Moot Attack. McMurty's
reminds all Blood Bowl fans: if you gotta eat, its 'Gotta Be
McMurty's'.
ROSTER IMPROVEMENTS
After collecting earnings, managers will assemble all their
Team Upgrades, Star Players, and Staff Upgrades into
individual pools. Managers are then allowed to keep up to 1
Team Upgrade, 1 Star Player that belongs to his or her team's
race, and 1 Staff Upgrade. Each of these can be carried over
to start with in future games.
For a manager to keep a Star Player, he or she must refer to
the Star Player Roster and pay its cost from his or her team
treasury. Only Star Players that were acquired throughout
game play may be bought during this phase. If a manager
cannot afford any of the Star Players or none of the
players acquired during the game are of his or her race,
none may be purchased. If a Star Player is bought and brings
a manager over his or her 16 player team limit, that manager
must immediately cut a player from his or her team to bring
their team's roster back down to the 16 player limit.
Teams may only keep up to 2 Team Upgrades total and up to
6 Staff Upgrades total that get carried over from match to
match. Team and Staff Upgrades may be replaced from
managers' inventories. No limits apply to total Star Players
kept (however there are only five Star Players for each race).
---
12
PLAYER IMPROVEMENTS
Any remaining cards in the pools (Team Upgrades, Star
Players, and Staff Upgrades) will then be used to calculate a
number of MVP's managers can then assign to their
respective players (for leveling up and then adding skills).
Each Team Upgrade =3 points
Each Star Player =2 points
Each Staff Upgrade=1 point
Managers will then add up their total number of points and
divide that by 3 rounded down (Ex: If you totaled 11 points,
you get 3 MVP's).
Managers may then assign MVP's to any of the players on
their rosters to level them up (all players start at Level 0).
Level 1=1 MVP
Level 2=2 Additional MVP's
Level 3=3 Additional MVP's
:
:
Level 6=6 Additional MVP's (Max)
Note: Star Players are NOT eligible for MVP's (they are
already Level 6).
Assigned MVP's that do not level up players carry over to
following games in the season (Ex: Player A is at Level 2 and
has 2 MVP's assigned to him which is not enough for Level
3. After the next game, Player A will only need 1 MVP for Level
3).
If a player would level up due to an MVP that would result
in that player being more than 2 levels higher than the
lowest level player on that team's roster, a manager may
not assign an MVP to that player (i.e. all players on a team
roster must be within 2 levels of each other). If a player
is bought and added to a manager's roster when any one
player is higher than level 2, no other MVP's may be
assigned to other players until the new player is within
the 2 level minimum spread (Ex: Player A is at level 4 and
all other players are at level 2 or 3. Player B gets added
to the roster and starts at level 0. Player B must be given
all MVP's gained until he has reached level 2).
Note: Managers will need to keep track of leveling up
individually using the Team Roster Sheet on the last page of
this rule book. A Team Roster Sheet will be needed for each
manager in the league.
Did you know...
According to the rules of the original game, a match started
with the ball being tossed up between the teams by a hapless
referee. The upshot of this was usually a dead referee, of
course, so the practice was stopped and a kick-off used
instead. Now at least, the referee can stay out of the way
and not get flattened!
When a player levels up, that player gains a skill, icon, or +1
Star. Roll 2 dice to determine the result of options to choose
from. All learned skills, icons, and added Stars are permanent
unless lost due to injury. See chart below for results.
Note: Managers will need to track players' new skills on their
Team Roster Sheets and use proxy cards for leveled up
players.
New Skill (Normal) (No Icon)
New Skill (Normal) or Icon (Normal)
New Skill (Any) or Icon (Normal)
New Skill (Normal) or Icon (Any)
New Skill (Any) or Icon (Any)
+1 Star Power, New Skill (Any), or
Icon (Any)
Please refer to the Team Rosters section to see which skills
and icons are "Normal" for players. "Any" from the above chart
refers to Normal and Other skills and icons.
Note: Icons are italicized and bolded in the “Skill Categories”.
Certain Icons and Skills can only be learned by certain races
and some skills have a minimum or maximum Star Power
requirement (refer to the Skills and Icons List). Icons can be
learned as downed abilities or standing abilities (Regeneration
is the exception being only a downed ability). If learning an
icon as a downed ability, managers will need to write a "(D)"
after the icon name on their Team Roster sheet. Players may
not have duplicate skills, but duplicate icons are allowed.
