Rules

 
 0.0 Updates Season 3/4
  1. Latest News from NAF
Will be updated. CRP Wizard is still not allowed :-)

NAF Blood Bowl Team Guide


NAF Recommended Teams
 
  1. New Inducements
(In)Famous Coaching Staff

Josef Bugman, Coach & Star Player
The name Josef Bugman is as synonymous with Blood Bowl as Goblins are with being cheating gits. Pitches bear the Bugman’s B, while the bearded face of the master brewer grins down on players from massive billboards. When Bugman turns up at a match in person it is a spectacle to behold. 

Bugman is no mere spectator, however, as the stout brewer owns numerous teams, and coaches them from his private dugout as he knocks back beer after beer. For all his bluster, and the vast quantities of XXXXXX he consumes, Bugman is actually a fair coach, having a good eye for the ebb and flow of the game – the problem arises when things don’t go his team’s way, or he gets excessively drunk, or some combination of the two, and he staggers out onto the field to take matters into his own hands… 

Josef Bugman
Rules for using Josef Bugman, Coach & Star Player
 
  1. New Optional Rules
New Rules for Legendary Heroes

Grombrindal And The Black Gobbo
This Star Player duo can be used in league games as long as one player has a Dwarf, Halfling, Human or Norse team and the other has a Chaos Renegade, Goblin, Orc or Underworld Denizen team - if both coaches agree!

They’re not hired in the same way as other Star Players – things like contract negotiations, legal issues or basic civility are pretty alien to them, honestly – and both must appear in your game.

Grombrindal’s reputation is almost mythological. Tales abound of his shrewd tactical advice on the field of battle; on the Blood Bowl pitch this translates to a mastery of team strategies and the ability to draw the very best out of the players around him.

The Black Gobbo is legendarily devious, as evidenced by his countless elaborate schemes to undermine the White Dwarf. Before he even thinks about setting foot on the pitch, it’s a given that he will have already established a web of bribery, hostage taking and other sneakiness that ensures the cooperation of the match officials.

The Legendary Heroes
Star Player stats for Grombrindal and the Black Gobbo.

The Rules
Rules for using Grombrindal and the Black Gobbo in your games.
 
  Friendly Games
Friendlies can be played until two weeks before the Major/Minor Play-Offs. Teams that don't participates in the Play-Offs can start playing friendlies as normal.

Friendly Games are "less attractive" for the sponsors. When playing a friendly game, teams cannot Gain a Sponsorship or benefit from their Ongoing Sponsorships.
 
  Ongoing Sponsorships
Receive D3 x 10,000 gps. Roll a D6. If the result is a 1, a random player on the team must miss the next match (if they are already missing the next match, there is no further effect). Teams can have any number of Ongoing Sponsorships - however incomes only increase by 10,000 gps for each after the first and the roll to see if a random player misses the next game must be made for each one.
 
  Raising Funds Season 4

Every team that participates during the season gets a staggering 1,200,000 gps from the league commission, rich patrons, fan clubs and small sponsors to their Raising Funds.

Orcidas will still pay 5,000 gps for each Touchdown scored this season.

Painasonic will still be sponsoring 5,000 gps for each Casualty, no matter how it is done, as long as it is a casualty!

The Services to Organ Transplants will be sponsoring the teams with high fatality rates. If a team gets 5 or more players killed during the "season series", a bonus of 50,000 gps will be doled out to the teams Raising Funds. As a token there will be a team trophy for each team that supports the Services to Organ Transplants, the Organ Transplants Medal.

Khaineken, a Naggaroth beer brewing company will be one of the bigger sponsors during this season. The Top Ten Killers will be rewarded with a tremendously 20,000 gps for each kill to their teams Raising Funds. In addition, all Top Ten Killers will gain a medal as a token for their achievement, Most Viscious Player Award.
 
  Rostered Star Players
A team can induce any Rostered Star Player as an inducement in any Friendly Game, unless one team already have the player on their team.

Ogre Teams
Ogre teams can hire Brick Far'th & Grotty as one Rostered Star Player.

I would add that Brick and Grotty are an exception in counting as one Star Player, hence why that is specified in their entry in the CRP, they do not set the precedent for other similar pairs to follow.

Depending on how strong this duo is, the commission will have a look at it and maybe release them for all teams that can have them in the future.
 
  Special Play Cards
Instead of using the Draw Special Play Cards phase, both teams will recieve 150,000 gps in the Inducement phase for buying Special Play Cards, except during Play-Off games. Teams can add cash from their treasury - but may only buy a maximum of 5 cards.

