League Rules

Many of these rules are simply clarifications of rules found in the Blood Bowl Handbook. All players are encouraged to download and review the currentBlood Bowl Handbook from the GW page. Some rules are placed here just to be sure noone overlooks them. All current additions/errata are listed below(as found on the official GW Blood Bowl page). Note that once the league officially begins, no further rule changes from the GW site will be added, so as to maintain consistency throughout the season(although further clarifications listed on the site's FAQ may result in changes to rules interpretations). No experimental rules will be used this season, but if any exceptional unforseen problems arise with the rules, house rules may be instituted(and will be posted here).
All rules posted here are considered official.

Forming your team:

Playing the game and maintaining your team:

No two teams may play against each other more than twice during the regular season

Each week, the results of all games for the week must be given to the commissioner. If possible, these forms should be given to the commissioner on our regular league night. A convenient and comprehensive form can be downloaded here.

On kickoff, scatter is rolled if the ball lands in an empty square(roll scatter once and 1D6 for distance, followed by a single scatter roll if it is in an empty space- note that if this scatter puts the ball off the field or onto the kicking team's half, it still counts as a touchback).

Please note that some skills have now become traits. Traits can only be gained on a Star Player Roll of doubles, and only if that player has access to the skill category the trait falls under.

Each skill a player has may only be used once per action unless specified in the skill's description. Traits, however can be used an unlimited number of times.

Multiple bonuses from skills or traits cannot be stacked for armor or injury rolls.

Rerolls may only be used for rolls you make that affect your player(no using rerolls for armor or injury rolls)

Team Rerolls may only be used once per turn. Thus, if you use a reroll during your opponent's 3rd turn(to reroll a Diving Tackle result, for example), you may not use a reroll during your own 3rd turn(and vice versa).

When you enter a square with the ball, or the ball bounces into a square occupying your player, your player MUST attempt to pick it up. This does cause a turnover. If a player is pushed into the space with the ball(such as from a block) he MAY NOT attempt to get the ball, and it immediately scatters from its space. This does not cause a turnover.

When using the Stand Firm skill to avoid falling down when failing a dodge roll, the player does not move to the square he was attempting to dodge into.

When making a handoff, no actions may be taken by the player making the handoff other than movement(it is treated just like a pass in all respects). Note that you may still make a handoff and a pass in the same turn.

Under no circumstances may a team have more than 16 players on it's roster

You may choose to retire players at any time (to make room for new players, for example)

Any time a player is retired, you may take him on as an assistant coach for free

ALL Star Players are now considered freebooters and may not be permanently added to a team's roster.

The only allies allowed are Big Guys, as specified in the new rulebook.

2003 Blood Bowl Rules Review
By the BBRC

The first section consists of Experimental Rules that have been reviewed by the BBRC and made official.
The second section is Errata – this is corrections and changes to the core rules.
Finally there is the Q&A – The BBRC have answered the most frequently asked questions put forward by the Blood Bowl community.

Experimental Rules Update:
Khemri Team – Official. (As printed in the 2003 Annual. Change the Blitz-Ra cost to 90k and Blitz-Ra AV to 8. See the Rules Review PDF in the resources section.)
Zara – Official. (As printed in BBmag 9. See Star Player PDF )
Ramtut – Official. (As printed in BBmag 9. See Star Player PDF )
Halfling Chef – Official. (As printed in BBmag 7. See the Rules Review PDF in the resources section.)
Dwarf Runesmith – Official. (As printed in BBmag 7. See the Rules Review PDF in the resources section.)
Necromantic Team – Official. (As printed in the Blood Bowl 2003 Annual. Replace the Razor Sharp Claws on the Werewolf to Claws. Change Wight Allocation from 0-4 to 0-2. See the Rules Review PDF in the resources section.)
Nurgle's Rotters – Official. (As printed in the 2003 Annual. Replace the Beast of Nurgle's stats with: 120K MA 4 ST 5 AG 1 AV 9 Big Guy, Really Stupid, Mighty Blow, Foul Appearance, Tentacles and Regenerate. The Beast of Nurgle is the only Big Guy that will play for the team. See the Rules Review PDF in the resources section.)
Elf Team – Official. (As printed in BBmag8. Replace Leap on the Catcher with Nerves of Steel. See the Rules Review PDF in the resources section.)

