Blood Bowl
- Blood Bowl Sevens Combined
- Death Zone - Blood Bowl Sevens
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- Blood Bowl Second Season
Blood Bowl Sevens Combined
BLOOD BOWL SEVENS
Welcome to Blood Bowl Sevens, the fast and furious game of fantasy football. Blood Bowl is, by its very nature, a game that can take a couple of hours or more to play. For many coaches, real-world commitments, such as work and family, can mean that finding
time for a full-length game can be difficult, and taking part in a league almost impossible. Blood Bowl Sevens addresses this by allowing coaches to play with smaller teams and reducing the number of turns, creating a version of the game that can be
played in under an hour.
What's more, this simplified version of the game is ideal for younger players, many of whom wish to play and want to learn the rules, but often find the complexity of Blood Bowl daunting. Blood Bowl Sevens, with its simplified format and smaller teams, allows
younger coaches to master the game without being overwhelmed by the rules.
THE BLOOD BOWL SEVENS PITCH
A Blood Bowl Sevens pitch shares many similarities with a standard Blood Bowl pitch, but there are a few key differences to be aware of. A Blood Bowl Sevens pitch features:
- Two End Zones, one at each short end of the pitch.
- Two Wide Zones, one at each side of the pitch, running from End Zone to End Zone.
- Two Sidelines, running the length of the pitch, from one End Zone to the other.
- The Centre Field, the area between each Wide Zone, running, the length of the of pitch from End Zone to End Zone.
- There are two trapdoors on the pitch, one each half, both positioned within a Wide Zone.
- The pitch is then further split along its length into three thirds by two Lines of Scrimmage each marking the point at which one of the teams will line up for the kick-off!
Finally, the board itself is split into a grid of squares; seven squares from each Line of Scrimmage to each End Zone and six squares between each Line of Scrimmage, making the pitch 20 squares long in total, and 11 squares wide; two squares in each Wide Zone, seven squares across the Centre Field.
DUGOUTS
As with normal Blood Bowl, each team in a Blood Bowl Sevens game has its own dugout, a safe haven at pitch side where reserves can warm up, where the injured can be tended to and where important game information is tracked. The dugouts used for Blood Bowl Sevens are almost identical to normal dugouts, as described in the Blood Bowl rulebook, except for one important difference; on a Blood Bowl Sevens dugout, the turn and team re-roll trackers only go up to six, rather than the usual eight. This is because there are only six turs per half in a Blood Bowl Sevens game.
- The Reserves box.
- The Knocked-out box.
- The Casualty box.
- Turn trackers
- Team re-roll trackers.
- The Score tracker.
DRAFTING A BLOOD BOWL SEVENS TEAM
Blood Bowl Sevens teams are drafted just like other Blood Bowl teams, using the same team rosters. However, there are a few key differences to be aware of:
TEAM DRAFT BUDGET
The Team Draft Budget is the amount of gold pieces you have to spend on your rookie team:
When drafting a Blood Bowl Sevens team for league play, you have a budget of 600,000 gold pieces to spend on players, Sideline Staff, team re-rolls and so forth.
HIRING PLAYERS
Players are the only compulsory element on any Blood Bowl Sevens team. Each team roster details all of the players available to a team of that type and their Hiring Fee. When drafting a team for Blood Bowl Sevens, you should select the players you want to permanently hire for your team, pay their hiring cost from your Team Draft Budget and make a record of the player on the Team Draft list.
NUMBER OF PLAYERS
The first and most important thing to be aware of when drafting a Blood Bowl team is the minimum and maximum number of players permitted:
- Every Blood Bowl Sevens team must contain a minimum of seven (7) permanently hired players when it is first drafted.
- No Blood Bowl Sevens team can ever contain more than eleven (11) permanently hired players.
JOURNEYMEN: As with any Blood Bowl team, during the course of a league season, the number of players a team can field may fall below seven due to injury and death. This is permitted and Blood Bowl Sevens teams may 'Recruit Journeymen' just like any other team. However, the quality of Journeymen available is likely to be lower than usual (such reserves are normally found in the local pub, after all):
- A Journeyman on a Blood Bowl Sevens team replaces the Loner (4+) trait with the Loner (5+) trait.
DESIGNER'S NOTE: CURRENCY CONVERSION
One important thing to remember about Blood Bowl Sevens is that it represents an amateur game, Neither the staff nor the players are professionals, and the sums of money thrown around aren't likely to be all that high!
With that in mind, we would suggest that, wherever possible, coaches use the term 'copper pieces' instead of 'gold pieces'. This has little to no bearing upon the game; a Human Lineman costs 50,000 'points', and how those points are named matters little, But for the purposes of Blood Bowl Sevens, referring to those points as 'copper pieces' rather than 'gold pieces' is far more characterful and, we have found, adds greatly to the fun!
PLAYER POSITIONS
There are distinctions to be made between the players within a team, separating them by their role within the game, from the humble Lineman to the more specialised roles performed by the 'positional' players.
LINEMEN: The backbone of any team:
- All teams will have a player type that they are permitted to take 0-12 or 0-16 of. Regardless of name (for many races call their Linemen by another name), this Player type is the team's 'Lineman' positional.
OTHER POSITIONS AND BIG GUYS: Unlike a normal team, a team drafted for Blood Bowl Sevens cannot simply recruit as many players of other types as the coach wishes. Blood Bowl Sevens teams represent amateur sides, so specialist players, such as Blitzers, Throwers and so forth, are quite uncommon:
- A Blood Bowl Sevens team may include a maximum of four (4) players that are not Linemen.
- A Blood Bowl Sevens team may not include more players of a certain type than are allowed by the team roster, For example, an Elven Union team is allowed 0-2 Blitzers, meaning a Blood Bowls Sevens Elven Union team may include zero, one or two Blitzers, but may not include three.
Death Zone - Blood Bowl Sevens
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BLOOD BOWL SEVENS
Welcome to Blood Bowl Sevens, the fast and furious game of fantasy football. Blood Bowl is, by its very nature, a game that can take a couple of hours or more to play. For many coaches, real-world commitments, such as work and family, can mean that finding
time for a full-length game can be difficult, and taking part in a league almost impossible. Blood Bowl Sevens addresses this by allowing coaches to play with smaller teams and reducing the number of turns, creating a version of the game that can be
played in under an hour.
What's more, this simplified version of the game is ideal for younger players, many of whom wish to play and want to learn the rules, but often find the complexity of Blood Bowl daunting. Blood Bowl Sevens, with its simplified format and smaller teams, allows
younger coaches to master the game without being overwhelmed by the rules.
THE BLOOD BOWL SEVENS PITCH
A Blood Bowl Sevens pitch shares many similarities with a standard Blood Bowl pitch, but there are a few key differences to be aware of. A Blood Bowl Sevens pitch features:
- Two End Zones, one at each short end of the pitch.
- Two Wide Zones, one at each side of the pitch, running from End Zone to End Zone.
- Two Sidelines, running the length of the pitch, from one End Zone to the other.
- The Centre Field, the area between each Wide Zone, running, the length of the of pitch from End Zone to End Zone.
- There are two trapdoors on the pitch, one each half, both positioned within a Wide Zone.
- The pitch is then further split along its length into three thirds by two Lines of Scrimmage each marking the point at which one of the teams will line up for the kick-off!
Finally, the board itself is split into a grid of squares; seven squares from each Line of Scrimmage to each End Zone and six squares between each Line of Scrimmage, making the pitch 20 squares long in total, and 11 squares wide; two squares in each Wide Zone, seven squares across the Centre Field.
DUGOUTS
As with normal Blood Bowl, each team in a Blood Bowl Sevens game has its own dugout, a safe haven at pitch side where reserves can warm up, where the injured can be tended to and where important game information is tracked. The dugouts used for Blood Bowl Sevens are almost identical to normal dugouts, as described in the Blood Bowl rulebook, except for one important difference; on a Blood Bowl Sevens dugout, the turn and team re-roll trackers only go up to six, rather than the usual eight. This is because there are only six turs per half in a Blood Bowl Sevens game.
- The Reserves box.
- The Knocked-out box.
- The Casualty box.
- Turn trackers
- Team re-roll trackers.
- The Score tracker.
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DRAFTING A BLOOD BOWL SEVENS TEAM
Blood Bowl Sevens teams are drafted just like other Blood Bowl teams, using the same team rosters. However, there are a few key differences to be aware of:
TEAM DRAFT BUDGET
The Team Draft Budget is the amount of gold pieces you have to spend on your rookie team:
When drafting a Blood Bowl Sevens team for league play, you have a budget of 600,000 gold pieces to spend on players, Sideline Staff, team re-rolls and so forth.
HIRING PLAYERS
Players are the only compulsory element on any Blood Bowl Sevens team. Each team roster details all of the players available to a team of that type and their Hiring Fee. When drafting a team for Blood Bowl Sevens, you should select the players you want to permanently hire for your team, pay their hiring cost from your Team Draft Budget and make a record of the player on the Team Draft list.
NUMBER OF PLAYERS
The first and most important thing to be aware of when drafting a Blood Bowl team is the minimum and maximum number of players permitted:
- Every Blood Bowl Sevens team must contain a minimum of seven (7) permanently hired players when it is first drafted.
- No Blood Bowl Sevens team can ever contain more than eleven (11) permanently hired players.
JOURNEYMEN: As with any Blood Bowl team, during the course of a league season, the number of players a team can field may fall below seven due to injury and death. This is permitted and Blood Bowl Sevens teams may 'Recruit Journeymen' just like any other team. However, the quality of Journeymen available is likely to be lower than usual (such reserves are normally found in the local pub, after all):
- A Journeyman on a Blood Bowl Sevens team replaces the Loner (4+) trait with the Loner (5+) trait.
DESIGNER'S NOTE: CURRENCY CONVERSION
One important thing to remember about Blood Bowl Sevens is that it represents an amateur game, Neither the staff nor the players are professionals, and the sums of money thrown around aren't likely to be all that high!
With that in mind, we would suggest that, wherever possible, coaches use the term 'copper pieces' instead of 'gold pieces'. This has little to no bearing upon the game; a Human Lineman costs 50,000 'points', and how those points are named matters little, But for the purposes of Blood Bowl Sevens, referring to those points as 'copper pieces' rather than 'gold pieces' is far more characterful and, we have found, adds greatly to the fun!
PLAYER POSITIONS
There are distinctions to be made between the players within a team, separating them by their role within the game, from the humble Lineman to the more specialised roles performed by the 'positional' players.
LINEMEN: The backbone of any team:
- All teams will have a player type that they are permitted to take 0-12 or 0-16 of. Regardless of name (for many races call their Linemen by another name), this Player type is the team's 'Lineman' positional.
OTHER POSITIONS AND BIG GUYS: Unlike a normal team, a team drafted for Blood Bowl Sevens cannot simply recruit as many players of other types as the coach wishes. Blood Bowl Sevens teams represent amateur sides, so specialist players, such as Blitzers, Throwers and so forth, are quite uncommon:
- A Blood Bowl Sevens team may include a maximum of four (4) players that are not Linemen.
- A Blood Bowl Sevens team may not include more players of a certain type than are allowed by the team roster, For example, an Elven Union team is allowed 0-2 Blitzers, meaning a Blood Bowls Sevens Elven Union team may include zero, one or two Blitzers, but may not include three.