Valid Special Play Cards: Cost
● Miscellaneous Mayhem 200,000 gps
● Benefits of Training 100,000 gps
● Dirty Tricks 50,000 gps
● Heroic Feats 50,000 gps
● Magical Memorabilia 50,000 gps
● Random Events 50,000 gps

Draw Special Play Cards
A coach can return ONE of their Special Play cards to the bottom of its deck, and draw a replacement from the top of the same deck.

The new Team pack cards are added to their decks. 

All Blitzmania Special Play Cards will be removed from their decks.

 
  Spike Magazine
We use all the rules in Spike Magazines - Wizards, Inducements and Star Players. Spike 1, 2 and 3 are released but we will probably see more of it.

If a team will be changed (like the chaos renegades and goblins was changed) the commission have to "take a look into it" if its in the middle of a season.
 
  Steelhelm's Sporting Emporium
Award: Roll 3D6 and keep any 2 dice when rolling on the Improvement table for a player.
Drawback: If two or more of the dice roll the same number, the player must miss next game. If two or more dice roll a 1, the player also gain a Niggling Injury. 
If the player chooses any characteristic increase, they will Miss Next Game, gain Loner skill until Resolving Downtime and add +1 to Wants to Retire permanent.
 
 
 0.1 Quick Match Sequence Guide
  Playing League Matches
Follow this sequence for each league match you play, including any tournament matches.

Pre-Match Sequence
0. Roll on Random Stadium Table
1. Roll on Weather Table
2. Choose Inducements
3. Draw Special Play Cards
4. Flip for the Kick

The Match
1. Work out the number of Fans and FAME
2. Kick-Off
3. Play the Game!

Post-Match Sequence
1. Improvement Rolls
2. Update Team Stats

3a. Becoming Residents
3b. Record Fortune and Fame (Winnings & FF)
3c. Gaining a Sponsor

4a. Losing Residency & Selling Up
4b. Hire and Fire, Taking Ownership & Partial Payments
4c. Paying Upkeep

5. Prepare for next match
 
 
 1. The Official Rules
  1. Blood Bowl Rules
Highlighted rules.

Blood Bowl - The Official Rulebook: Time Limit
A coach is allowed four minutes to complete his turn. After four minutes a turnover occurs.

Blood Bowl - The Official Rulebook: Illegal Procedure
We dont use the Illegal Procedure rule!
Both coaches are responsible for keeping track of how many turns their teams have used.

Death Zone Season One: Piling On
We use the Piling On skill and improvement rolls can grant players the skill as an available Strength Skill.

Death Zone Season Two: Famous Referees
We dont use the Famous Referee rules, unless both coaches agree.

Blood Bowl FAQ and Errata (May 2017)
Latest update for Blood Bowl Official Rules.

Teams of Legend
We use the teams and inducements from the CRP that haven’t yet appeared in print and may not do so for a while, if at all.

NAF Approved Teams
We use the additional Slann, Bretonnian and Deamons of Khorne races.

Grak and Crumbleberry
We use the updated rules presented here, both for the duo themselves and the Kick Team-mate skill.

Exlusive Special Play Cards
Limited Edition cards are allowed. Simply add the card to the appropriate decks.

NAF Update (Feb 2017)
We use the additional Slann race, Bugman's Star Players, the additional Stakes skill and the CRP Star Players.

NAF Clarifications
There are various parts of the Blood Bowl rules that players find confusing sometimes - hopefully this section will help.

Dump Off (Passing)
Animosity does not come into effect on Dump-Off as it only affects Pass Actions.

Stab (Extraordinary)
Stunty and Thick Skull have no effect on Stab rolls

Range Ruler
Throwing Template in squares. Usable on any pitch.

Weather Tables
Subterranean and Winter Weather Tables.

Trapdoors
Missing Trapdoors on your old or homemade pitch? All new GW pitches have them, but here is a picture so you can mark it on your own pitch.
 
  Inducements
Complete list of inducements.

● 0-2 Bloodweiser Kegs - 50,000 gps
● 0-3 Bribes - 100,000 gps
● 0-4 Extra Team Training - 100,000 gps
● 0-1 Halfling Master Chef - 300,000 gps
● 0-1 Igor - 100,000 gps
● 0-5 Special Plays - Various prices
● 0-2 Wandering Apothecaries - 100,000 gps
● 0-2 (In)Famous Coaching Staff - Various prices
● 0-2 Star Players - Various prices
● Mercenaries (Unlimited) - Various prices
 
  Skills and Synergies
A thorough discussion of the various skills and their synergies
This post is intended to be a fairly comprehensive overview of the main skills in blood bowl, and the way they synergize. Many experienced bloodbowl coaches will already be familiar with most of these; the post is primarily intended as advice for newer coaches.
 