Errata:

(All page numbers refer to the printed handbook)
Page 19: Change the second sentence in the Sweltering Heat entry to: Roll a D6 for each player on the field at the end of the half and after each touchdown.
Page 24: Replace the races in the Ogre Allied Teams entry with: Chaos, Human and Norse.
Page 25: Replace the Wild Animal entry with: Wild Animals are extremely violent creatures. If you declare any action other than Block with a Wild Animal, roll a D6. On a roll of 1-3, the Wild Animal stands still and roars in rage instead, and the action is wasted. Note that the Wild Animal no longer has to move first and that he can now use assists.
Page 34: Replace the entry for Hypnotic Gaze with: Hypnotic Gaze – The player has a powerful telepathic ability, which he can use to stun an opponent into immobility. The player may use the hypnotic gaze in place of a Block.
The player may turn his Hypnotic Gaze on ONE opposing player in an adjacent square. Roll a dice: if the score is 2 or more, then the victim is hypnotized and loses his tackle zone for the rest of the team turn. On a roll of 1, the hypnotic gaze has no effect. Hypnotic Gaze is a racial characteristic that applies only to players that start with it on their team list. It may not be gained by other players, or lost by players that start with it. Note, that he no longer has a free action.
Page 35: Replace the entry for Piling On with: Piling On – The player may use this skill after he has made a Block, but only if the victim was knocked over. If the armour roll has failed the player may decide to ‘pile on' to the victim. If so then you may re-roll the armour roll. The piling on player is placed prone in his own square – it is assumed that he rolls back there after flattening his opponent (do not make an Armour roll for him as he has been cushioned by the other player!). If the player has pushed back his opponent before knocking him over, then he must follow up the block before he can use this skill. Piling On does not cause a turnover unless the piling on player is carrying the ball.
Page 35: Change Pro from a skill to a trait.
Page 79: Change the Wight allocation in the Undead team list from 0-4 Wights to 0-2 Wights.

FAQ:

Q: Does the Team get a new Leader re-roll at the start of overtime if they field a player with Leader?
A: No.

Q: If my pass roll is failed so the pass is not accurate but a member of my team still catches it, is it a turnover and/or completion?
A: It is not a turnover, but it is not a completion either for purposes regarding SPPs. Note, that a fumble, even if recovered by a player on your team, is still a turnover.

Q: Is it an illegal procedure should you forget to roll for Bonehead or Really Stupid before you move the player?
A: No, hopefully your opponent will remind you if you keep forgetting!

Q: Can you use re-rolls when rolling for Shadowing and Pro?
A: Yes.

Q: If you knock over a Death-roller does it roll for Armour and Injury as well?
A: No, see page 31 of the handbook for more information on how the Death-roller works.

Q: Do Tackle Zones or Foul Appearance affect a Hail Mary Pass roll?
A: No.

Q: Can you fire coaching staff, such as Assistant Coaches Cheerleaders and Apothecaries and if so, do you get your money back?
A: You can fire your coaching staff, but you don't get your money back.

Q: If I get 2 MA stat increases and then suffer ageing or a serious injury that removes a point of MA can I gain MA again?
A: Yes.

Q: What happens if I can't set up at least 3 players on the line of scrimmage for a Kick Off?
A: If a team has less than three players at kick off then the match is abandoned with the team who cannot meet the Kick Off conditions losing. Note that this is not conceding, it simply means the match ends as if you'd finished turn 8 of the second half.

Q: What happens if all my players have been taken off the field as injuries?
A: This is a rare event, but if it happens, you should play on as normal. The coach of the team whose players have been removed from play should move his turn marker at the start of the turn and immediately declare his turn over (unless he has a Wizard handy!). The current drive ends as normal when the playing team scores a touchdown or the half ends. This won't be very much fun for the coach with no players, so we suggest the opposing coach scores as soon as possible, take the 3 SPPs, and get ready for the next Kick Off!

Q: Does the +1 for inflicting 2 or more casualties on the Fan factor table mean any injuries caused or casualties only caused by Blocks as in gaining SPPs?
A: Only casualties that count for SPPs.

Q: If a player with Strip Ball pushes a player with the ball into his Endzone is this a Touchdown?
A: No, as stated in the rules, a player has to be standing and holding a ball to score. This doesn't happen with strip ball.

Q: Can a fireball hit a prone or stunned player if they are under the template?
A: No, only those that are standing.

Q: Can you Apothecary a player who is eaten by an Always Hungry Player?
A: No, the player is in the Troll's belly!

Q: Does using a Blunderbuss if the ball is not caught cause a turnover and is it counted as the team's pass action for the turn?
A: Although this is not clear, in the rules a ball shot from a Blunderbuss does count as the team's action that turn. So, if it is not caught then it is a turnover.

Q: Can a player who has no tackle zone assist blocks (assuming he is not in an enemy tackle zone)?
A: Yes.

Q: Can a player who has no tackle zone prevent opposing players from assisting blocks (assuming opponent is not in another tackle zone)?
A: No.

Q: If a player with Multiple Blocks gets "Attacker Down" which of his opponents gets the casualty SPPs?
A: The defending coach chooses one of his players to be awarded the SPPs.

Q: What happens if a player holding the ball commits a foul and gets ejected by the referee?
A: The ball scatters from the ejected players square.

Q: If a player has Multiple Block, can they use skills like Claw, Pilling On and Mighty Blow on both opponents or just one?
A: All above skills can be used on both opponents during the block.

E-Mail The Commissioner

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