SKILL CATEGORIES
GENERAL (G) STRENGTH (S)
Cheat
Dauntless
Dirty Player
Fend
Frenzy
Pass Block
Strip Ball
Sure Hands
Tackle
Wrestle
Kick
Grab
Guard
Juggernaut
Mighty Blow
Multiple Block
Piling On
Stand Firm
Thick Skull
PASSING (P) AGILITY (A)
Dump-Off
Nerves of Steel
Pass Diving Catch
Diving Tackle
Dodge
Sprint
MUTATION (M)
Claw
Disturbing Presence
Extra Arms
Horns
Immobilize
Trample
EXTRAORDINARY (E)
Bombardier
Fan Favorite
Foul
Frantic
Hypnotic Gaze
Illegal Sub
Loner
Nurgle’s Rot
Regeneration
Spread Disease
Spree
Stab
Stunty
Throw Team-Mate
---
13
GENERAL
Cheat - (Icon) Take one cheating token.
Dauntless - When this player attempts to tackle an opposing
player whose Star Power is higher than this player’s Star
Power, roll only 1 dice and apply the result.
Dirty Player - If this player injures an opposing player, gain
1 fan.
Fend (3 Star Power or higher only) - If an opposing player
successfully tackles this player, you may stand 1 of your other
downed players at this matchup.
Frenzy - When this player attempts a tackle, increase his Star
Power by 1 during the tackle attempt.
Kick - Scoreboard phase: If this player is the ball carrier, gain
1 fan.
Pass Block - After an opposing player uses the pass at a
matchup where this player is present, you may stand one
downed player.
Strip Ball - Instead of using the tackle action, you may place
the ball at midfield. (This skill will have no effect unless player
has the tackle icon)
Sure Hands - If this player is the ball carrier and becomes
downed, he does not drop the ball.
Tackle - (Icon) One tackle action.
Wrestle - If this player is successfully tackled, assign a cheater
token to both this player and the tackling player.
PASSING
Dump-Off - If this player would become the ball carrier or drop
the ball, you may move the ball to a friendly player at this
matchup.
Nerves of Steele - While this player is the ball carrier, his Star
Power is increased by 1.
Pass - (Icon) One pass skill.
AGILITY
Diving Catch - If this player successfully tackles an opposing
player, he gains the ball.
Diving Tackle - If this player successfully tackles an opposing
player, this player gains a sprint action.
Dodge - During a tackle attempt against this player, you may
force the opposing manager to reroll all tackle dice once.
Sprint - (Icon) One sprint action.
STRENGTH
Grab - On a successful tackle, you may choose another player
with 2 star power or less and that player is downed as well.
Guard - When an opposing player successfully tackles 1 of
your players, you may apply the dice result to this player
instead.
Juggernaut - When this player attempts a tackle, opposing
players cannot use the Guard skill.
Mighty Blow - If this player injures an opposing player, stand
1 of your other players at this matchup.
Multiple Block - On a successful tackle, gain an additional
tackle.
Piling On - Each time you roll during this player’s tackle
attempt, this player may attempt another tackle against a
different opposing player.
Stand Firm - While this player is the ball carrier, opposing
players cannot tackle him.
Thick Skull - When an opposing player successfully tackles
this player, roll 2 dice. If you roll , this player does not
become downed, and the opposing player becomes downed
instead.
MUTATION
Claw - If this player becomes downed from a tackle attempt,
this player may immediately attempt to tackle the same player
that tackled him. Use this player’s standing Star Power during
this tackle attempt.
Disturbing Presence - If this player successfully tackles an
opposing player, you may look at 1 cheating token on this
player’s card. Choose to either leave it or discard it. If you
discard it, draw a new cheating token from the pool and assign
it to this player.
Extra Arms - Scoreboard phase: If the ball is at midfield, this
player becomes the ball carrier.
Horns - If this player successfully tackles an opposing player,
he gains a cheater token.
Immobilize (Nurgle only) - Players at this matchup cannot
use the pass skill.
Trample - After this player successfully tackles an opposing
player, he may immediately attempt to tackle that player again.
Both players use their downed Star Power for the second
tackle attempt.
---
14
EXTRAORDINAR Y
Bombardier (Goblins only) - After this player successfully
tackles an opposing player, roll 1 dice for each standing player
at this matchup. For each “X” result, that player becomes
downed.