 
 1.0 Special Play Cards
  Special Play Cards
Instead of using the Draw Special Play Cards phase, both teams will recieve 150,000 gps in the Inducement phase for buying Special Play Cards, except during Play-Off games. Teams can add cash from their treasury - but may only buy a maximum of 5 cards.

Valid Special Play Cards: Cost
● Miscellaneous Mayhem 200,000 gps
● Benefits of Training 100,000 gps
● Dirty Tricks 50,000 gps
● Heroic Feats 50,000 gps
● Magical Memorabilia 50,000 gps
● Random Events 50,000 gps

Draw Special Play Cards 
A coach can return ONE of their Special Play cards to the bottom of its deck, and draw a replacement from the top of the same deck.
 
 
 1.1 Weather Tables
  Standard Weather Table 
This table is the 'standard' weather table representing most tournaments.

2D6 Result:

2 Sweltering Heat: It’s so hot and humid that some players collapse from heat exhaustion. Roll a D6 for each player on the pitch at the end of a drive. On a roll of 1 the player collapses and may not be set up for the next kick-off.

3 Very Sunny: A glorious day, but the blinding sunshine causes a -1 modifier on all passing rolls.

4-10 Nice: Perfect Blood Bowl weather.

11 Pouring Rain: It’s raining, making the ball slippery and difficult to hold. A -1 modifier applies to all catch, intercept, or pick-up rolls.

12 Blizzard: It’s cold and snowing! The ice on the pitch means that any player attempting to move an extra square (GFI) will slip and be Knocked Down on a roll of 1-2, while the snow means that only quick or short passes can be attempted.
 
  Subterranean Weather Table
This table is ideal for representing matches played underground, whether in a well-maintained Dwarf stadium or the haphazard deathtrap that is a Skaven pitch.

2D6 Result:

2 Bubbling Up From Below: The players are aghast as a viscous liquid begins to seep up through cracks in the floor. Whether this is a natural phenomenon, the result of sabotage or a dire warning that stadiums have no place being built being above sewage pipes, it's definitely not pleasant. All players on the pitch subtract 1 from the MA, but can attempt to Go For It one more time when they move (three time, or four times if they have the Sprint skill).

3 Gloomy: The torches are in need of replacing, and the shadows are growing long. Long Passes and Long Bombs have an extra -1 modifier (making them -2 and -3 respectively). In addition, players attempting to Go For It for a second time during an Action (or a third time, if they have the Sprint skill) will trip and be Knocked Down on a roll of 1 or 2 instead of just on a roll of a 1.

4-10 Nice Enough: You might be missing the light of the sun, but the conditions are as good as you could hope for. This counts as a 'Nice' result for the purposes of the Changing Weather result on the Kick-off table.

11 Thermal Geysers: Vapour begins to whistle up from cracks in the ground, followed by forceful gusts of rolling steam. If a player on your team is Knocked Down (not just placed Prone), roll a D6. On a roll of 1, they crack open a thermal geyser and are shot into the air. Scatter them D3 squares in a random direction (ignoring any squares they pass through). If they land in an occupied square, move them one more space in the direction of scatter until they land in an unoccupied square or leave the pitch. When making the Injury roll for a player who has been shot into the air, add 1 to the result.

12 Seismic Activity: Uh oh... was that a tremor? Roll a D6 at the end of each turn, adding 1 to the result for each player on the pitch with a Strength of 5 or more. If the result is 6 or more, rocks tumble down from up above. Each coach rolls a D6. The one who scores the lowest picks one of their player at random, that player is Knocked Down by a falling rock and the other coach makes an Injury roll for them. If both coaches roll the same, a random player on each team is struck by a falling rock!
 
  Waterlogged Weather Conditions
This table is ideal for representing matches played on islands shrouded in mist and heavy fog - where it is said that it rains every day!

2D6 Result:

2-5 Dazzling Sun: The sun has come out but it is dazzling the players, who hade grown accustomed to the gloom. A -1 modifier applies to all Passing rolls.

6-8 Nice: Light Drizzle: Its raining, but not enough to affect the game. However, roll a D6 at the end of each drive. On a result of 5 or 6, the pitch is flooded and the the following rules apply for the remainder of the game; If a player is Knocked Down while Going For It or Dodging, subtract 1 from the Armor Roll. In addition, when a player recovers from being Stunned, roll a D6. On a 1, they remain Stunned for another turn.