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PURCHASING TEAM RE-ROLLS
Any team can purchase team re-rolls. These represent the time spent training and the team's ability to react in a split second to mistakes and tum them around, The cost reflects the time and effort different teams must invest to achieve the same broad level of training:
- Every team may purchase 0-6 team re-rolls when it is first drafted.
- Blood Bowl Sevens teams represent amateur sides. As such the time spent training and the quality of training leaves much to be desired. A Blood Bowl Sevens team must pay double for each team re-roll it wishes to purchase. For example, if a regular team is able to purchase team re-rolls for 60,000 gold pieces, a Blood Bowl Sevens team of the same type must pay 120,000 gold pieces.
- Unlike ordinary Blood Bowl teams, a Blood Bowl Sevens team cannot purchase additional team re-rolls at a later date. Ongoing team training isn't a strength of such amateur teams!
HIRING SIDELINE STAFF
Sideline Staff can be of as much if not more assistance to a Blood Bowl Sevens team as they can be to a regular Blood Bowl team. However, finding professional and competent staff can be a challenge for an amateur team!
0-3 ASSISTANT COACHES
Any Blood Bowl Sevens team can hire a number of assistant coaches:
-
Every Blood Bowl Sevens team may hire assistant coaches when it is first drafted, for the cost of 20,000 gold pieces each, paid for from the Team Draft budget.
-
Additional assistant coaches may be purchased at a later date for the cost of 20,000 gold pieces each.
0-6 CHEERLEADERS
All Blood Bowl Sevens teams can hire a number of cheerleaders:
- Every Blood Bowl Sevens team may hire cheerleaders when it is first drafted, for the cost of 20,000 gold pieces each, paid for from the Team Draft budget.
- Additional cheerleaders may be purchased at a later date for the cost of 20,000 gold pieces each.
0-1 APOTHECARY
Apothecaries work hard on the sidelines, patching up minor injuries and giving urgent care to more serious injuries before they can end a player's career:
- Not every Blood Bowl Sevens team can hire an apothecary. Whether a team can or cannot include an apothecary will be noted on the team roster.
- If a team can hire an apothecary, it may only ever have one on the roster.
- Teams that can hire an apothecary can do so when they are first drafted, or during the Hire and Fire step of the post-game sequence of any game for a cost of 80,000 gold pieces.
Teams able to hire an apothecary may Induce a number of additional Wandering Apothecaries for a single game during a league in the Hire Inducements step of the pre-game sequence.
DEDICATED FANS
Just like a regular Blood Bowl team, every Blood Bowl Sevens team is supported by a strong following of Dedicated Fans. In truth, this probably represents the players' ever-loving mums, or perhaps unwilling partners and spouses dragged along to show support!
When a team is drafted, it will have a Dedicated Fans characteristic of 1 recorded on the Team Draft list. Over the course of a league season, this characteristic will increase and decrease, though it will never fall below 1.
Additionally, when a team is drafted it can improve its Dedicated Fans characteristic by 1, up to a maximum of 6, at a cost of 20,000 gold pieces per improvement. For example, a team may improve its Dedicated Fans characteristic from 1 to 3 at a cost of 40,000 gold pieces from its Team Draft budget.
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PLAYING BLOOD BOWL SEVENS
Setting up and playing a game Blood Bowl Sevens is just like setting up and playing regular Blood Bowl game. Coaches should follow the normal sequences tor the the pre-game, the start of drive, the end of a drive and the post-game, as well as following all of the regular game rules, but with the following exceptions:
INDUCEMENTS
Blood Bowl Sevens teams can purchase Inducements during Step 4 of the pre-game sequence just like a regular Blood Bowl team, and are awarded Petty Cash in the same way However, due to the amateur nature the competition, the list of Inducements available is somewhat shorter and some costs are slightly different:
- 0-2 Agency Cheerleaders — 30,000 gold pieces
- 0-1 Part-Time Assistant Coaches — 30,000 gold pieces
- 0-2 Bloodweiser Kegs — 50,000 gold pieces each
- 0-5 Desperate Measures Inducements — 50,000 gold pieces each
- 0-5 Special Play Inducements — 100,000 gold pieces each
- 0-8 Extra Team Team Training — 150,000 gold pieces each
- 0-3 Bribes —100,000 gold pieces each (50,000 gold pieces for teams with the 'Bribery and Corruption' special rule)
- 0-2 Wandering Apothecaries — 100,000 gold pieces (not available to teams that cannot hire an apothecary )
- 0-1 Mortuary Assistant — 100,000 gold pieces (only available to teams with the 'Sylvanian Spotlight' special rule)
- 0-1 Plague Doctor — 100,000 gold pieces (only available to teams with the 'Favoured of Nurgle ' special rule)
- 0-1 Halfling Master Chef — 300,000 gold pieces (100,000 gold pieces for teams with the 'Halfling Thimble Cup' special rule)
- Unlimited Mercenary Players — price varies (as described in the Blood Bowl rulebook)
Or:
0-3 Mercenary Players — price varies (see page 41)
THE PRAYERS TO NUFFLE TABLE
In Blood Bowl Sevens, players do not gain SPPS, meaning some the Bowl results on the Prayers to Nuffle table that give benefits In this regard are not suitable. Therefore, for Blood Bowl Sevens, coaches should use the following,
shortened version of the Prayers to Nuffle table:
BLOOD BOWLSEVENS PRAYERS TO NUFFLE TABLE
D8 RESULT
| D8 | Result |
| 1 | Treacherous Trapdoor: Until the end of this half, every time any player enters a Trapdoor square, roll a D6. On a roll of 1, the trapdoor falls open. The player is immediately removed from play. Treat them exactly as if they had been pushed into the crowd. |
| 2 | Friends with the Ref: Until the end of the next drive, you may treat a roll of 5 or 6 on the Argue the Call table as a "Well, When You Put It Like That..." result and roll of 2-4 as an "I Don't Care!" result. |
| 3 | Stiletto: Randomly select one player on your team that is available to play during the next drive and that does not have the Loner (X+) trait. Until the end of the next drive, that player gains the Stab trait. |
| 4 | Iron Man: Choose one player on your team that is available to play during the next drive and that does not have the Loner (X+) trait. Until the end of this game, that player improves their AV by 1, to a maximum of 11+. |
| 5 | Knuckle Dusters: Choose one player on your team that is available to play during the next drive and that does not have the Loner (X+) trait. Until the end of the next drive, that player gains the Mighty Blow (+ 1) skill. |
| 6 | Bad Habits: Randomly select D3 opposition players that are available to play during the next drive and that do not have the Loner (X+) trait. Until the end of the next drive, those players gain the Loner (2+) trait. |
| 7 | Greasy Cleats: Randomly select one opposition player that is available to play during the next drive. That player has had their boots tampered with. Until the end of the next drive. their MA is reduced by 1. |
| 8 | Blessed Statue of Nuffle: Choose one player on your team that is available to play during the next drive and that does not have the Loner (X+) trait. Until the end of this game, that player gains the Pro skill. |
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SET-UP
As with regular games of Blood Bowl, both coaches place all of their available players on the pitch. If there are more than seven players available those not chosen to play the drive are placed in the Reserves box until the start of the next drive. A team may not set up more than seven players at the start of a drive.
The kicking team sets up first, followed by the receiving team, as follows:
- Both teams set up up fully within the area between their own End Zone and their own Line of Scrimmage. Neither team may set up any players in the area between the two Lines of Scrimmage.
- Each team can set up a maximum of one player in each Wide Zone. In other words, each team can set up two players in Wide Zones, providing they are split equally with one player per Wide Zone.
- A team must set up a minimum of three players in. squares within the Centre Field, directly adjacent to their Line of Scrimmage.
Note that should a team find itself reduced to only three players or fewer, it may concede without penalty before setting up, as described in the Blood Bowl rulebook. Should you wish to play on, the available player should be set up on the Line of Scrimmage, as described above.
THE KICK-OFF EVENT
As with the Prayers to Nuffle table, the Kick-off Event table used for for Blood Bowl Sevens differs slightly from the standard Kick-off Event table:
BOWL SEVENS KICK-OFF EVENT TABLE
| 2D6 | Result |
| 2 | Get the Ref: Each team gains a free Bribe Inducement, This Inducement must be used before the end of the game or it is lost. |
| 3 |
Time-out: If the kicking team's turn marker is on turn 4, 5 or 6 for the half, both coaches move their turn marker back one space. Otherwise, both coaches move their turn marker forward one space. |
| 4 | Solid Defence: D3+1 Open players on the kicking team may be removed and set up again in different locations, following all of the usual set-up rules. |
| 5 | High Kick: One Open player on the receiving team may be moved any number of squares, regardless of their MA, and placed in the same square the ball will land in. |
| 6 | Cheering Fans: Both coaches roll a D6 and add the number of cheerleaders on their Team Draft list. The coach with the highest total may immediately roll once on the Prayers to Nuffle table. In the case of a tie, neither coach rolls on the Prayers to Nuffle table. Note that if you roll a result that is currently in effect, you must re-roll it. However, if you roll a result that has been rolled previously but has since expired, there is no need to re-roll it. |
| 7 | Brilliant Coaching: Both coaches roll a D6 and add the number of assistant coaches on their Team Draft list. The coach with the highest total gains one extra team re-roll for the drive ahead. If this team re-roll is not used before the end of this drive, it is lost. In the case of a tie, neither coach gains an extra team re-roll. |
| 8 | Changing Weather: Make a new roll on the Weather table and apply that result. If the weather conditions are Perfect Conditions' as a result of this roll, the ball will scatter before landing. |
| 9 | Quick Snap: D3+1 Open players on the receiving team may immediately move one square in any direction. |
| 10 |
Blitz: D3+1 Open players on the kicking team may immediately activate to perform a Move action. One may perform a Blitz action and one may perform a Throw Team-mate action. If a player Falls Over or is Knocked Down, no further players can be activated and the Blitz ends immediately. |
| 11 | Officious Ref: Both coaches roll a D6 and add their Fan Factor to the result. The coach that rolls the lowest randomly selects one of their players from among those on the pitch. In the case of a tie, both coaches randomly select a player. Roll a D6 for the selected player(s). On a roll of 2+, the player and the referee argue and come to blows. The player is Placed Prone and becomes Stunned. On a roll of 1 however, the player is immediately Sent-off. |
| 12 | Pitch Invasion: Both coaches roll a D6 and add their Fan Factor to the result. The coach that rolls the lowest randomly selects D3 of their players from among those on the pitch. In the case of a tie, both coaches randomly select D3 of their players from among those on the pitch. All of the randomly selected players are Placed Prone and become Stunned |
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THE INJURYTABLE
Rather than the standard Injury table, Blood Bowl Sevens uses the following Injury table. This is a simplified version of the standard table that is both quick and easy to use:
BLOOD BOWL SEVENS INJURY TABLE
| 2D6 | Result |
| 2-7 | Stunned: The player immediately becomes Stunned, and is laid face-down on the pitch. |
| 8-9 |
KO'd: The player is immediately removed from play and placed in the Knocked-out box of their team dugout. At the end of each drive, there is a chance any Knocked-out players will recover. |
| 10 | Badly Hurt: The player misses the rest of this game, but suffers no long term effect. |
| 11 |
Seriously Hurt: The player misses the rest of this game, but will need more time to recuperate. In league play, the player is not available to play in the team's next game. |
| 12 | DEAD: This player is far too dead to play Blood Bowl! Dead players are dismissed from the team during Step 1 of the post-game sequence. |
STUNTY PLAYERS
Players with the Stunty trait are more prone to breaking when hit! If an Injury roll is ever made against a player with the Stunty trait during a Blood BowI Sevens game, roll on this table instead:
BLOOD BOWL SEVENS STUNTY
| 2D6 | Result |
| 2-6 | Stunned: The player immediately becomes Stunned, and is laid face-down on the pitch. |
| 7-8 |
KO'd: The player is immediately removed from play and placed in the Knocked-out box of their team dugout. At the end of each drive, there is a chance any Knocked-out players will recover. |
| 9-10 | Badly Hurt: The player misses the rest of this game, but suffers no long term effect. |
| 11 |
Seriously Hurt: The player misses the rest of this game, but will need more time to recuperate. In league play, the player is not available to play in the team's next game. |
| 12 | DEAD: This player is far too dead to play Blood Bowl! Dead players are dismissed from the team during Step 1 of the post-game sequence. |
APOTHECARIES
During a Blood Bowl Sevens game, a team may use an apothecary to 'patch-up' any player (including Journeymen and Mercenaries) that has been removed from play after being Knocked Out or after suffering a Badly Hurt, Seriously Hurt or DEAD result on the Injury table.