Fan Favorite - Each time a cheating token is assigned to an
opposing player at this matchup, you may look at that token.
Foul - (Icon) Use the foul action.
Frantic (Goblins only) - When this player attempts to tackle
an opposing player, regardless of the difference in Star Power,
roll 2 dice and apply both results. If both results would cause
a standing player to become injured, ignore any abilities that
occur when the player becomes downed.
Hypnotic Gaze (Vampires only) - When played, choose 1
opposing player; that player loses all printed abilities until the
end of the turn.
Illegal Sub (Goblins only) - Response: If this player is
successfully tackled, you may injure this player and draw 1
card from your Team deck and commit the player to the same
matchup where this player was present. Immediately resolve
the new player’s skills.
Loner - While this player is the only 1 of your players
committed to this matchup, increase his Star Power by 1.
Nurgle’s Rot (Nurgle only) - When this player successfully
injures another player, search your Team deck and discard
pile for 1 Rotter Lineman and commit him to this matchup.
Then, shuffle your Team deck and discard pile together.
Regeneration (Chaos, Vampires, Undead, Nurgle, and
Goblins only) - (Icon) Use the regeneration action (downed
ability only).
Spread Disease (Nurgle only) - When played, place 1
disease token at midfield.
Spree (Goblins only) - When played, reveal the top card of
your Team deck. If the revealed player has a standing Star
Power of 2 or less, commit him to this matchup and
immediately resolve his skills. Otherwise, discard the revealed
card and this player gains a cheater token.
Stab - Down a friendly player at any matchup. If you do, gain
a tackle action.
Stunty (Goblins only) - During a tackle attempt against this
player, this player’s Star Power is equal to the tackling player’s
Star Power.
Throw Team-Mate (3 Star Power or higher) - When played,
you may move 1 of your players from this matchup to a different
matchup. If the moved player was the ball carrier, give the ball
to any of your players at this matchup.
---
15
STAR PLAYERS ROSTER
(Team Value reference/Cost of player during Roster Improvements phase)
HALL OF FAME ($160/$90) ALL STARS ($120/$70) STARS ($90/$50)
Bone Crusher Aurora Silverleaf Blightmaw
Deeproot Strongbranch Barik Farblast Bomber Pribblesnot
Grashnak Blackhoof Bigg Nife Bork
Hthark the Unstoppable Bite-Bite Cornelius Krieg
Luthor Von Drakenbory Bloodhorn Eldril Sidewinder
Max Spleenripper Bre’th Fever Fungus the Loon
Mighty Zug Crushface Grim Ironjaw
Mumma Hotep Doktor Payne Hide-Sneak
Queen Nefaria Emil Von Carstein Horkon Heartripper
Ripper Griff Oberwald Jabber
Snotlobba Headsplitter Janglin' Jacck
The Death Roller Hubris Rakarth Long Bomb Silver
Jibber Lucius Blackheart
Jordell Freshbreeze Nik Nik Yellowtail
Lashrick Gritspittle Nobbla Blackwart
Lord Borak the Despoiler Phobos Vulcan
Marcus Sibermann Rothorn
Morkai the Everchanging Sikey McSpike
Pusbubble Thornmane
Rashnak Backstabber Wilhelm Chaney
Scrappa Sorehead Zzharg Madeye
Sepulchure
Skuff Whitebeard
Smashjaw
Varag Ghoulchewer
Yusef Stirgoi
---
TEAM ROSTER SHEET
Team Name Team Race Team Value = All Player Values + Team
Improvements + Treasury
Name Position
Level
Player
Value
Game
Status
Added Abilities, Icons,
and Stars12 3 4 5 6
($30) ($50 each) ($110 each) ($60 each - for team value) ($30 each - for team value)
Team WizardTeam DoksTeam RerollsList of Team Upgrades (up to 2 total)List of Staff Upgrades (up to 6 total) Current Treasury
---
Player Name
Downed Icons
Icons
Skills:
Player Name
Downed Icons
Icons
Skills:
Player Name
Downed Icons
Icons
Skills:
Player Name
Downed Icons
Icons
Skills:
Player Name
Downed Icons
Icons
Skills:
Player Name
Downed Icons
Icons
Skills:
Player Name
Downed Icons
Icons
Skills:
Player Name
Downed Icons
Icons
Skills:
Player Name
Downed Icons
Icons
Skills:
---