9-12 Brisk Downpour: The heavens have opened! A -1 modifier applies to all Catch, Intercept, or Pick-up rolls. In addition, roll a D6 at the end of each drive. On a result of 3 or more, the pitch is flooded and the the following rules apply for the remainder of the game; If a player is Knocked Down while Going For It or Dodging, subtract 1 from the Armor Roll. In addition, when a player recovers from being Stunned, roll a D6. On a 1, they remain Stunned for another turn.
 
  Winter Weather Table
This table is ideal for representing matches played amid the tundra of the frozen north, or for matches set in the winter season.

2D6 Result:

2 Howling Winds: The fans are shivering in the stands as a ferocious gale blows steadliy down the pitch. Any pass attempts have an additional -1 modifier. Each player rolls a D6 (re-rolling ties) - the wind is blowing down the pitch towards the losing player's End Zone. Whenever the ball scatters for a kick-off or inaccurate pass, it will be blown down the pitch. Before making the Scatter roll, place the Throw-in template over the ball so that the 3-4 result is pointing in the same direction as the wind, then rol a D6 and move the ball one space in the corresponding direction. Repeat this a second time, then scatter the ball as normal.

3 Freezing: A sudden cold snap turns the ground as hard as granite (and not the 'astro' variety that players are used to). Whenever a player is Knocked Down, add 1 to the result of the Armor roll.

4-10 Brisk: It's rather chilly, but it is as close to perfect Blood Bowl weather as you can hope for at this time of year! This counts as a "Nice" result for purposes of the Changing Weather result on the Kick-off table.

11 Heavy Snow: Visibility is low, it's slippery underfoot and it's impossible to spot tripping hazards, making it very difficult indeed to block effectively. Whenever a player makes a Blitz action, their ST is reduced by 1 for the duration of that Action.

12 Blizzard: Between the snow, the wind and the icy ground, it is a miracle the game's still in progress! Any player attempting to move an extra square (GFI) will slip and be Knocked Down on a roll of 1-2, and only Quick or Short Passes can be attempted.
 
 
 1.2 Special Balls
  1. Special Balls Rules
At the start of any drive for which the team is the kicking team, the coach can declare that they will use a Special Ball.

Before the kick-off, the coach nominates one player from their team who is on the pitch, is not in a wide zone and is not on the line of scrimmage, to be the one kicking the ball (Note that in some situations, such as when using the Kick skill, a player will already have been nominated to kick the ball). If the roll on the kick-off table is a double, the Ref calls the kicking player out for their flagrant rules violation, and they are immediately sent off as though they had committed a foul (before resolving the kick-off result). Note that even if the player is sent off, the special ball remains in play for this drive!

For the duration of the drive, the special ball rules apply to the ball. Aside from those rules, it still counts as a normal ball in all respects.

Easy Guide
1. Only When kicking.
2. A second ball is always normal (the Ball Clone special card)
3. Kickin player may not be set up on Line of Scrimmage or wide zones.
4. Kicking player is sent off if the kick-off result is a double. Can use a Bribe or Argue the call.
 
  Explodin' Ball
There's nothing subtle or clever about a ball stuffed with blasting charges and gunpowder, but Goblins have never been fans of subtlety or cleverness.

When the ball is placed, the player places a marker - a spare ball is ideal - on any space of their score track, to represent the length of the fuse. At the end of each player's turn, the coach rolls a D6.

On a 1, the fuse goes out, and the Explodin' Ball is treated as a regular ball from now on - however, the player may spend a team re-roll to keep the fuse alight (the marker does not move this turn).

On a 2-5, move the marker one space towards 0.

On a 6, move it two spaces towards 0.

If it moves onto the 0 space, it is removed and the ball explodes! Should a drive end while the marker is still on the track, it is removed with no effect.
When the ball explodes, roll a D6 for each player in an adjacent square - they are Knocked Down on a roll of 4+. If they are already Prone or Stunned, make an Armour roll for them as though they had been Knocked Down. In addition, if a player was carrying the ball, they are Knocked Down automatically. Note that an exploding ball will not prevent a touchdown being scored, but the roll should still be made at the end of the turn to see whether the bomb blows up while the player is celebrating. After the ball has exploded, as long as the drive is still going, a replacement is thrown in by a sideline official. Put a regular ball on the square where the exploding ball was, then scatter it three times - a player cannot attempt to catch it until all three scatters have been completed.
 
  Extra Spiky Ball
Sure, a lot of Blood Bowl balls have spikes, but this one takes things to the extreme!

Whenever an Extra Spiky Ball is thrown, thrown in or kicked off, it will not bounce if it lands in an unoccupied square. In addition, if the result of a roll to pick up, catch or intercept the ball is a 1 (after re-rolls, but before any modifiers are applied), the player making the attempt is treated as being attacked with the Stab skill.
 