PATCHING-UP KNOCKED-OUT PLAYERS
An apothecary can be used immediately when a player becomes Knocked-out:
- If the player was on the pitch when they were Knocked-out, they are not removed from play. instead, they remain on the pitch and become Stunned.
- If the player was Knocked-out as a result of being pushed back into the crowd or landing in the crowd, place them directly into the Reserves box rather than the Knocked-out box.
PATCHING-UP CASUALTIES
An apothecary can be used when a player suffers a Badly Hurt, Seriously Hurt or DEAD result on the Injury table. Roll a D6:
- On a roll of 4+, the apothecary has been able to patch the player up and pump them full of painkillers. The player is removed from the Casualty box and placed in the Reserves box.
- On a roll of 1-3, the apothecary's vigorous efforts prove largely futile. The apothecary is unable to patch the player up - the original Injury table result stands.
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PLAYER ADVANCEMENT
In Blood Bowl Sevens league play, players do not earn Star Player Points for their achievements. Instead, after every game, one player on your team will automatically gain new randomly selected Primary or Secondary skill. There are two ways In which to determine the player and the type of Skill:
1. During Step 3 of the post-game sequence, a single player player of your choice that played during this game and that did not suffer an Injury table result of 12, DEAD gains a randomly selected Primary skill.
Or:
2. During Step 3 of the post-game sequence, a single randomly selected player that played during this game and that did not suffer an Injury table result of 12, DEAD gains a randomly selected Secondary skill.
Note that, due to the amateur nature of the game, and the somewhat hit-and-miss team training provided, any additional Skills gained by Blood Bowl Sevens player are always randomly selected. The coach of a Blood Bowl Sevens team has to work with what they are given and, all too often, their players will waste everyone's time perfecting a truly mind-boggling and often completely futile set of skills and specialisms.
VALUE INCREASE
As players gain advancements, their value increases. To reflect this, whenever a player gains a new Skill, their Current Value must be increased on the Team Draft list by the amount shown on the table below:
CURRENT VALUE INCREASE TABLE
| New Skill | First New Skill Gained | Each New Skill Gained After the First |
| Randomly selected Primary skill | +10,000 gp | +20,000 gp |
| Randomly selected Secondary skill | +20,000 gp | +30,000 gp |
THE DRAFT
As players become more experienced, there is a chance they will be noticed by a professional team and be offered a chance to break into the big leagues. When this happens, there is little a coach can do as their best player is poached on the vague promise of a huge salary, all the beer they can drink and fame undreamed of. It is little wonder that not many players refuse such an offer.
During Step 1 of the post-game sequence, whilst deleting any DEAD players from your Team Draft list, roll a D6 for every player on your team that has gained one or more additional Skills:
- If the roll is higher than the number of additional Skills the player has gained, you have been lucky; no one else is interested in hiring them and they remain with your team.
- If the roll is equal to or lower than the number of additional Skills the player has gained, they have been lucky: the player receives an offer from a professional team and immediately quits to pursue their dreams.
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0-5 DESPERATE MEASURES
50,000 GOLD PIECES, AVAILABLE TO ANYTEAM
Desperate Measures are a new type of Inducement unique to Blood Bowl Sevens. They represent not only the dirty tricks amateur teams are capable of, but the lengths to which a coach, the players, the fans, and even friends and family will go to in order to gain an advantage.
For every Desperate Measure Inducement purchased, roll a D8 on the table below, re-rolling duplicate results, and make a note of the result Each result can be used once per game as described below:
DESPERATE MEASURES TABLE
D8 RESULT
| D8 | Result |
| 1 |
You Dope: One of your players has been experimenting with performance-enhancing potions. You may play this Desperate Measure during Step 1 of the first Start of Drive sequence of the game. Choose one player on your team. This player has either their Strength or their Agility improved by 1 for the duration of this game. However, when a drive in which this player took part ends, even if this player was not on the pitch at the end of the drive, roll a D6 for this player:
|
| 2 | Razzle-dazzle: One of your players has been practicing hard for the up-coming match. You may play this Desperate Measure when you activate a player. This player may perform two actions rather than the usual one. |
| 3 | Hangover: One player on the opposing team has been out celebrating the night before the match and turns up late. You may play this Desperate Measure before Step 1 of the first Start of Drive sequence of the game. Randomly select an opposing player. That player must miss the first drive of the game. |
| 4 | Grudge Match: Your team has a long-standing and violent rivalry with the opposition. You may use this Desperate Measure at the start of one of your team turns, before any player is activated. For the duration of this team turn, your team may commit any number of Fouls, rather than just one. |
| 5 | Set Piece: In preparation for the game, your team has been practicing some set piece plays. You may play this Desperate Measure when activating a player to perform a Pass action. The pass is automatically accurate and (unless the pass is intercepted) the ball is automatically caught. |
| 6 | Sports Espionage: You have hired a spy to steal your opponent's playbook in order to give your team the edge. You may play this Desperate Measure when your team suffers a Turnover. Using this Desperate Measure grants your team a free team re-roll. |
| 7 | Discarded Banana Skin: Someone has been snacking on an energy-boosting banana. You may play this Desperate Measure when an opposing player enters the Tackle Zone of one of your players. The opposing player immediately Falls Over. |
| 8 |
Magic Scroll: A suspicious-looking man from a betting syndicate gives you a spell scroll prior to the game You might be suspicious, but you'd be foolish not to read it aloud.. wouldn't you? Your team gains a single Hireling Sports Wizard Inducement for free (see the Blood Bowl rulebook) |
In Progress
Page 82
BALL& CHAIN
When this player is activated, the only action they may
cerform is a 'Ball & & Chain Move' Special action. There Is
ne limit to how many players with this Trait may perform
this Special action each team turn.
would move from into either a team, square they that is must peror
this player
by Standing player
against that player, following the normal
a rules, Block but action with the
following exceptions:
A Ball & Chain player ignores the Foul Appearance skill
A Ball Chain player must follow-up if they push- back
another player.
When this player performs this Special action:
Place the Throw-in template over the player, facing
towards either End Zone or either sideline as
you wish.
Roll a D6 and move the player one square in the
direction indicated.
A player with a Ball & Chain automatically passes any
Agility tests they may be required to make in order to
Dodge, regardless of any modifiers.
If this movement takes the player off the pitch, they
risk Injury by the Crowd
If this movement takes the player into a square in
which the ball is placed, the player is considered to
have moved involuntarily. Therefore, they may not
attempt to pick the ball up and the ball will bounce.
If this player moves into a square that is ocupied
by a Prone or Stunned player from either team, for any
reason, that player is immediately pushed back and an
Armour roll is made against them.
This player may Rush. Declare that the player will Rush
before placing the Throw-in template and rolling the D6
to determine direction:
If this player Rushes into an unoccupied square, move
them as normal and roll a D6:
On a roll of 2+, this player moves without mishap.
On a roll of 1 (before or after modification), the
player Falls Over.
If this player Rushes into a square that is occupied by
a standing player from either team, roll a D6:
On a roll of 2+, this player moves without mishap
and will perform a Block action against the player
occupying the square as described previously.
On a roll of 1 (before or after modification), the
player occupying the square is pushed back and
this player will Fall Over after moving into the
vacated square
Repeat this process for each square the
player moves.
If this player ever Falls Over, is Knocked Down or s
Placed Prone, an Injury roll is immediately made against
them (no Armour rollis required), treating a Stunned
result as a KO'd result.
A player with this Trait cannot also have
the Diving Tackle, Frenzy, Grab,
Leap, Multiple Block, On the Ball
or Shadowing skils.
Page 83
BOMBARDIER
if they are Standing, this player can pertorm # 'Throw
When activated and
Team-mate action, sO does not action is neither Pass action nor. Throw
Bomb Special action. This Special
prevent another player pertorming one of
those actions during the same team turn, Mowevet, only a single player with
this Trait may-perform this Special action each team turn.
A Bomb can be thrown and caught, and the throw interfered with. just like
ball, using ine rules for Pass actions as described on page 48, with the
following eNee ons:
A plaver may not stand up or move before performing a Throw
Bomb action.
Bombs do not bounce and can come to rest on the ground in an occupied
square. Should a player fail1 to catch Bomb, it will come to rest on the
ground in the square that player occupies.
a Bomb is fumbled , it will explode immediately in the square occupied
by the player attempting to throw it.
If a Bomb comes to rest on the ground in an empty square or is caught by
an opposition player, no Turnover is caused
A player that is in possession of the ball can still catch a Bomb,
Any Skills that can be used when performing a Pass action can also be
used when performing a Throw Bomb Special action, with the exception of
On the Ball.
If a Bomb is caught by a player on either team, roll a D6:
On roll of. 4+, the Bomb explodes immediately as described below.
On a roll of 1-3, that player must throw the Bomb again immediately.
This throw takes place out of the normal sequence of play.
Should a Bomb ever leave the pitch, it explodes in the crowd with no
effect (on the game) before the crowd can throw it back.
When a Bomb comes to rest on the ground, in either an unoccupied square,
in a square occupied by a player that failed to catch the Bomb or in a square
occupied by a Prone or Stunned player, it will explode immediately:
If the Bomb explodes in an occupied square, that player is automaticaly
hit by the explosion.
Roll a D6 for each player (from either team) that occupies a square
adjacent to the one in which the Bomb exploded:
On a roll of 4+, the player has been hit by the explosion.
On a roll of 1-3, the player manages to avoid the explosion.
Any Standing players hit by the explosion are Knocked Down.
An Armour roll (fand possibly an Injury roll as wellis made against any
You may any uie explosion, even if they were wveu is made against
player hit by the explosion even they were already Prone or Stunned.
may apply 9 +1 modifier to either the Armour roll or Injury roll.
This modifier may be applied after the roll has been made.
