Updated: 2/28/00
Rules Clarifications, Reversals, and Changes
General Clarifications
First and foremost: any options that clash with the rules supercede the rules. All options are subject to reversal or modification by the commissioner if deemed unbalancing. -Commish Threckbane

No Star Player Points are awarded if a player is injured on a failed Dodge or Go For It.

When a player is pushed back into the stands, roll only on the Injury table. If this results in a Badly Hurt, Serious Injury or Death, then award Star Player Points to whoever knocked this player into the crowd. [WD]

When an opponent is knocked over, determine follow-up, then roll AV, then roll scatter.

Only one skill may be used to modify any die roll. eg. If you have Dirty Player and Mighty Blow, you must choose which one you are using before you make your foul action.[WD]

The accumulated Star Player Points for a non-star player who has been Peaked still contribute to team rating.

Only "pure" interceptions count for Star Player Points. Catching innaccurate passes throw by your opponent or flubbed catches do not earn points.

Players with less than 3 MA must roll to get up as detailed in DZ.

Teams are at -1 to the post-game Fan Factor roll for every FULL 10 Fan Factor the team has on their roster(e.g. 24FF would be -2 to the FF roll). This will help keep the upward spiral of FF in check.

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    Contact #s

  • Apothecaries
    Apothecaries can prevent Injured in Practice, but are then unavailable for the match.

    You can sell the services of your Apothecary to your opponent. Undead players still may not use an apothecary, even in this manner. Vampires, of course, will refuse treatment as well.

    The Apothecary must be used immediately after the injury he is healing is inflicted.

    Apothecaries may only heal injuries of players, and NOT coaching staff.

    Apothecaries can only deal with one niggling injury. If a player is missing a game because of two or more niggling injuries, the Apothecary cannot help him.

  • Forfeiting a Match
    If someone is lame enough to give up even before the whistle, all of the following occurs to the forfeiting team.

    A- Forfeit all winnings for this match
    B- Lose d6 Fan Factor, up to half current Fan Factor
    C- Pitch Invasion! All players on forfeiting team take an injury roll (no armour roll required) as irate fans take out their frustrations. Apothecaries may not heal any injuries, and players may not regenerate.
    D- Pitch Invasion! All coaches on forfeiting team take an injury roll (no armour roll required) as above.
    E- Roll 2d6 for each player and coach on the team. On a 2 or a 12 the player or coach quits the team in disgust.

    The game, after all, is called _BLOOD_Bowl.

    Having said that, however, you should allow a team which cannot field three players to forfeit without penalty. They have suffered enough. Also, if the amount of players a team can field minus the number of deaths he has suffered this game equals²3 then he can forfeit without suffering c-e. The fans will still be disheartened, and he will still have to yeild his winnings(perhaps your opponent will be generous).

  • Fouling
    Blatant fouls aren't called after you get the ref. [JJ]

    You may argue the call on a blatant foul. [JJ]

    You may go for it to commit a foul. [JJ]

    Bonuses for assists while fouling are figured as blocking assists, and affect only the armour roll, not the injury roll. Mighty Blow and Dirty Player affect both armour and injury rolls, and give their plusses in addition to the +1 to penetrate armour.

    *The following replaces any relevant material from the Books:
    When the foul is declared, the _opposing_ coach rolls a die to determine how much of the foul the ref caught sight of. *There is no reroll of this die possible.*
    1-5 ref saw nothing.
    6 ref sees it all and sends the fouler off(after the AV roll of course).
    The AV roll is then made as normal. Doubles, however, have no bearing on anything anymore.

  • The Kickoff and Kickoff Table
    Roll for kick-off result. Resolve the kick-off result. Then Place the ball and roll for scatter(RRP).

    If an opponent kicks to you to start the half, then pit traps or burst ball on the ball carrier on your second turn, you receive a new kickoff. Move your turn counter to turn 3. Your opponent's next turn is turn 3 (not 2).