  Limpin’ Squig
Squigs have long been used as a ball in the Orc leagues, but lopping one of their legs off to stop them running away so easily is a recent innovation.

At the start of each team’s turn, the Limpin’ Squig will make a break for freedom. If it is being carried by a player, that player’s coach must roll a D6. On a roll of 1, the squig breaks free and bounces one square in a random direction, following all the rules for bouncing balls. Note that this does not cause a turnover. If the squig is not being carried by a player at the end of a turn, it hops 3 times, resolving each in the same way as a bouncing ball. If it hops into a player’s square and they fail to catch it, it bounces once, then stops.
 
  Shady Special
The art of getting a ball to deflate in midair during the kick-off was pioneered by devious gobbo kicker Grom Shady, and is a common sight when Goblins come up against show-offs who love passing.

Any attempts to throw a Shady Special have an additional -2 modifier. In addition, as there's very little chance of a Ref proving that the sabotage was deliberate (and not the result of shoddy kit maintenance expected of a Goblin team), the kicker can't be sent off for employing a Shady Special.
 
  Snotling Ball-Suit
Stuffing a Snotling into a crude approximation of a ball and instructing them to run for the other end zone is one of the most ludicrous (and entertaining) ways a Goblin team can cheat.

During each of their turns, the coach can make a Move action with the ball as though it were a player on their team! If the ball is being carried by a player on the enemy team, it must first try to escape.

The opposing coach makes an Agility test for that player with a +1 modifier. If it is passed, they keep hold of the ball, and it cannot make an action this turn.
Otherwise, it bounces once, using up one square of its movement, and can then carry on moving. The ball has a MA equal to the roll of a D3, rolled each time it makes a Move Action.

For each square of the ball's movement, the coach places a the Throw-in template over it facing up or down the pitch or towards either sideline. Then they roll a D6 and move the ball one square in the indicated direction; no Dodge roll is required if it leaves a square that is in an enemy tackle zone. Repeat this process for each and every square of the ball's Movement (it cannot Go For It). If this movement takes the ball off the pitch, it is thrown back on as normal and its move ends. If the ball moves into a standing player's square, that player must attempt to catch it, as though it were a bouncing ball.

Goblin* players, who are adept at catching runaway Snotlings, get a +1 bonus to this roll.

*Goblin players from Goblin team only!
 
 
 2. Errata & FAQ
  Farblast & Sons Ordnance Solutions
The Bombardier; select a player and he remains the bombardier until he dies. Should he die or get fired move the benefit to another player.
Essentially the sponsorship is on the team not the player so the team retains it after a player death, but you don't get to switch it around as you like.

0-12/0-16, same difference.

Source: Jonathan Taylor-Yorke, GW Employee
 
  Fink da Fixer
Q: If you fail to argue the call, is Fink sent to the dungeon along with the Head Coach and has no further effect on the game?

A: I think we could have done a better job writing this rule clearly, but from our discussions, I believe the intent is that Fink is only ejected if the head coach is ejected, on the roll of a 1 when arguing the call.

I'll see if we can get it added to a future errata or FAQ.

Source: Milo Sharp, GW Employee
 
  Horatio X Scottenheim
Q: Can you use Horatio in overtime?

A: No, he can be used in both halves because he's not a proper Wizard, but overtime isn't a 3rd half (because there's no such thing as a '3rd half'), so Horatio doesn't refresh for a 3rd trip out.

However, if he hasn't been used in the second half, he will carry into overtime much like unused Rerolls.

Source: Jonathan Taylor-Yorke, GW Employee
 
  Rostered Star Player
Rostered Stars stick around for Play-Offs and the rest. You've paid more for them by then.

Source: Jonathan Taylor-Yorke, GW Employee
 
  Rostered Star Players on the field
Q: If a Rostered Star Player gets injured, they cannot use an apothecary. But if the Rostered Star Player have Regeneration skill, can they use it to comeback into the game?

A: Yes. That's been the case for a long time though, rostered or otherwise.

If a Star is injured they can't be brought back by a team Apo, they get treated by their own specialists and refuse to come back on.

With Regeneration however the Injury is bypassed by their natural or unnatural healing abilities and they carry on playing as if nothing had happened. If they don't Regen then they get treated by their own specialists and so on...

Source: Jonathan Taylor-Yorke, GW Employee
 
 
 6. League Addons
  Bounty
“Never forget an insult or a dirty trick carried out by an opponent”
- The Grudge Bearers


It is free to put a price on a player's head - more or less. Right now it's a minimun of 10k and 100k max, it can of course change in the future...

Claiming a bounty
As soon as a player with a bounty on his head is dead, the cash will be added automatically when reporting the match to the team who killed it!
 