Page 84
BONE HEAD*
When this player is activated, even if they are Prone ot
have lost their Tackle Zone, immediately after declaring
the action they will perform but before pertorming the
action, roll a D6;
CHAINSAW*
Instead of performing a Block action (on its own or
as part of a Blitz action), this player may perform a
Chainsaw Attack Special action, Exactly as described for
a Block action, nominate a single Standing player to be
the target of the Chainsaw Attack Special action. There is
no limit to how many players with this Trait may perform
this Special action each teamn turn.
On a roll of of 1, this player forgets what they are doing
and theit activation ends immediately. Additionally,
this player loses theit Tackle Zone until they are
next activated
On a roll of 2+, this player continues their activation
as normal and completes their declared action.
To perform a Chainsaw Attack Special action, roll a D6.
On a roll of 2-+, the nominated target is hit by
a Chainsaw!
On a roll of 1, the Chainsaw will violently 'kick-back
and hit the player wielding it.
In either case, an Armour roll is made against the
player hit by the Chainsaw, adding +3 to the result.
If the armour of the player hit is broken, they become
Prone and an Injury roll is made agal inst them. This
Injury roll cannot be modified in any way.
If the armour of the player hit is not broken, this Trait
has no effect.
If you declared that this player would perform an
action which can only be performed once per team turn
and this player's activation ended before the action could
be completed, the action is considered to have been
performed and no other player on your team may perform
the same action this team turn.
This player can only use the Chainsaw once per
turn (i.e., a Chainsaw cannot be used with Frenzy or
Multiple Block) and if used as part of a Blitz action, this
player cannot continue moving after using it.
If this player Falls Over or is Knocked Down, the
opposing coach may add 4+3 to the Armour roll made
against the player.
If an opposition player performs a Block action targeting
this player and a Player Down! or a POW! result
applied, +3 is added to the Armour roll. If a Both
Down result is applied, +3 is added to both
Armour rolls
O
Finally, this player may use their Chainsaw
when they perform a Foul action. Roll a D6 for
kick-back as described above. Once again, an
Armour rollis made against the player hit by the
Chainsaw, adding +3 to the score.
DECAY*
If this player suffers a Casualty
result on the Injury table, there is
a +1 modifier applied to all rolls
made against this player on the
Casualty table
84
Page 86
REGENERATION
After a Casualty roll has been made against this player,
roll D6. on a roll of 4+, the Casualty roll is discarded
without effect and the player 6 placed the Reserves
in
box rather than the Casualty box of their team dugout.
On a roll of 1-3, however, the result of the Casualty rollis
applied as normal.
PROJECTILE VOMIT
Instead of performing a Block action (on its own of
as part ot a Blitz action), this player may perlorm a
'Projectite Vomit' Special action, Exactly as described for
a Block action, nominate a single Standing player to be
the target of the Projectile Vomit Special action. There is
no limit to how many players with this Trait may perform
this Special action each team turn.
RIGHT STUFF
If this player also has a Strength characteristic of 3 or
less, they can be thrown by a team-mate with the Throw
Team-mate skill, as described on page 52.
To pertorm a Projectile Vomit Special action, roll a D6:
On a roll of 2+, this player regurgitates acidic bile
onto the nominated target.
In On ar covering either O itself case, i in this acidic Armour bile. rolli is made against
player belches and snorts, before
roll
1,
the
r
an
player hit by the Projectile Vomit. This Armour roll
cannot be modified in any way.
If the armour of the player hit is broken, they become
Prone and an Injury roll is made against them. This
Injury roll cannot be modified in any way.
in
If the armour of the player hit is not broken, this Trait
has no effect.
SECRET WEAPON*
When a drive in which this player took part ends, even if
this player was not on the pitch at the end of the drive.
this player will be Sent-off for committing a Foul, as
described on page 63.
STAB
Instead of performing a Block action (on its own or as
part of a Blitz action), this player may perform a 'Stab'
Special action. Exactly as described for a Block action,
nominate a single Standing player to be the target of
A player can only perform this Special action once
the Stab Special action. There is no limit to how many
per turn (i.€., Projectile Vomit cannot be used with Frenzy
players with this Trait may perform this Special action
or Multiple Block).
each team turn.
REALLY STUPID*
When this player is activated, even if they are Prone or
have lost their Tackle Zone, immediately after declaring
the action they will perform but before performing the
this action, player rolla a is D6, currently applying adjacent 0 +2 O one modifier C orf t to more the dice Standing roll if
team-mates that do not have this Trait:
To perform a Stab Special action, make an unmodified
Armour roll against the target:
If the Armour of the player hit is broken, they become
Prone and an Injury roll is made against them. This
Injury roll cannot be modified in any way.
If the Armour of the player hit is not broken, this Trait
has no effect.
If Stab is used as part Or a Blitz action, the player
cannot continue moving after using it.
On a roll of 1-3, this player forgets what they
are doing and their activation ends immediately.
Additionally, this player loses their Tackle Zone until
they are next activated
On a roll of 4+, this player continues their activation
as normal and completes their declared action.
STUNTY*
When this player makes an Agility test in order to Dodge,
in
they ignore any -1 modifiers for being Marked in the
square they have moved into, unless they also have
either the Bombardier trait, the Chainsaw trait or the
Swoop trait.
Note that if you declared that this player would
perform an action which can only be performed once per
team turn and this player's activation ended before the
action could be completed, the action is considered to
have been performed and no other player on your team
may perform the same action this team turn.
However, when an opposition player attempts to
interfere with a Pass action performed by this player, that
player may apply a +1 modifier to their Agility test.
Finally, players with this Trait are more prone to
injury. Therefore, when an Injury roll is made against this
player, roll 2D6 and consult the Stunty Injury table, on
page 60
Page 87
SWARMING
THROW TEAM- MATE
During each Start of Drive sequence aftet Step 2 but
ths player also has a Strength characteristi of. 5or
before Step 3, you may remove D3 players with this Tralt
ore, thay may perform a Throw Tearn-mate action, as
from the Reserves box of your dugout and sel them up
described on page 52, allowing themn to throw a team-
on the pitch, allowing you to set up more than the usual
mate with the Right Stuff trait,
11 players. These extra players may not be placed on the
Line of Scrimmage or in a Wide Zone.
TIMMM-BERI
If this player has a Movement Allowance of 2 or less,
apply a +1 modifier to the dice roll when they atternigt
to stand up (as described on page 44) for each Open,
Standing team-mate they are currently adjacent to.
A natural 1 is always a failure, no matter how many
team-mates are helping.
SWOOP
H this player is thrown by a team-mate, as described
page 52, they do not scatter before landing as they
normally would. Instead, you may place the Throw
in template over the player, facing towards either End
Zone or either sideline as you wish. The player then
moves from the target square D3 squares in a direction
determined by rolling a D6 and referring to the
Throw-in template
UNCHANNELLED FURY*
When this player is activated, even if they are Prone or
if
have lost their Tackle Zone, immediately after declaring
the action they will perform but before performing the
action, roll a D6, applying a +2 modifier to the dice roll
if you declared the player would perform a Block or Blitz
action (or a Special action granted by a Skill or Trait that
can be performed instead of a Block action):
TAKE ROOT
When this player is activated, even if they are Prone or
have lost their Tackle Zone, immediately after declaring
the action they will perform but before performing the
action, roll a D6:
On a roll of 1, this player becomes 'Rooted:
A Rooted player cannot move from the square
they currently occupy for any reason, voluntarily or
otherwise, until the end of this drive, or until they
are Knocked Down or Placed Prone
A Rooted player may perform any action available
to them provided they can do so without moving.
For example, a Rooted player may perform a Pass
action but may not move before making the pass,
and so on.
On a roll of 2+, this player continues their activation
as normal.
On a roll of 1-3, this player rages incoherently
at others but achieves little else. Their activation
ends immediately.
On a roll of 4+, this player continues their activation
as normal and completes their declared action.
If you declared that this player would perform an
action which can only be performed once per team tumn
and this player's activation ended before the action could
be completed, the action is considered to have been
performed and no other player on your team may perform
the same action this team turn.
If you declared that this player would perform
any action that includes movement (Pass, Hand-off,
Blitz or Foul) prior to them becoming Rooted, they may
complete the action if possible. If they cannot, the action
's considered to have been performed and no other
player on your team may perform the same action this
team turn.
TITCHY'
This player may apply a +1 modifier to any Agility tests
they make in. order to Dodge. However, if an opposition
player dodges into a square within count the Tackle Marking Zone of
the
this player, this player does not count as
moving player for the purposes of calculating Agility
test modifiers.
Clean - Page 83
Raw
Page 90
BLOOD
BOWL
SEVENS
THE BLOOD BOWl SeVeNs PITCH
Blood Bowl Sevens pitch shares many similarities with a standard
A Blood Bowl pitch, but there are a few key differences to be aware of.
A Blood Bowl Sevens pitch features:
Two End Zones, one at each short end of the pitch.
Two Wide Zones, one at each side of the pitch, running from End Zone to
End Zone,
Two Sidelines, running the length of the pitch, from one End Zone to the other.
of
4. The Centre Field, the area between each Wide Zone, running, the length o the
of
pitch from End Zone to End Zone.
There are two trapdoors on the pitch, one each half, both positioned within
a Wide Zone.
6. The pitch is then further split along its length into three thirds by two Linesdf
Scrimmage each marking the point at which one of the teams wil line upfor
the kick-off!
elcome to Blood Bowl
W
Sevens, the fast and
furious game of fantasy
football. Blood Bowl is, by its very
nature, a game that can take a
couple of hours or more to play.
For many coaches, real-world
commitments, such as work and
family, can mean that finding
time for a full-length game can
be difficult, and taking part in
a league almost impossible.
Blood Bowl Sevens addresses
this by allowing coaches to play
with smaller teams and reducing
the number of turns, creating a
version of the game that can be
played in under an hour.
Finally, the board itself is split into a grid of squares; seven squares from
each Line of Scrimmage to each End Zone and six squares between each Line of
Scrimmage, making the pitch 20 squares long in total, and 11 squares wide; two
squares in each Wide Zone, seven squares across the Centre Field.
What's more, this simplified
version of the game is ideal for
younger players, many of whom
wish to play and want to learn the
rules, but often find the complexity
of Blood Bowl daunting. Blood
Bowl Sevens, with its simplified
format and smaller teams, allows
younger coaches to master the
game without being overwhelmed
by the rules.
DUGOUTS
with normal Blood Bowl, each team in a Blood Bowl Sevens game has
A its own dugout, a safe haven at pitch side where reserves can warm up.
where the injured can be tended to and where important game information
is tracked. The dugouts used for Blood Bowl Sevens are almost identical to normal
dugouts, as described in the Blood Bowl rulebook, except for one important
difference; on a Blood Bowl Sevens dugout, the turn and team re-roll trackers only
go up to six, rather than the usual eight. This is because there are only six turs
per half in a Blood Bowl Sevens game.
41516
1. The Reserves box.
2. The Knocked-out box.
3. The Casualty box.
4. Turn trackers
5. Team re-roll trackers.
6. The Score tracker.
Page 74 - Skills
SKILL USE
layers that are Slanding and have not lost their
Tackle Zone can use
theit Skills or Traits at any time, not just during their own activation.