    If a ball bounces out of bounds or into the other half because a player failed to catch the kickoff, this is a touchback.

    If the kick-off table on the chart differs with the one in the book, the book takes precidence(e.g. Pitch Ivasion and Throw a Rock).

    *If a team has a player with the kick skill, he _must_ remain in the legal position(as defined by the skill) in order to use it.

  • Rerolls

    Leader rerolls and rerolls gained from the Kick Off Table and Special & Play cards may be used during the half even if you team has been Doom & And Gloomed.

    & You may use your second half rerolls in Overtime, even if you have been & Doom and Gloomed, as Doom and Gloom does not carry into OT. [JJ]

    & The Special Play Card "Spy" may be used to prevent the use of _any_ & reroll, including skill rerolls. [JJ]

  • Revised Sigurd's Injury Rule
    When rolling injury,roll 3d6(2 main dice and one 'off-coloured' die). All modifiers apply to the main dice only. Ignore the off-die unless otherwise noted.

    Result of main dice
    2-7: Stunned
    8-9: KO'd
    10+: An Injury!(consult Off-die)

    Off-die result
    1-3: Badly Hurt
    4-5: Serious Injury
    6: Dead! Dead! Dead!

    This corrects a flaw with the boxed rules where an injury roll with modifiers caused more deaths than it caused Badly Hurts and Serious Injuries. The rate of Casualties remains the same (and hence, the rate of Star Player Points accumulated), but keeps the ratio of BH:SI:Dead 3:2:1 (which is what it would be under the boxed rules withoug mods) across the board.

  • Tournament Prizes and Winnings
    Trophy rerolls don't add to team rating.

    Tournament prizes may not be affected by cards(such as robbed, etc.).

    These cards positively affect winnings and are considered winnings:
    Merchandising, Number One with a Bullet, The Big Match.
    Any card that says it affects winnings, affects these cards as well.

  • Turnovers
    The following will cause a Turn Over: [JJ]

    Hitting the four minute time limit
    Getting caught on Illegal Procedure and not spending a Reroll or successfully arguing the call
    Failing on an attempt to pick up the ball
    Failing on a Go For It
    Falling down on a Block attempt
    Falling down on a Dodge attempt
    Getting caught Fouling and not successfully arguing the call
    Touchdown Scored
    Throwing a pass which, after all the bouncing is done, is not caught by a member of your team.
    The Ball Carrier on the moving team is knocked down for ANY reason.
    The Ball Carrier on the moving team drops the ball for ANY reason.
    Special play cards which cause a member of the moving team to fall down or leave the pitch cause a turnover unless otherwise stated on the card.
    The coach has activated all his players and does not wish to play a Special Play Card
    The coach declares his turn over.
    A Bombardier knocks over a player on his own team.

  • Wizards
    An obscure rule in subsection J of part IV(chapter 16) in The Book of Nuffle was translated recently and reveals that it is actually illegal to shout loudly and gesture in an unsportmanlike manner at games unless you are a fan, on the pitch itself, or the Head Coach. Thus... no wizards.

    Old wizard rules:*Ignore the part about wizard spells causing a Turn-over. They no longer do so.

  • Skill Clarifications
  • Overrules
    *If a player already has two stat increases in one stat and rolls a third for that same stat, treat the roll as a doubles result.
  • Dauntless
    Dauntless may be used to match the summed strength of the targets of a Multiple Block in a nasty combination of skills.
    The bonus for horns may be applied after any bonuses for dauntless.
    Dauntless must be rolled before each block, including subsequent blocks thrown by a Frenzying player.
  • Diving Tackle
    Even though the hand off is a 'free action' which may be taken at 'any time during your turn' you cannot hand off when the ball carrier is about to be hit by a Diving Tackle, or as the ball carrier is falling down.

    Diving Tackle may only be used on your opponents turn, and only once per turn per player with Diving Tackle.

