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Rules Clarifications
These rule clarifications are from the Blood Bowl Magazines as well as our own rules. We put these rules up to clarify problems that occur in our league or just to make things clear.
A player with Diving Tackle may throw a block at a Leaping player that lands in his tackle zone. The bit about ignoring tackle zones under the Leap skill is simply to make it clear that no Dodge roll is required.
The landing modifiers on the example of Throwing a Team-Mate are different to those printed in the rules. The rules state the correct modifiers (+1 for an accurate pass, -1 per tackle zone on the square where the player lands).
If a player thrown by a team mate lands in the same square as another player, both players are knocked over and need to make an armour roll followed by an injury roll.
A player with Frenzy doesn’t have to ‘go for it’ if he fails to knock an opponent over, but the Coach can choose to do so.
The Frenzy skill doesn’t work with Nobbla Blackwart’s chainsaw. He can make a Frenzied block or use the Chainsaw, but not both.
The Sorry and Sorry Sir cards can be used against Head Coaches. If the Head Coach is injured or killed then he may not argue the call for the rest of the match (and Undead Necromancers may not use their Raise the Dead spell either). If a Head Coach is killed then he is replaced for free in time for the next match (Vampire teams are the exception to this rule). Undead teams that lose their Necromancer Head Coach can carry on playing, but none of the player in the team are allowed to Regenerate as this function is performed by the Head Coach rater than the players themselves. The Necromancer will be replaced in time for the next match in the same way as a normal Head Coach.
Team re-rolls may only be used during your turn for your dice rolls and at no other time.
Only one skill can be used to modify a dice roll, although any number of other, non-skill related modifiers can also be used. For example, a Coach could either have his player use his Mighty Blow to modify the armour roll, or his Dirty player to modify it, but not both. A +1 bonus for making a foul would still apply whichever skill was used as this is a non-skill modifier. Note that it is only dice roll modifiers which may not be combined- a player with Strong Arm (reduces the range of a pass), Accurate (+1 pass modifier), and Pass (allows a skill re-roll) would be allowed to all 3 skills on the same pass. Also, in our league, we’ve ruled that you may use different skills on the Armour an Injury rolls. For example, if a player has Piling On and Mighty Blow, he may use Piling On instead of Mighty Blow on the Armour roll and still use Mighty Blow on the Injury roll.
A K.O.’d player gets a chance to recover before each kickoff.
You always have to roll for Allies at each half, even if the player is missing the game or half due to a Niggling Injury, Serious Injury, or Badly Hurt.
A player can not use Mighty Blow or similar skills to modify armour or injury rolls if a player Dodges out of his Tackle Zone and falls over. Mighty Blow can be used when an opposing player Blocks the player with Mighty Blow and falls over himself.
A player gets 2 Star Player points when he pushes a player off the field and becomes a casualty when he injures him using HIS roll, not the crowd's injury roll.
Mighty Blow works for either turn, and a player may get a casualty either turn whenever a block caused the other player to get injured.
The player does not earn 2 Star Player Points when a player attempts to Dodge away from one of your players, fails the Dodge roll and then suffers a casualty.
If a player with Frenzy Blocks a player with Stand Firm and rolls a pushed back result, the Frenzy player keeps making Blocks until he runs out of movement or until one or both of them fall down.
A player with Horns and Frenzy receives +1 Strength modifier for the extra Blocks, but only if they occur as part of a Blitz action.
Regeneration rolls may only be used once for each injury. It is used before setting up for a kickoff after a score, during halftime, or after the game, whichever situation happens first.
You must roll for Dauntless each time you Frenzy block a higher strength opponent in order to get the equal strength.
Ride Skill Update: When a Centaur falls down and a Gnome is riding, roll a D6 to see if he lands. He is successful if he makes an Agility roll -1 (AG 3 lands on a 5+)
Multiple Block and Dauntless combo: When using these skills together, make a Dauntless roll against the biggest target, then add the strength of the other. Then add assists from both sides as normal.
When using Multiple Bock with Frenzy, only continue to block one of the targets after the first block if both are still standing.
Star Players can't get Magic Helmet.
Star Players can't be shot from the Dwarf Cannon anymore. Sorry, no more Griff or Hoshi Komi weirdness!
Dwarf Cannon rule change: It will always be a -1 to land. If the player fails to land, the armour is automatically penetrated, so roll for injury straight away.
If your coach is ever put into jail (usually by a special play card), then you must pay the cost of getting him out as soon as you can afford to.
Skills belonging to a Blue Horror are not transferred to a Blue Horror if it splits. Any SPP's earned by Blue Horrors during the match are lost at the end of the match. Pink Horrors that split may not be awarded an MVP for that match. If he would have gotten the MVP, reroll it.
Kickoffs scatter one last time after the D6 squares in a random direction. This last square is determined by a D8 roll. Even though this is in the rulebook, I felt I should put it on this site since I don't believe we've ever done it in this league! Who knew?
We don't really call illegal procedure in this league unless the opposing player deliberately forgets to move his turn marker. This is supposed to be a fun game and calling illegal procedure is kind of picky. Just remind your opponent to move the turn marker if he forgets, and he'll do the same for you.