  Glittering Prizes
Prizes & Sponsorships
A player can only be awarded with one rare prize from a tournament or a sponsorships. 

Example. A player who has been awarded the "Clan Rigens 'unstable' Xperiment" can not be outfitted with Farblast & Sons Ordnance Solutions sponsorship.
 
  Hall of Fame
Bob: - Who enters the HoF?
Jim: - It's a secret .. but the Commission has an eye on it.


The first players to achieve either:
30 touchdowns, 30 casualties or 30 completions will join the Hall of Fame.

Later, new ideas will be presented so we can get new heroes in to the HoF.
 
  Recording Casualties
If there is someone who has an eye on the corpses, it's Goblin Bookies - Who died? Who will pay the debt?

Team Casualties
When reporting a match all casualties will count! From fouls, wizards, failed dodges, crowd surfs, eaten goblins etc.
foul = fouls
mercenary / star = rostered star players
fans / random event = random casualties


Death Casualties
A kill is a death as long as its not regenerated or saved by an apothecary (or some nice Special Play Cards etc.).
Kill = Death
Kill Saved by apothecary = change to BH, SI or MNG
Kill Regenerated = BH
Kill Saved by "miracle cards" = BH
So when reporting "Kills and Deaths" its important to keep the records right.
 
  Seasonal Ceremony
When the season ends there will be prizes and trophies awarded to players and teams that are entitled to it. This takes place on the "Season Opening Day" the season after.

Rare, unique prizes and trophies will be awarded directly in a tournaments after the final has been played.

A player with an awarded Medal, earning 5 spp may grant an improvement roll. It is possible to fix it on the MBBL or rolling skill dice before the start of the first match in the new season.
 
  Tournament Addons
Its freezing cold in Naggaroth, the goblin organizers of the Goblin Tribal Leeg are corrupted and the Blood Bowl Championship is held at the huge Emperor stadium in Altdorf.

Some tournaments will have "Addons" that spice up the flavour, something that reminds us about the 'fluff' we are reading in the rulebooks. This is usally only small tweaks.
 
 
 8. Blood Bowl: The Rules
  5. Death Zones & Special Play Cards Clarifications
Some clarifications...

Last Second Substitution
... "You can switch one of your players on the pitch with a player in the Reserves box of your Dugout."

Q: Must it be placed where the other was standing? Must I keep the set-up and not change a player from LOS too a widezone?

A: Personally I would lean towards a more narrative interpretation, by which I mean that whilst on the board you are swapping one model for another, in reality (humour me) one player jogs off and another jogs on. In that case there is no real reason for the substitute to be in the exact same square/spot on the field as the player he replaces. For me so long as your set up remains legal, put the substitute where you will, it clearly shows a last second change of plan for the drive.

That's how it reads to me and why at any rate. But I can see how it's unclear.
Hope that helps.

Source: Jonathan Taylor-Yorke, GW Employee


They think it's all... Ogre?!
... "At the end of each turn that the Ogre is on the pitch, roll a D6. On a 1, he switches sides and is now controlled by your opponent! On a 2 or 3, he is forcibly removed from play. Roll again at the end of each of the Ogre's team's turns."

Q: Do the ogre leave at the end of the drive? Will he keep playing and set up for a new drive with the team that controlls him? Do you roll EVERY turn or just on the controlling players turn?

A: Here's how I would rule it:

Yes, he leaves at the end of the drive. Since there is nothing in the card to allow you to set him up in future drives, there are no exceptions made to the standard setup rules for him. The basic rules say you can set up as many as 11 players from your team

As for rolling every turn, the answer is in the card itself (emphasis mine): "Roll again at the end of each of the Ogre's team's turns."

Source: Milo Sharp, GW Employee


It's All To Play For
If the card was successfully played follow the procedure:

BBL Reporting:
#Report the match as usual, nothing else.

#If the team that had the card managed to "equalize" the match, then report this to a commissioner or on the MBBL Reporting on the Mafoc forum.

#The Commission fixes it on BBL with +/- points for a "draw".

#Winner 3 pts, corrected by -2. Looser 0 pts, corrected by +1. Both teams will then receive 1 point each.

#Play-Off matches ending with "draw" will go in to Sudden Death according to the rulebook.

Farblast & Sons Ordnance Solutions
The Bombardier; select a player and he remains the bombardier until he dies. Should he die or get fired move the benefit to another player.
Essentially the sponsorship is on the team not the player so the team retains it after a player death, but you don't get to switch it around as you like.

0-12/0-16, same difference.