    A diving tackle which causes a push back _does not_ allow a player to frenzy.

    It is a turnover if a diving tackle strips the ball from an opponent.

    A diving tackle _may not_ be a multiple block.

    You may Diving Tackle a player who has used Leap to enter your player's tackle zone, even if he started the leap in that player's tackle zone.

    **If a player enters the tackle zone of a diving tackler through use of a follow-up, he may be diving tackled as normal. Note that follow-ups are simultaneous with push-backs(i.e. the blocker never leaves the blockees tackle zone during a pushback).

    Diving Tackle and Dump Off may be used by the blitzed player when Is It A TD? is played.

    If the ball carrier has Dump Off and is about to be hit by a Diving Tackle, he may attempt a quick pass. This counts as the passing action for the coach's turn, but will not result in a turnover if the ball is not caught.
  • Frenzy
    A player may only Frenzy or continue a Frenzy if a PUSH BACK result is rolled on the block dice. If a block results in a No Result (both down result/both have block) the Frenzy stops.

    A player may Frenzy against an opponent who has Stand Firm.

    A Frenzying player with Horns will receive a +1 on his ST when blitzing if he moves at least one square before his first block roll and makes a follow up move. i.e. the player will not gain the +1 on extra blocks against a player with Stand Firm.

    A player is not obligated to, but may Go For It to continue a Frenzy. Second (and third) Go For Its are optional.

    *A Frenzying player _must_ follow-up every block, even if the defender is knocked over or pushed out of bounds as a result.
  • Hail Mary Pass
    Hail Mary Pass may not be used in a blizzard.
  • Leap
    Leap does not 'ignore tacklezones'. It is simply made with no modifiers to the die roll whatsoever.
  • Multiple Block
    A player may multiple block, then frenzy against _one_ of the targets.

    Targets of a multiple block must be in contact with one or more of the other targets, but do not require each and every target to be directly adjacent to each and every other target.

    Players may give assists to a multiple block. Each player may give one assist only, and a player in the tackle zone of two targets may not assist against either.

  • Pass Block
    You may Pass Block a Dump Off.

    You may not go for it on a pass block.

    You may not Pass Block a Hand Off.

    You may not Pass Block a Custard Pie, Stink Bomb or Bombardier's Bombs.

    Only one player with Pass Block may move under the range ruler but not in the Tackle Zone of either the catcher or thrower. Any number may be moved into the Tackle Zone of the catcher or thrower.

  • Piling On
    Piling On is a lengthy and methodical process which ends the player's action. You may not, therefore Jump Up or spend 3 MA to stand up a player when he has used Pile On as part of his Blitz action.
  • Pro
    Pro may be used to reroll armour rolls which don't penetrate or unsatisfactory injury rolls. [GWUK] Pro cannot be used to reroll an injury by the fans.
  • Regenerate
    For league play, players with Regeneration regenerate on a 4+.

    **Undead players may regenerate even if their Necromancer has left the game.

    Players may regenerate from injured in practice.

  • Shadow
    You may Shadow a player who has used Leap. Your player will enter the square the opponent's player had occupied before the Leap.
  • Stand Firm
    A player may not be pushed back into a square occupied by another player with stand firm. This is still a push back for strip ball purposes.
  • Strip Ball
    A player may only Strip Ball if a PUSH BACK result is rolled on the block dice. If a block results in a No Result (both down result/both have block) the blocked player holds onto the ball.

    A Stripped Ball scatters from the square the into which the blocked player is pushed.

    The blocker must choose wether or not to follow up before the ball scatters due to the Strip Ball skill.

    Strip ball will knock the ball loose from a player with Stand Firm if a Push Back result is rolled.

  • Strong arm
    Strong arm _does not_ allow dump offs in the short range band.

    Strong arm _does not_ allow what would normally be considered a long pass in a blizzard.

  • Stunty
    Players who have gained the physical skill Stunty suffer a +1 on the injury dice in the same manner as halflings and goblins.