P Players that are Prone of Stunned, or that have lost their
for any reason, cannot use any Skills of Traits unless otherwise stated Tackle Zone
olated in the
Skill or Trait description:
SKILLS
he following pages
T
feature the complete
list of Skills and Traits
available to players. Be they
Skills a player starts with,
or Skills gained during the
course of a league, all players
will have a degree of access
to General, Agility, Strength
and Passing skills, and many
will have access to Mutations.
Traits are more unique, the
result of a player's nature
rather than something they
can learn
modifies a dice roll after the dice
You can choose to use a Skill or or Trait that
a
roll has been made
All bonuses and/or modifiers from Skills or Traits can be combined.
Unless the description states other wise, a Skill or Trait can be used
e bsed by
more than one player per team tumn.
Unless the description states otherwise, a Skill or Trait can be used
multiple times during each team turn.
Unless Skill or Trait iS marked with an asterisk (*), its use is not
compulsory (i.e., you do not have to use that Skill or Trait if you do net
wish to). However, the use of a Skill or Trait marked with an asteris.
is compulsory.
SKILL CATEGORIES
Random Selection
lstD6 nd D6
Agility
Catch
Diving Catch
Diving Tackle
General
Block
Dauntless
Dirty Player (+1)
Mutations
Big Hand
Claws
Disturbing
Presence*
Extra Arms
Foul Appearance*
Horns
iron Hard Skin
Monstrous Mouth
Prehensile Tail
Tentacles
Two Heads
Very Long Legs
Passing
Accurate
Cannoneer
Cloud Burster
Strength
Arm Bar
Brawler
Break Tackle
1-3
Dodge
Defensive
Jump Up
Leap
Safe Pair of Hands
Sidestep
Sneaky Git
Sprint
Sure Feet
Fend
Frenzy*
Kick
Pro
Shadowing
Strip Ball
Sure Hands
Tackle
Wrestle
Dump-off
Fumblerooskie
Hail Mary Pass
Leader
Nerves of Steel
On the Ball
Pass
Running Pass
Safe Pass
Grab
Guard
Juggemaut
Mighty Blow (+1)
Multiple Block
Pile Driver
Stand Fimm
Strong Am
Thick Skull
6
2
3
4-6
TRAITS
Animal Savagery*
Animosity"
Always Hungry*
Ball & Chain*
Bombardier
Bone Head*
Chainsaw*
6
Decay*
Hypnotic Gaze
Kick Team-mate
Loner (X+)*
No Hands*
Plague Ridden
Pogo Stick
Projectile Vomit
Really Stupid*
Regeneration
Right Stuff*
Secret Weapon*
Stab
Stunty*
Swarming
Swoop
Take Root*
Titchy*
Timmm-ber
Throw Team-mate
Unchannelled FI
Page 91
DRAFTING A BLOOD BOWL
SEVENS TEAM
lood Bowl Sevens feams are drafted just like
B team rosters. Howevet, there are a few key
other Blood Bowl teams, using the same
differences to be aware of:
TEAM DRAFT BUDGET
he Team Draft Budget is the amount of gold
pieces you have to spend on your rookie team:
DESIGNER'S NOTE:
CURRENCY CONVERSION
ne important thing to remember about
Blood Bowl Sevens is that it represents an
amateur game, Neither the staff nor the
players are protessionals, and the sums of money
thrown around aren't lkely to be all that high!
With that in mind, we would suggest that,
wherever possible, coaches use the term 'copper
pleces' instead of 'gold pieces'. This has litle to no
bearing upon the game; a Human Lineman costs
50,000 'points', and how those points are named
matters litle, But for the purposes of Blood Bow
Sevens, referring to those points as 'copper pieces
rather than 'gold pieces' is far more characterful and,
we have found, adds greatly to the fun!
Or
When drafting a Blood Bowl Sevens team for league
play, you have a budget ot 600,000 gold pieces to
spend on players, Sideline Staf, team re-rolls and
so forth.
HIRING PLAYERS
Players are the only compulsory element on any
Blood Bowl Sevens team. Each team roster details all
of the players available to a team of that type and their
Hiring Fee. When drafting a team for Blood Bowl,Sevens,
you should select the players you want to permanently
hire for your team, pay their hiring cost from your Team
Draft Budget and make a record of the player on the
Team Draft list.
PLAYER POSITIONS
There are distinctions to be made between the players
within a team, separating them by their role within the
game, from the humble Lineman to the more specialised
roles performed by the 'positional' players.
LINEMEN: The backbone of any team:
Allteams will have a player type that they are
a
permitted to take 0-12 or 0-16 of. Regardless of name
(for many races call their Linemen by another name),
this Player type is the team's 'Lineman' positional.
NUMBER OF PLAYERS
The first and most important thing to be aware of when
drafting a Blood Bowi team is the minimum and maximum
number of players permitted:
OTHER POSITIONS AND BIG GUYS: Unlike a normal
team, a team drafted for Blood Bowl Sevens cannot
simply recruit as many players of other types as the
coach wishes. Blood Bowl Sevens teams represent
amateur sides, so specialist players, such as Blitzers,
Throwers and so forth, are quite uncommon:
Every Blood Bowl Sevens team must contain a
minimum of seven (7) permanently hired players
when it is first drafted.
No Blood Bowl Sevens team can ever contain more
than eleven (11) permanently hired players.
JOURNEYMEN: As with any Blood Bowl team, during the
course of a league season, the number of players a team
can field may fall below seven due to injury and death.
This is permitted and Blood Bowl Sevens teams may
'Recruit Journeymen' just like any other team. However,
the quality of Journeymen available is likely to be lower
than usual (such reserves are normaly found in the local
pub, after all):
A Blood Bowl Sevens team may include a maximum
of four (4) players that are not Linemen.
A Blood Bowl Sevens team may not include more
players of a certain type than are allowed by the team
roster, For example, an Elven Union team is allowed
0-2 Blitzers, meaning a Blood Bowls Sevens Elven
Union team may include zero, one or two Blitzers,
but may not include three.
A Journeyman on a Blood Bowl Sevens team replaces
the Loner (4-+) trait with the Loner (5+) trait.
Page 80
STRENGTH SKILLS
ARM BAR
If an opposition player Falls Over as
the result of failing their Agility test
when attempting to Dodge, Jump of
Leap out of a square in which they
were being Marked by this player,
you may apply a +1 modifier to
either the Armour roll or Injury roll.
This moditier may be applied after
the roll has been made and may
be applied even it this player is
now Prone
GUARD
This player can offer both offensive
and defensive assists regardiess
how many opposition players are
Marking them.
STAND FIRM
This player may choose not to
pushed back, either asi the result of
oF by Block a chain- push, Using
action made against them
this Skill
does not prevent an opposition player
with the Frenzy skil from performing
a second Block action if this player is
still Standing after the first.
JUGGERNAUT
When this player performs a Block
action as part of a Blitz action (but
not on its own), they may choose to
STRONG ARM
treat a Both Down result as a Push
Back result. In addition, when this
This player may apply a +1 modifer
player performs a Block action as
to any Passing Ability test rolls they
part of a Blitz action, the target of the
make when performing a Throw
Team-mate action.
Block action may not use the Fend,
Stand Firm or Wrestle skills.
If the opposition player was
being Marked by more than one
player with this Skill, only one player
may use it.
MIGHTY BLOW (+1)
When an opposition player is
Knocked Down as the result of a
Block action performed by this
player (on its own or as part of a
Blitz action), you may modify either
the Armour roll or Injury roll by the
amount shown in brackets. This
modifier may be applied after the roll
has been made.
A player that does not have the
Throw Team-mate trait cannot have
this Skill.
BRAWLER
When this player performs a Block
action on its own (but not as part of
a Blitz action), this player may re-roll
a single Both Down result.
THICK SKULL
When an Injury roll is made against
this player (even if this player is
Prone, Stunned or has lost their
Tackle Zone), they can only be KO'd
on a roll of 9, and will treat a roll of
8 as a Stunned result. If this player
also has the Stunty trait, they can
only be KO'd on a roll of 8, and will
treat a roll of 7 as a Stunned result.
All other results are unaffected.
BREAK TACKLE
Once during their activation, after
making an Agility test in order to
Dodge, this player may modify the
dice roll by +1 if their Strength
characteristic is 4 or less, or by +2
if their Strength characteristic is 5
or more.
This Skill cannot be used with
the Stab or Chainsaw traits
MULTIPLE BLOCK
When this player performs a Block action on its own (but not as part of a
Blitz action), they may choose to perform two Block actions, each targeting a
different player they are Marking. However, doing so will reduce this player's
Strength characteristic by 2 for the duration of this activation. Both Block
actions are performed simultaneously, meaning both are resolved in full even
if one or both result in a Turnover. The dice rolls for each Block action should
be kept separate to avoid confusion. This player cannot follow-up when using
this Skill.
GRAB
When this player performs a Block
action (on its own or as part of a
Bitz action), using this Skill prevents
the target of the Block action from
using the Side Step skill.
Additionally, when this player
performs a Block Action on its own
Note that
(but not as part of a Blitz action),
use the Frenzy skill during the same
if the target is pushed back, this
player may choose any unoccupied
PILE DRIVER
square adjacent to the target to
When an opposition player is Knocked Down by this player as the result
push that player into. If there are n
f a Block action (on its own or as part of a Blitz action), this player may
unoccupied squares, this Skil cannot immediately commit a free Foul action against the Knocked Down player.
be used.
To use this Skill this player must be Standing after the block dice result
has been selected and applied, and must occupy a square adjacent to the
this Skill cannot Knocked DoWn player. After using this Skill, this player is Placed Prone and
with
their activation ends immediately.
choosing to use this Skill means this player will be unable to
activation.
A player
also have the Frenzy skill.
Page 92
PURCHASING TEAM RE-ROLLS
Any team can purchase team re-rolls. These represent
the time spent training and the team's ability to react in a
split second to mistakes and tum them around, The cost
reflects the time and effort different teams must invest to
achieve the same broad level of training:
0-6 CHEERLEADERS
All Blood Bowl Sevens teams can hire a number
of cheerleaders:
Every Blood Bowl Sevens tearn may hire cheerleaders
when it is first drafted, for the cost df 20,000 gold
pieces each, paid for fromn the Teamn Draft budget,
Additional cheerleaders may be purchased at a later
date for the cost of 20,000 gold pieces each,
Every team may purchase 0-6 team re-rolls when it is
first drafted
Biood Bowl Sevens teams represent amateur sides.
As such the time spent training and the quality of
training leaves much to be desired . A Blood Bowl
Sevens team must pay double for each team re-roll it
wishes to purchase. For example, if a regular team is
able to purchase team re-rolls for 60,000 gold pieces,
a Blood Bowl Sevens team of the same type must pay
120, 000 gold pieces
Unlike ordinary Blood Bowl teams, a Blood Bowl
Sevens team cannot purchase additional team re-rolls
at a later date. Ongoing team training isn't a strength
of such amateur teams!
0-1 APOTHECARY
Apothecaries work hard on the sidelines, patching up
minor injuries and giving urgent care to more serious
injuries before they can end a player's career:
Not every Blood Bowl Sevens team can hire an
apothecary. Whether a team can or cannot include
an apothecary will be noted on the team roster.