Source: Jonathan Taylor-Yorke, GW Employee

Stadium you own
You are always resident (during a home game) at a stadium you own, so you receive both benefits. The +D3 fans can increase your chance of winning FAME +1 or +2, plus you get an extra D3 x 10,000 gold if you win the game.

Source: Milo Sharp, GW Employee

Fink da Fixer
“You got it, Boss!”
However, if an attempt to argue the call fails, Fink is sent to the dungeon along with the Head Coach and has no further effect on the game.

I think we could have done a better job writing this rule clearly, but from our discussions, I believe the intent is that Fink is only ejected if the head coach is ejected, on the roll of a 1 when arguing the call.

I'll see if we can get it added to a future errata or FAQ.

Source: Milo Sharp, GW Employee

Rostered Star Player
Rostered Star Players can not use an Apo, same as always. If a rostered Star is hurt they make a full recovery but have a Prima Donna strop and won't return to the match.

Rostered Stars stick around for Play-Offs and the rest. You've paid more for them by then.

Source: Jonathan Taylor-Yorke, GW Employee

Ongoing Sponsorship

Q: If the team accepts the Ongoing Sponsorship, do the team recieve the extra gold pieces in the same match?

A: No, the team will recieve the extra gold pieces in the the Post-match sequence of their next, and each game thereafter, when calculating the team's winnings at Phase 3: Record Fortune and Fame.

Source: Death Zone Season One, backed by both coaches and commissioners.


Q: Do the team keep all Ongoing Sponsorships even after Resolving Downtime?

A: Yep, ongoing is kept until you drop it. It stays with you even if a run of bad luck causes your FF to decrease or you get kicked out of a residency, or in the next season if you sack a load of players, or anything.


Q: When rolling to see if a player 'upset the sponsors' on an Ongoing Sponsorship, can a rostered Star Player also miss next game?

A: Yes. Part of the risk of combining the two is that Star Players aren't protected from the murky world of corporate sponsorship and are just as likely to upset a sponsor as anyone else. Some of them probably more so than a regular player if we think about it.

Source: Jonathan Taylor-Yorke, GW Employee
 
 
 9.1 Pre-Match Sequence
  0. Random Stadium Table
At the start of the Pre-match sequence, each coach should roll a D6. Add the results together and refer to the Random Stadium table to see what kind of stadium the match will take place at.

Playing at a home stadium
If either team has a home stadium, randomize one coach to roll for Random Stadium table. If that coach’s team has a home stadium, then any non-standard stadium can be replaced by that team’s home stadium.
 
  1. Roll on Weather Table
At the start of the game each coach should roll a D6. Add the results together and refer to the Weather table to find out what the weather is like for the day.

Subterranean Weather Table

Some tournaments use this table for the duration of the match, instead of the standard Weather Table. It is ideal for representing matches played underground, whether in a well-maintained Dwarf stadium or the haphazard deathtrap that is a Skaven pitch.

Winter Weather Table

Some tournaments use this Weather table for the duration of the match, instead of the standard Weather Table. It’s ideal for representing matches played amid the tundra of the frozen north, or for matches set in the winter season.

Playing at a home stadium
Home stadiums use their own Weather table for the duration of the match, instead of any other Weather Table.
 
  2. Choose Inducements
If the match is played at a team’s home stadium, the other team receives +50,000 gps for inducements.

Play-Off
Star Players and Mercenaries are NOT allowed as inducements during Semi-Finals and Finals.

Inducements
Complete list of inducements.

● 0-2 Bloodweiser Kegs - 50,000 gps
● 0-3 Bribes - 100,000 gps
● 0-4 Extra Team Training - 100,000 gps
● 0-1 Igor - 100,000 gps
● 0-2 Wandering Apothecaries - 100,000 gps
● 0-1 Halfling Master Chef - 300,000 gps
● 0-2 (In)Famous Coaching Staff - Various prices
● 0-2 Star Players - Various prices
● 0-5 Special Plays - Various prices
● Mercenaries (Unlimited) - Various prices

Special Play Cards
Instead of using the Draw Special Play Cards phase, both teams will recieve 150,000 gps in the Inducement phase for buying Special Play Cards, except during Play-Off games. Teams can add cash from their treasury - but may only buy a maximum of 5 cards.

Valid Special Play Cards: Cost
● Miscellaneous Mayhem 200,000 gps
● Benefits of Training 100,000 gps
● Dirty Tricks 50,000 gps
● Heroic Feats 50,000 gps
● Magical Memorabilia 50,000 gps
● Random Events 50,000 gps

Event Exlusive Cards
In addition, Limited Edition cards are allowed, except Blitzmania Special Play Cards - thoose are not in use. Simply add the card to the appropriate decks.
 