    Stunty players only ignore dodge modifiers for Tackle Zones, not other modifers such as Prehensile Tail.

    Stunties may throw or be thrown for Short passes in a blizzard, even though they are treated as Long.

  • Sure Feet
    *Sure feet may _only_ be used once per turn.
  • Very Long Legs
    A player may who has gained two points of MA will not receive an extra +1 MA if he gains the physical skill Very Long Legs.
  • Special Play Card Clarifications
    Special play cards which have wording such as "player automatically fails his roll" allow for a skill or team reroll to be used. However this second roll will automatically fail as well.

    The earliest a special play card may be played is immediately after both coaches decide wether or not to use the Apothecary to heal any Niggling Injuries.

    Eye of the Eagle may be intercepted. [JJ]

    Eye of the Eagle won't make a Hail Mary accurate. [JJ]

    A player may not benefit from multiple magic helmets. [GWUK]. If you're feeling silly, allow a player with Two Heads to be the only exception.

    Magic Hand of Jark Longarm will intercept a safe throw, but not a hail mary pass. [GWUK]

    Players may regenerate from Injured in Practice. [GWUK]

    Apothecaries can prevent Injured in Practice, but are then unavailable for the match. [GWUK]

    Blatant fouls aren't called after you get the ref. [GWUK]

    You may argue the call on a blatant foul. [GWUK]

    For purposes of Robbed! or Large Donation, winnings include Demo Game and tournament prizes, but not Will, Merchandising, or #1 with a Bullet. [GWUK]

    The card Duh, Where Am I? is poorly worded. It should be played after a player is knocked down and armour is NOT penetrated.

    The dazed player on the receiving end of a Duh, Where Am I? may be stood up and take an action on the turn he is knocked down.

    & The dazed player on the receiving end of a Duh, Where Am I? can not score & a TD against his own team. He may score against the opposing team if & he happens to be holding the ball in the endzone. [JJ]

    & The dazed player on the receiving end of a Duh, Where Am I? gains no & Star Player Points for completed passes to opponents, causing casualties & to team mates, or intercepting a team mate's pass. [JJ]

    A player may take a handoff from a player who has been "Mindblow"-ed.

    The accumulated Star Player Points for a non-star player who has been Peaked still contribute to team rating. [JJ]

    Players hired through a Special Offer or That Kid's Got Talent contribute their list price for Team Rating purposes, not the price actually paid. [JJ]

    Diving Tackle or Dump Off may be used by the blitzed player when Is It A TD? is played.

    If a player using a Sewer Map enters the field in an occupied square the occupying player is pushed back, as if hif from the square indicated by the second scatter roll.

    Blood Bowl negotiators are not very bright. If they call a Player Strike and you have no money in the treasury, they will play the match anyway. [JJ]

    & Spy may be used to prevent the use of _any_ reroll, including skill & rerolls. [JJ]

    & If your Away Fans have been banned, and you play Merchandising, you & receive 10,000 x your Fan Factor, as recorded on your roster, not & 10,000 x 0, where 0 is your FF for the game. [JJ]

    & Custard Pie and Stink Bomb may not be thrown by a player holding the & ball. [JJ]

    & Custard Pie and Stink Bomb may not be Pass Blocked.

    Special Weapon Clarifications
  • Blunberbuss
    A player with Blundebuss may accecpt a hand off and still fire that turn.
  • Bombardier
    The Bomber throwing his bombs does not count as your Pass Action for the turn.
  • Chainsaw
    The Chainsaw adds +3 when its wielder is fouling or assisting in a foul.
  • Deathroller
    If a Deathroller is knocked over, roll against AV 10. Any serious injury affects the deathroller's stats. If you kill the driver, the Deathroller is not repaired(i.e. you have to replace it). Any other result(including not penetrating the armour) removes the machine from the game, but it will return next match.
  • Fanatic
    **Goblin fanatic collapses do not cause turnovers.