0% found this document useful (0 votes)
23 views

v1.1 7 8

The document provides advanced rules for the board game Blood Bowl, including details about endgame challenge cards, foul actions that can be performed on prone opponents, regional rules that apply to different arenas, and coach traits that can be gained and provide special one-time abilities. Coaches roll dice to determine their trait, which includes abilities like swapping player abilities or re-rolling dice after making an armor check. The game ends if one team's score exceeds the other by 8 points or if an endgame challenge card is drawn.

Uploaded by

Billy Walsh
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
23 views

v1.1 7 8

The document provides advanced rules for the board game Blood Bowl, including details about endgame challenge cards, foul actions that can be performed on prone opponents, regional rules that apply to different arenas, and coach traits that can be gained and provide special one-time abilities. Coaches roll dice to determine their trait, which includes abilities like swapping player abilities or re-rolling dice after making an armor check. The game ends if one team's score exceeds the other by 8 points or if an endgame challenge card is drawn.

Uploaded by

Billy Walsh
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 2

ADVANCED RULES

THE ENDGAME
During setup, shuffle the 16 endgame challenge cards challenge-side up. Then deal 6 cards onto the challenge
deck space next to the board. Place any remaining cards back in the box without looking at them.
The 24 standard challenge cards are then shuffled challenge-side up and placed on top of the endgame challenge
cards with all cards challenge-side up. This creates a challenge deck of 30 cards in total, the bottom 6 of which
are endgame challenge cards.

The endgame occurs as soon as one of the endgame challenge cards becomes active. From that point on, a
sudden death victory cannot be won; the game will only end with a points victory.

FOUL ACTION
An open player that is adjacent to a prone player can make a foul action that targets that opponent. Their coach
rolls 1 block dice:

Spotted!: The player making the foul action is spotted and sent off – place them in their team’s dugout.
The target player is unaffected.

Take That!: The target player is injured. Place them in their team’s dugout. In addition, the player
making the foul action is spotted (see above).

Slipped!: The target player remains prone, but the player making the foul action cannot make any more
actions (including free actions) this turn.

Got them!: The target player is injured. Place them in their team’s dugout.

BLITZ BOWL ARENAS


Before choosing a pitch, the coach that won the coin toss rolls D8 to see what regional rules apply.
1 – Halfing Moot Madness: Emergency reserves are now made only when 2 players are on the pitch.
2 – Underworld Challenge: When making a reserves action, the player may be placed on a trapdoor instead
of the endzone. If a ball or other player is already on the trapdoor, injure the other player and remove the ball.
3- Sylvanian Spotlight: After making a reserves action, the player can make a free run action.
4- Elven Kingdoms League: Do not subtract 1 from a making a long throw check
5- The Gut Cup Grind: Fouls are never spotted.
6 – The Badlands Brawl: Assisted blocks roll +2 additional dice instead of one.
7 – World’s Edge Superleague: If a player is shoved off the pitch, they are removed for the rest of the game.
8 – Lustrian Superleague: If, at the end of a coach’s turn, one team’s score exceeds the other team’s score
by 8 points, the game ends immediately and the team with the higher score wins.
COACH TRAITS
Each coach rolls 2 eight-sided dice and compares the total score to the Coach Traits table to see what Coach
Trait they have gained. When playing multiple matches, if the coach already has that Coach Trait, they can
choose one trait they do not have. That Coach Trait is then available to that coach until the end of the match(es).
Each Coach Trait has a special ability that can be used once per game.

Coach Traits (Roll of 2D8):


2 – Magical Training: Before a player on your team that is on the pitch makes a Run, Block or Throw
action, you can choose another player from your team that is on the pitch or in the Dugout. Until the end of that
action, those players swap any abilities that are on their cards.
3 – Sponsored Kit: After making an Armour check, you can re-roll the dice.
4- Threatening Looks: Before an opponent makes a Block action, roll an eight-sided dice; on a 6 or better,
that opponent must make a Sidestep action instead. If they cannot make a Sidestep action, that opponent cannot
make any more actions this turn.
5- Bribe the Ref: Start the game with 1 point instead of 0.
6- Last Blast: During your last turn, if your team has fewer points than the other team, you can shuffle the
Endgame Challenges that were not used to make this match’s Challenge deck, draw one and place it face up in
front of you. This challenge can be claimed by your team in this turn. If it is not claimed, it is discarded.
7 – Incentivizer: When your team takes a free action, roll an eight-sided dice; on an 8, take a free action with
another player.
8 – Loud Celebrator: When you team scores a touchdown, it scores 5 points instead of 4.
9 – Well Prepared: You can choose which trapdoor the ball is placed on instead of having to randomize it.
If both coaches have this trait and wish to use it at the same time, they each roll an eight-sided dice, re-rolling
any ties. Whoever scores highest chooses which trapdoor the ball is placed on.
10 – Glory Hound: Your team scores 3 points for a Clean Sweep instead of 2.
11 – Light Fingers: This trait is used at the start of the game, and lasts throughout the game. You can have 4
Challenge cards in your hand instead of 3 before you must discard any. If you do have to discard any, you can
keep 4 cards instead of 3.
12 – Threatening Reputation: The opposing team must exceed your score by 11 instead of 10 to score a
Sudden Death victory.
13 – Blinding Smile: When an opponent is chosen to make a free action, you can choose to roll a six-sided
dice. On a result of a 3 of better, that free action cannot be taken by that player.
14 – Early Starter: When setting up your team at the beginning of the game, one player on your team can be
set up on any square adjacent to a square from your team’s end zone.
15 – Inspiring Presence: After a player on your team makes a Block action, you can choose to re-roll the
dice.
16 – Outrageous Cheat: When an opponent claims a Challenge card, you can choose to roll an eight-sided
dice. If the result of the roll is an 8, you claim that Challenge card instead.

You might also like