If a team can hire an apothecary, it may only ever
have one on the roster.
Teams that can hire an apothecary can do so when
they are first drafted, or during the Hire and Fire step
of the post-game sequence of any game for a cost of
80,000 gold pieces.
HIRING SIDELINE STAFF
Sideline Staff can be of as much if not more assistance
to a Blood Bowl Sevens team as they can be to a regular
Blood Bowl team. However, finding professional and
competent staff can be a challenge for an amateur team!
Teams able to hire an apothecary may Induce a
number of additional Wandering Apothecaries for a single
game during a league in the Hire Inducements step of the
pre-game sequence
0-3 ASSISTANT COACHES
Any Blood Bowl Sevens team can hire a number of
assistant coaches:
DEDICATED FANS
Just like a regular Blood Bowl team, every Blood Bowl
Sevens team is supported by a strong following of
Dedicated Fans. In truth, this probably represents the
players' ever-loving mums, or perhaps unwilling partners
and spouses dragged along to show support!
Every Blood Bowl Sevens team may hire assistant
coaches when it is first drafted, for the cost of
20,000 gold pieces each, paid for from the Team
Draft budget.
Additional assistant coaches may be purchased at a
later date for the cost of 20,000 gold pieces each.
When a team is drafted, it will have a Dedicated Fans
characteristic of 1 recorded on the Team Draft list. Over
the course of a league season, this characteristic will
increase and decrease, though it will never fall below 1.
Additionally, when a team is drafted it can improve
its Dedicated Fans characteristic by 1, up to a maximum
of 6, at a cost of 20,000 gold pieces per improvement.
For example, a team may improve its Dedicated Fans
characteristic from 1 to 3 at a cost of 40,000 gold pieces
from its Team Draft budget.
Page 75
AGILITY SKILLS
DEFENSIVE
SAFE PAIR OF HANDS
CATCH
During your opponent's team turn
f this player is Knocked Down or
This player may
re-rolla attempting a failed to catch turn), any
(but not during your own team
Placed Prone (but not t they Fall
Agility test when
opposition players being
Over) whilst i in possession of the
the ball.
Marked by this player cannot use tha ball, the ball does not bounce.
Guard skill.
Instead, you may place the ball in an
DIVING CATCH
unoccupied square adjacent to the
This player may attempt to catch the JUMP UP
one this player occupies when they
ball if a pass, throw-in or kick-off
If this player is Prone they may stand become Prone.
causes it to land in a square within
up for free (i.e. standing up does
their Tackle Zone after scattering of not cost this player three (3) squares SIDESTEP
deviating. This Skill does not allow
of their Movement Allowance, as it
If this player is pushed back for any
this player to attempt to catch the
normally would).
reason, they are not moved into
ball if it bounces into a square within
ac square chosen by the opposing
Additionally, if this player is
coach. Instead you may choose any
their Tackle Zone.
Prone when activated, they may
noccupied square adjacent to this
player. This player is pushed back
Additionally, this player may
attempt to Jump Up and perform a
into that square instead . If there are
apply a +1 modifier to any attemp
B lock action. This player makes an
Agility test, applying a +1 modifier.
no unoccupied squares adjacent to
to catch an accurate pass if the y
this player, this Skill cannot be be used.
occupy the target square.
If this test is passed, they stand up
and may perform a Block action.
lf the test is failed, they remain Prone SNEAKY GIT
and their activation ends.
When this player performs a Foul
O
action, they are not Sent-off
committing a Foul should they roll a
Of
natural double on the Armour roll.
the activation
to end
DIVING TACKLE
Should an active opposition player
that is attempting to Dodge, Jump
or Leap in in order to vacate a square
in which they are being Marked by
this player pass their Agility test,
you may declare that this player will
use this Skill. Your opponent must
immediately subtract 2 from the
result of the Agility test. This player
is then Placed Prone in the square
vacated by the opposition player.
LEAP
During their movement, instead
jumping over a single square that
is occupied by a Prone or Stunned
player, as described on page 45.
player with this Skill may choose
to Leap over any single adjacent
square, including unoccupied
squares and squares occupied by
Standing players
Additionally,
of this player does not have
once the Foul has been committed.
If you wish and if this player has not
used their full Movement Allowance,
they may continue to move after
committing the Foul.
If the opposition player was
being Marked by more than one
player with this Skill, only one player
may use
Additionally, this player may
reduce any negative modifier applied
to the Agility test when they attempt
to Jump over a Prone or Stunned
player, or to Leap over an empty
square or a square occupied by a
Standing player by 1, to a minimum
of-1.
SPRINT
When this player performs any action
that includes movement, they may
attempt to Rush three times, rather
than the usual two.
DODGE
Once per team turn, during their
activation, this player may re-roll a
faled Agility test when attempting
to Dodge.
SURE FEET
Once per team turn, during their
activation, this player may re-roll the
D6 when attempting to Rush.
A player with this Skill cannot
also have the Pogo Stick trait.
Additionally, this player may
choose to use this Skill when they
are the target of a Block action and
a Stumble result is applied against
themn, as described on page 57.
HACKSPIT QUILLCHEWER'S FUN FACTS!
A lot of teams have very strict policies regarding performance enhancing
(and reality altering!) drugs. Take the Lowdown Rats, for example.
Any player found not to be in possession of at least a bag of
Madcap Mushrooms can face a very hefty fine!
75
Page 81
TRAITS
ANIMAL SAVAG
When this player IS activated, even if they are Prone oF
have last their Tackie Zone, immediately after declaring
will perform but before performing the
the action they
action, roll a D6, applying a +2 modifier the dice roll
ifyou declared the player would perform a Block or Blitz
action (or a Special action granted by a Skill or Trait that
can be performed instead of a Block action):
ANIMOSiTY (X)Y
This player is jealous of and dislikes certain other players
on their team, as shown in brackets after the namne of
the Skill on this player's profile. This may be defined by
position or race. For example, a Skaven Thrower on an
Underworld Denizens team has Animosity (Underworld
Goblin Linemen), meaning they suffer Animosity towards
any Underworld Goblin Linemen players on their team.
Whereas a Skaven Renegade on a Chaos Renegade team
has Animosity (all team-mates), meaning they suffer
Animosity towards all of their team-mates equally.
On a roll of 1-3, this player lashes out at their
team-mates:
One Standing team-mate of your choice that is
When this player wishes to perform a Hand-off
currently adjacent to this player is immediately
action to a team-mate of the type listed, or attempts to
Knocked Down by this player. This does not cause
perform a Pass action and the target square is occupied
a Turnover unless the Knocked Down player was in
by a team-mate of the type listed, this player may refuse
possession of the ball. After making an Armour rol I t do so. Roll a D6. On a rollof 1, this player refuses to
(and possible Injury roll) against the Knocked Down
perform the action and their activation comes to an end.
player, this player may continue their activation and A nimosity does not extend to Mercenaries or Star Players.
complete their declared action if able. Note that,
ALWAYS HUNGRY*
if this player has any applicable Skills, the coach
this player wishes to perform a Throw Team-mate
of the opposing team may use them when making
action, roll a D6 after they have finished moving, but
an Armour roll (and possible Injury roll) against the
before they throw their team-mate. On a roll of 2+
Knocked Down player.
continue with the throw as normal. On a roll of 1,
lf this player is not currently adjacent to any
this player will attempt to eat their team-mate. Roll
Standing team-mates, this player's activation ends
another D6:
immediately. Additionally, this player loses their
Tackle Zone until they are next activated.
On a roll of 1, the team- -mate has been eaten and
On a roll 8 4+, this player continues their activation
is immediately removed from the Team Draft| list.
as normal and completes their declared action.
NO apothecary can save them and no Regeneration
attempts can be made. If the team-mate was in
possession of the ball, it will bounce from the square
this player occupies.
On a roll of 2+, the team-mate squirms free and the
Throw Team-mate action is automatically fumbled, as
described on page 53.
If you declared that this player would perform an
action which can only be performed once per team turn
and this player's activation ended before the action could
be completed the action iS considered to have been
performed and no other player on your team may perform
the same action this teamn turn.
Page 93
PLAYING BLOOD BOWL SEVENS
THE PRAYERS TO NUFFLE TABLE
etting up and playing a game Blood BowI Sevens
S is just like setting up and playing rogular Blood some the Bowl resuits Sevens, players do not gain SPPS, meaning
of
In Blood
Bowl game. Coaches should follow the normal
a
of
on the Prayers to Nuffle table that
sequences tor the the pre-game, the start ot drive, the end o
gIve benefits In this rogard are not suitable. Therefore, for
a drive and the post-game, as well as tollowing all ot the
Blood Bowl Sevens, coaches should use the following,
shortened version of the Prayers to Nufle table:
regular game rules, but with the following exceptions:
INDUCEMENTS
BLOOD BOWLSEVENS
PRAYERS TO NUFFLE TABLE
Blood Bowl Sevens teams can purchase Inducements
during Step 4 of the pre-game sequence just like
D8 RESULT
regular Blood Bowl team, and are awarded Petty Cash
Treacherous Trapdoor: Until the end of this
in the same way However, due to the amateur nature
half, every time any player enters a Trapdoor
square, rolla D6. Ona roll of 1, the trapdoor
the competition, the list of Inducements available IS
falls open. The player is immediately removed
somewhat shorter and some costs are slightly different:
from play. Treat them exactly as if they had been
pushed into the crowd.
0-2 Agency Cheerleaders 30,000 gold pieces
0-1 Part-Time Assistant Coaches - - 2/ 30,000 gold pieces
Friends with the Ref: Until the end of the
next drive, you may treat a roll of 5 or 6 on the
0-2 Bloodweiser Kegs - 50,000 gold pieces each
Argue the Call table as a "Well, When You Put
0-5 Desperate Measures Inducements 50, ,000 gold
It Like That. result and roll of 2-4 as an
pieces each
"I
Don't Care!"" resuit.
0-5 Special Play Inducements- 100,000 gold
Stlletto: Randomly select one player on your
pieces each
0-8 Extra Team Team Training Trainine _ - 1 50 150,000 0nn gold pieces each
team that is available to play during the next
io
drive and that does not have the Loner (X+) trait.
0-3 Bribes- 100,000 gold pieces each (50, ,000 gold
Until the end of the next drive, that player gains
pieces for teams with the Bribery and Corruption'
the Stab trait.
special rule)
Iron Man: Choose one player on your team that
0-2 Wandering Apothecaries - 100,000 gold pieces
is available to play during the next drive and that
(not available to teams that cannot hire an apothecary )
does not have the Loner (X+) trait. Until the end
0-1 Mortuary Assistant - 100,000 gold pieces
of this game, that player improves their AV by 1,
(only available to teams with the 'Sylvanian Spotlight'
to a maximum of 11+.
special rule)
5 Knuckle Dusters: Choose one player on your
0-1 Plague Doctor - 100,000 gold pieces
team that is available to play during the next
(only available to teams with the 'Favoured of Nurgle '
drive and that does not have the Loner (X+) trait.
special rule)
Until the end of the next drive, that player gains
the Mighty Blow (+ 1) skill.