  3. Draw Special Play Cards
A coach can return ONE of their Special Play cards to the bottom of its deck, and draw a replacement from the top of the same deck.
 
  4. Flip for the Kick
The coaches flip a coin or roll off, with the winner deciding whether they will kick or recieve for the first drive.

1. The kicking team always sets up first.
2. No more than two players may be set up in each wide zone.
3. At least three players must be set up next to the half way line, on the line of scrimmage.
 
 
 9.2 The Match
  1. Work out the number of Fans and FAME
To determine how many fans turn up to support your team, roll 2D6 and add your Fan Factor to the total. Multiply the score by 1,000 to find the number of fans that have turned up to support your team.

Playing at a home stadium
When a team plays at their home stadium, they roll an extra D3 when determining how many fans show up to watch them.
 
  2. Kick-Off
After both teams have set up, follow this sequence in the order below:

1. Place the ball on the pitch
2. Scatter ball to determine where the ball is about to land
3. Roll on the Kick-Off table
4. Resolve the Kick-Off table result
5. Bounce/catch/or touchback the ball
 
  3. Play the Game!
“As you know, Blood Bowl is an epic conflict between two teams of heavily-armoured and quite insane warriors. Players pass, throw or run with the ball, attempting to get it to the other end of the pitch, the End Zone. Of course, the other team must try and stop them, and recover the ball for their side. If a team gets the ball over the line into the opponent’s End Zone it’s called a touchdown; the team that scores the most touchdowns by the end of the match wins the game, and are declared Blood Bowl Champions! How do they do it? It’s like this...”

Play-Offs
Play-Off games cannot be drawn - in the case of a draw, you must go into Sudden Death Overtime, and a penalty shoot-out, if this does not result in a winner.
 
 
 9.3 Post-Match Sequence
  1. Improvement Rolls
This phase is used by each coach to allocate MVPs, up-date the Star Player points the players in their team have earned, and make any Improvement rolls for the players in their team, either by rolling dice or choose BBL to do it for you.

Friendly Match
In friendly matches, no MVP is awarded.
 
  2. Update Team Stats
If this was a Competition Match, record any League points you have scored. If you won the game, you score 3 League points. If you drew, you score 1 League point. You score no League points for a loss. This is automatically done on the BBL.
 
  3. Record Fortune and Fame
Death Zone Season Two! adds a couple of new phases.

Becoming Residents
At the start of the phase, each coach can attempt to strike a residency deal with the stadium they just played in, as long as it has a special Attribute and it isn’t already another team’s home stadium.

Fortune
Each coach generates winnings for the match, modified by Friendly Match, Ongoing Sponsorships and Playing at a stadium they own.

FAME
Each coach rolls to see whether Fan Factor is modified.

Gaining a Sponsor
At the end of the phase, each team can attempt to find a Sponsor.
 
  4. Hire and Fire
Update team rosters. This is easily done on the BBL.

Losing Residency
At the start of the phase, if a team with a home stadium loses a game, they might lose their residency.

Selling Up
At the start of the phase, a team that owns a stadium can choose to sell it.

Taking Ownership
A team with a residency can buy their home stadium.

Partial Payments
Any team can make any number of payments into the Stadium Fund.

Paying Upkeep
At the end of the phase, the team must pay the upkeep charge for its rostered Star Player.
 
  5. Prepare for next match
If a team can only field 10 or fewer players for the next match, the team may add Journeymen onto the roster for free until the team can field 11 players for the next match. This is easily done on the BBL.

Expensive Mistakes
If you have at least 100,000 gold pieces in the Treasury, this roll is easily done on the BBL. You can do this whenever you like, but before your next match!

Resolving Downtime & Re-Drafting
When you have played your last game, or the season is closing, you have to go thru the Downtime phase. This is easily done on the BBL.

Fan Factor
If you want to increase the fan factor in the Re-Draft, you can do so to a maximum of 9, and not more than that.
Teams with Fan Factor above 9 has earned it by winning matches and Tournament Trophies!

Team Roster
A team must have at least 11 players and may not have more than 16 before the can join the next season. You can re-hire players that where in your team last season, by paying the cost shown on the roster. Players that "Want to Retire" costs 20,000 gps extra for each played season, but it's only a 'one-off' extra payment. If you dont have 11 players after the Re-Draft you can buy new rookie players when you have finished the Downtime.

Want to Retire
"Some players never quit, never ever. They keep playing season after season - never even feel that they have had enough of the violence. I know a player named Bench Abrader, and he is playing his nineth season this year... as benchwarmer"

Players with 0 SPP will never Want to Retire.
 


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