0-1 Halfling Master Chef - 300,000 gold pieces
(100,000 gold pieces for teams with the 'Halfling
Bad Habits: Randomly select select D3 D3 opposition
players that are available to play during the next
Thimble Cup' special rule)
drive and that do not have the Loner (X-+) trait.
Unlimited Mercenary Players - price varie
(as described in the Bfood Bowl rulebook)
Until the end of the next drive, those players
gain the Loner (2+) trait.
Or:
Greasy Cleats:; Randomly select one opposition
0-3 Mercenary Players - price varies (see page 41)
player that is available to play during the
next drive. That player has had their boots
tampered with. Until the end of the next drive.
their MA is reduced by 1.
Blessed Statue of Nuffle: Choose one player on
your team that is available to play during the next
drive and that does not have the Loner (X+) trait.
Until the end of this game, that player gains
the Pro skill.
Page 77
FRENZY
PRO
player performs
Block action
Every time this (on its own or as part of may attempt re-roll
During their activation, this player
STRIP BALL
When this player targets
a
action),
follow-up
the Blitz target is they must back and IE they if dice single may dice have. toll, to as been partof rolled one a dice. either This. asa possession of player the that ball is with in an a Block
opposition
pushed
are able. If t the target
multiple
pushed back, and if this
still Standing dice roll oF as part of a dice poot, but BItz action), choosing to apply a a
action fon itse oWn ofa as part ofa
player
cannot1 be a dice that was rolled. as
Push Back result wille cause that
player
Block action the same against
after being was must able then to perform follow- a up, second this target, roll. part of Roll an D6: Armour, Injury of Casualty they player are to
drop the ball in the square
pushed back into. The ball
again following- up the target is
pushed back.
On a roll of 3+, the dice can be
will bounce from the square the
re-rolled.
player i IS pushed back into, as #f thes
On a rolld of 1 of 2, the dice
had been Knocked Down.
cannot be re-rolled.
t this player is performing a
Blitz action, performing a second
Block action will also cost them one
square of their Movement Allowance.
H this player has no Movement
Allowance left to perform a second
Block action, they must Rush to do
so. If they cannot Rush, they cannot
perform a second Block action.
SURE HANDS
This player may re-roll any failed
Once this player has attempted
attempt to pick up the ball.
to use this Skill, they may not use a
In addition, the Strip Ball skill
re-roll from any other source to re-roll annot be used against a player
this one dice.
with this Skill.
SHADOWING
TACKLE
This player can use this Skill when
When an active opposition player
an opposition player they are
attempts to Dodge from a square in
Marking voluntarily moves out of a
which they were being Marked by
square within this player's Tackle
one or more players on your team
Zone. Roll a D6, adding the MA
with this Skill, that player cannot use
of this player to the roll and then
the Dodge skill.
subtracting the MA of the opposition
player. If the result is 6 or higher, or
Additionally, when an
if the roll is a a natural 6, this player
opposition player is targeted by a
may immediately move into the
Block action performed by a player
square vacated by the opposition
with this Skill, that player cannot use
player (this player does not need
the Dodge skill if a Stumble result is
to Dodge to make this move).
applied against them.
If, however, the result is 5 or lower,
or if the roll is a natural 1, this Skill
has no further effect.
Note that if an opposition
player in possession of the ball is
pushed back into your End Zone and
is stil Standing, a touchdown will
be scored, ending the drive. In this
case, the second Block action is
not performed.
A player with this Skill cannot
also have the Grab skill.
KICK
If this player is nominated to be
the kicking player during a kick-off,
you may choose to halve the result
of the D6 to determine the number
squares that the ball deviates,
rounding any fractions down.
WRESTLE
This player may use this Skill when
Both Down result is applied, either
when they perform a Block action
or when they are the target of a
Block action. Instead of applying the
Both Down result as normal, and
regardless of any other Skills either
player may possess, both players are
Placed Prone.
A player may use this Skill any
number of times per turn, during
either team's turn. If an opposition
player is being Marked by more than
one player with this Skill, only one
player may use it.
HACKSPit QUIllCHEWER'S FUN FACTS!
The 2499 season's Most Blatant Foul award went to
fan-tavourite Morgrim Klchoppa, who spent the best part of
45 minutes kicking an already unconscious Soaren Hightower
grinning ignore this and blatant, waving at rule- the breaking officials. no-no; The they officials were didn't often
while
simply
sen to grin and wave back!
77
Page 94
THE KICK-OFF EVENT
SET-UP
Kick-off Event table used for for Blood
As with the Prayers to Nufle table, the
As with regular games of Blood
Bowl Sevens differs slightly from the standard Kick-off Event table:
Bowl, both coaches place all ot thei
available players on the pitch. If there
100D BOWL SEVENS KICK-OFF EVENT TABLE
are more than seven players avallble,
those not chosen to play the drive are 2D6 RESULT
placed in the Reserves box until the
Get the Ref: Each team gains a free Bribe Inducernent,
This Inducement must be used before the end of the garne or it is lost,
start of the next drive. A team may
Time-out: lf the kicking team's turn marker is on turn 4, 5 or 6
If
not set up more than seven players
for the half, both coaches move their turn marker back one space.
at the start ot a drive.
a
Otherwise, both coaches move their turn marker forward one space.
Solid Defence: D3-+ 1 Open players on the kicking teamn may be
The Aicking team sets up first,
removed and set up again in different locations, following all of the
followved by the receiving team ,
usual set-up rules.
as follows:
5 High Kick: One Open player on the receiving team may be moved
any number of squares, regardless of their MA, and placed in the
of
Both teams set up up fully within the
same square the ball will land in.
area between their own End Zone
Cheering Fans: Both coaches roll a D6 and add the number of
and their own Line of Scrimmage
cheerleaders on their Team Draft list. The coach with the highest
Neither team may set up any
total may immediately roll once on the Prayers to Nuffle table.
players in the area between the
In the case of a tie, neither coach rolls on the Prayers to Nuffle table.
two Lines of Scrimmage.
Each team can set up a maximum
Note that if you roll a result that is curently in effect, you must
of one player in each Wide Zone.
re-rollit. However, if you roll a result that has been rolled previously
In other words, each team can
but has since expired, there is no need to re-roll it.
set up two players in Wide Zones,
Brilliant Coaching: Both coaches roll a D6 and add the number
providing they are split equally
of assistant coaches on their Team Draft list. The coach with the
with one player per Wide Zone.
highest total gains one extra team re-roll for the drive ahead.
A team must set up a minimum
If this team re-roll is not used before the end of this drive, it is lost.
of three players in. squares within
In the case of a tie, neither coach gains an extra team re-roll.
the Centre Field, directly adjacent
Changing Weather: Make a new roll on the Weather table and
8
apply that result. If the weather conditions are Perfect Conditions'
to their Line of Scrimmage.
as a result of this roll, the ball will scatter before landing.
Note that should a team find
Quick Snap: D3+1 Open players on the receiving team may
itself reduced to only three players or
immediately move one square in any direction.
fewer, it may concede without penalty 1
Blitz: D3+1 Open players on the kicking team may immediately
activate to perform a Move action. One may perform a Blitz action and
before setting up, as described in the
Blood Bowl rulebook. Should you
one may perform a Throw Team-mate action. If a player Falls Over or
wish to play on, the available player
is Knocked Down, no further players can be activated and the Blitz
should be set up on the Line of
ends immediately.
Scrimmage, as described above.
ficious Ref: Both coaches roll a D6 and add their Fan Factor
to the result. The coach that rolls the lowest randomly selects
one of their players from among those on the pitch. In the case
of a tie, both coaches randomly select a player. Rol a D6 for the
selected player(s). On a roll of 2+, the player and the referee argue
and come to blows. The player is Placed Prone and becomes Stunned.
On a roll of 1 however, the player is immediately Sent-off.
12
tch Invasion: Both coaches roll a D6 and add their Fan Factor
to the result. The coach that rolls the lowest randomly selects D3
of their players from among those on the pitch. In the case of a tie,
a
both coaches randomly select D3 of their players ftrom among those
on the pitch. All of the randomly selected players are Placed Prone
and become Stunned
Page 78
FOUL APPEARANCE
When an opposition player declares a
Block action targeting this player (on
its own or as part of a Blitz action),
or any Special action that targets
this playet, their coach must first roll
a D6, even if this player has lost
if
their Tackle Zone. On a roll of 1, the
player cannot perform the declared
action and the action is wasted.
TENTACLES
This player can use this Skill
an opposition player they are when
Marking, voluntarily moves out of a
square within this player's Tackie
Zone, Roll a D6, adding the ST
of this player to the roll and then
subtracting the ST of the opposition
player. If the result is 6 or higher,
or if the roll is a natural 6, the
opposition player is held firnlyin
place and their movement comes to
an end. If, however, the resuitis 5 or
lower, or if the roll is a natural 1, this
Skill has no further effect.
MUTATIONS
BIG HAND
This player may ignore any
modifier(s) for being Marked ot for
Pouring Rain weather conditions
when they attempt to pick up
the ball.
CLAWS
When you make an Armour roll
against an oppasition player that
was Anaeked Down as the result
of a Block action performed by this
playet, a roll of 8+ before applying
any modifiers will break their
arout, regardiess of their actual
Armour Value.
HORNS
When this player performs a Block
action as part of a Blitz action (but
not on its own), you may apply a
+1 modifier to this player's Strength
characteristic. This modifier is
applied before counting assists,
before applying any other Strength
modifiers and before using any other
Skils or Traits.
A player may use this Skill any
number of times per turn, during
either team's turn. If an opposition
player is being Marked by more than
one player with this Skill, only one
player may use it.
DISTURBING PRESENCE
When an opposition player performs
either a Pass action, a Throw
Team-mate action or a Throw Bomb
IRON HARD SKIN
Special action, or attempts to either
The Claws skill cannot be used
interfere with a pass or to catch the
when making an Armour roll against
ball, they must apply a -1 modifier to
this player.
the test for each player on your team
with this Skil that IS within three
MONSTROUS MOUTH
squares of them, even if the player
This player may re-roll any failed
with this Skill is Prone, Stunned o r
attempt to catch the ball. In addition,
has lost their Tackle Zone.
the Strip Ball skil skill cannot be used
against this player.
TWO HEADS
This player may apply a +1 modifier
to the Agility test when they attempt
to Dodge
VERY LONG LEGS
This player may reduce any negative
modifier applied to the Agility test
when they attempt to Jump over a
Prone or Stunned player (or to Leap
over an empty square or a square
occupied by a Standing player,
if this player has the Leap skill)
by l, to a minimum of -1.
EXTRA ARMS
This player may apply a +1 modifier
when they attempt to pick up or
catch the ball, or when they attempt
to interfere with a pass.
PREHENSILE TAIL
When an active opposition player
attempts to Dodge, Jump or Leap
in order to vacate a square in which
they are being Marked by this player,
there is an additional -1 modifier
applied to the active player's
Agility test.
Additionally, this player may
apply a -+2 modifier to any attempts
to interfere with a pass they make.
Finally, this player ignores the
If the opposition player is being
Marked by more than one player with
Cloud Burster skill.
this Mutation, only one player may
use
Y
18
Page 95
THE INJURYTABLE
APOTHECARIES
Rather than the standard Injury table, Blood Bowl Sevens
Uses the following Injury table. This is a simplified version
uring a Blood Bowl Sevens game, a team may
of the standard table that is both quick and easy to user
use an apothecary to patch-up" any player
(including Journeymen and Mercenaries) that has
BLOOD BOWL SEVENS INJURY TABLE
been remnoved trom play after being Knocked Out or after
suffering a Badly Hurt, Seriousty Hurt Of DEAD result on
2D6 RESULT
the Injury table,
2-7 Stunned: The player immediately becomes
Stunned, and is laid face-down on the pitch.
8-9
Ko': The player is immediately removed from
play and placed in the Knocked-out box of their
team dugout. At the end of each drive, there is a
chance any Knocked-out players will recover.
10
adly Hurt: The player misses the rest of this
game, but suffers no long term effect.
Seriously Hurt: The player misses the rest of
this game, but will need more time to recuperate.
In league play, the player is not available to play
in the team's next game
12
EAD: This player is far too dead to play Blood
Bowl! Dead players are dismissed from the team
during Step 1 of the post-game sequence
PATCHING-UP KNOCKED-OUT PLAYERS
An apothecary can be used immediately when a player
becomes Knocked-out:
If the player was on the pitch when they were
Knocked-out, they are not removed from play. instead,
they remain on the pitch and become Stunned.
If the player was Knocked-out as a result of being
pushed back into the crowd or landing in the crowd,
place them directly into the Reserves box rather than
the Knocked-out box.
PATCHING-UP CASUALTIES
An apothecary can be used when a player suffers a Badly
Hurt, Seriously Hurt or DEAD result on the Injury table.
Roll a D6:
STUNTY PLAYERS
Players with the Stunty trait are more prone to
breaking when hit! If an Injury roll is ever made
against a player with the Stunty trait during a Blood
BowI Sevens game, roll on this table instead:
On a roll of 4t, the apothecary has been able to
patch the player up and pump them full of painkillers.
The player is removed from the Casualty box and
placed in the Reserves box.
On a roll of 1-3, the apothecary's vigorous efforts
prove largely futile. The apothecary is unable to patch
the player up - the original Injury table result stands.
BLOOD BOWL SEVENS STUNTY
INJURY TABLE
2D6 RESULT
2-6
Stunned: The player immediately becomes
Stunned, and is laid face-down on the pitch.
7-8
KO'd: The player is immediately removed
from play and placed in the Knocked-out
box of their team dugout. At the end of each
drive, there is a chance any Knocked-out
players will recover.
9-10 Badly Hurt: The player misses the rest of
this game, but suffers no long term effect
11 Seriously Hurt: The player misses the rest
of this game, but will need more time to
recuperate. In league play, the player is not
available to play in the team's next game.
DEAD: This player is far too dead to play
12
Blood BowI! Dead players are dismissed
from the team during Step 1 of the post-
game sequence
Page 79
PASSING SKILLS
ACCURATE
When this player performs a Quick
Pass action or a Short Pass action,
you may apply an additional +1
modifier to the Passing Ability test.
CANNONEER
When this player performs a Long
Pass action or a Long Bomb Pass
action, you may apply an additional
+1 modifier to the Passing
Ability test.
HAIL MARYPASS
ON THE BALL
When this player performs a Pass
This player may move up to three
action (or a Throw Bomb action), the squares (regardless Or their MA),
target square can be anywhere on
following all of the the normal movement
the pitch and the range tuler does
rules, when the opposing coach
not need to be used, A Hail Mary
declares that one of their players i5
pass is never accurate, regardless of
oing, to perform a Pass action, This
the result of the Passing Ability test
move made after the range has
it will always be inaccurate at best.
been measured and the target square
A Passing Ability test is made and
declared, but before the active player
can be re-rolled as normal in order
makes a Passing Ability test., Making
to determine if the Hail Mary pass
this move interrupts the activation
is wildly inaccurate or is fumbled. A
f the opposition player performing
Hail Mary pass cannot be interfered
the Pass action. A player may use
with. This Skill may not be used in
this Skill when an opposition player
a Blizzard.
uses the Dump-off skill, but should
this player Fall Over whilst moving,
LEADER
a Turnover is caused.
CLOUD BURSTER
When this player performs a Long
Pass action or a Long Bomb Pass
action, you may choose to make the
opposing coach re-roll a successful
attempt to interfere with the pass
A team which has one or more
players with this Skill gains a single
Additionally, during each Start
extra team re-roll, called Leader
of Drive sequence, after Step 2 but
re-roll. However, the Leader re-roll
before Step one Open player with
can only be used if there is at least
this Skillon the receiving team may
one player with this Skill on the the pitch
move Up to three squares (regardless
(even if the player with this Skill
of their MA). This Skill may not
is Prone, Stunned or has lost their
be used if a touchback is caused
Tackle Zone). If all players with this
hen the kick deviates and does not
Skill are removed from play before
allow the player to cross into their
the Leader re-roll is used, it is lost.
pponent's half of the pitch.
The Leader re-roll can be carried
over into extra time if it is not used ,
PASS
but the team does not receive a
This player may re-roll a failed
new one at the start of extra time.
Passing Ability test when performing
Unlike standard Team Re-rolls, the
a Pass action.
Leader Re-roll cannot be lost due to
RUNNING PASS
a Halfling Master Chef, Otherwise,
the Leader re-roll is treated just like a If this player performs a Quick Pass
normal team re-roll.
action, their activation does not have
the
is resolved.
DUMP-OFF
If this player is nominated as the
target of a Block action (or a Special
action granted by a Skillor Trait
that can be performed instead of
a Block action) and if they are in
possession of the ball, they may
immediately perform a Quick Pass
action, interrupting the activation of
the opposition player performing the
Block action (or Special action) to
do so. This Quick Pass action cannot
cause a Turnover, but otherwise all of
the normal rules for passing the ball
apply Once the Quick Pass action is
resolved, the active player performs
the Block action and their team
turn continues.
pass
to end once
If you wish and if this player has not
used their full Movement Allowance,
they may continue to move after
resolving the pass.
FUMBLEROOSKIE
When this player performs a Move
or Blitz action whilst in possession Of
the bal, they may choose to drop
the ball. The ball may be placed
in any square the player vacates
during their moverent and does not
bounce. No Turnover is caused
NERVES OF STEEL
This player may ignore any
modifier(s) for being Marked when
they attempt to perform a Pass
action, attempt to catch the ball or
attempt to interfere with a pass.
SAFE PASS
Should this player fumble a Pass
action, the ball is not dropped, does
not bounce from the square this
player occupies, and no Turnover is
caused. Instead, this player retains
possession of the ball and their
activation ends.
73
Page 96
PLAYER ADVANCEMENT
in Blood Bowl Sevens league play, players do not earn Star Player Points
for their achievements. Instead, after every game, one player on your team
will automatically gain new randomly selected Primary or Secondary skill.
There are two ways In which to determine the player and the type of Skill:
1. During Step 3 of the post-game sequence, a single player player of of your choice
that played duting this game and that did not suffer an Injury table result
of 12, DEAD gains a randomly selected Primary skill.
Or
2. During Step 3 of the post-game sequence, a single randomly selected
player that played during this game and that did not suffer an Injury table
result of 12, DEAD gains a randomly selected Secondary skill.
Note that, due to the amateur nature of the game, and the somewhat
miss team training provided, any additional Skills gained by Blood
hit- and-
Bowl Sevens player are always randomly selected. The coach of a Blood Bow
Sevens team has to work with what they are given and, all too often, their
players will waste everyone's time perfecting a truly mind-boggling and often
completely futile set of skills and specialisms.
VALUE INCREASE
As players gain advancements, their value increases. To reflect this, whenever
a player gains a new Skill, their Current Value must be increased on the Team
Draft list by the amount shown on the table below:
CURRENT VALUE INCREASE TABLE
FIRST NEW SKIll A CH NEW SKILL GAINED
GAINED
AFTER THE FIRST
NEW SKILLS
+10,000 gp
+20,000 gp
Randomly selected
Primary skill
Randomly selected
Secondary skill
+20,000 gp
+30,000 gp
THE DRAFT
As players become more experienced, there is a chance they will be noticed
by a professional team and be offered a chance to break into the big leagues.
When this happens, there is little a coach can do as their best player is
poached on the vague promise of a huge salary, all the beer they can drink
and fame undreamed of. It is little wonder that not many players refuse such
an offer.
During Step 1 of the post-game sequence, whilst deleting any DEAD players
from your Team Draft list, roll a D6 for every player on your team that has
gained one or more additional Skills:
If the roll is higher than the number of additional Skills the player has
gained, you have been lucky; no one else is interested in hiring them and
they remain with your team.
If the roll is equal to or lower than the number of additional Skills the
player has gained, they have been lucky: the player receives an offer from
a professional team and immediately quits to pursue their dreams
Page 97
0-5 DESPERATE MEASURES
50,000 GOLD PIECES, AVAILABLE TO ANYTEAM
T entocent not only the dirty
Desperate Measures are a new type of Inducement unique to Blood Bowl Sevens. They represent not only
tricks amateur teams are capable of, but the lengths to which a coach, the players, the fans, and even friends and
family will go to in order to gain an advantage
For every Desperate Measure Inducement purchased, roll a D8 on the table below, re-rolling duplicate results,
and make a note of the result Each result can be used once per game as described below:
DESPERATE MEASURES TABLE
D8 RESULT
You Dope: One of your players has been experimenting with performance-enhancing potions. You mnay play
this Desperate Measure during Step 1 of the first Start of Drive sequence of the game. Choose one player on
your team. This player has either their Strength or their Agility improved by 1 for the duration of this game.
However, when a drive in which this player took part ends, even if this player was not on the pitch at the end
of the drive, roll a D6 for this player:
On a roll of 3+, the player feels amazing!
On a roll of 1 or 2, the player suffers a terrible allergic reaction and must miss the rest of the match.
Razzle-dazzle: One of your players has been practicing hard for the up-coming match. You may play
this Desperate Measure when you activate a player. This player may perform two actions rather than
the usual one
Hangover: One player on the opposing team has been out celebrating the night before the match and turns
up late. You may play this Desperate Measure before Step 1 of the first Start of Drive sequence of the game.
Randomly select an opposing player. That player must miss the first drive of the game.
Grudge Match: Your team has a long-standing and violent rivalry with the opposition. You may use this
Desperate Measure at the start of one of your team turns, before any player is activated. For the duration of
this team turn, your team may commit any number of Fouls, rather than just one.
Set Piece: In preparation for the game, your team has been practicing some set piece plays. You may play
this Desperate Measure when activating a player to perform a Pass action. The pass is automatically accurate
and (unless the pass is intercepted) the ball is automatically caught.
Sports Espionage: You have hired a spy to steal your opponent's playbook in order to give your team the edge.
You may play this Desperate Measure when your team sufers Q Turnover. Using this Desperate Measure grants
your team a free team re-roll.
Discarded Banana Skin: Someone has been snacking on an energy-boosting banana. You may play this
Desperate Measure when an opposing player enters the Tackle Zone of one of your players. The opposing
player immediately Falls Over.
Magic Scroll: A suspicious-looking man from a betting syndicate gives you a spell scroll prior to the game
You might be suspicious, but you'd be foolish not to read it aloud.. wouldn't you? Your team gains a single
Hireling Sports Wizard Inducement for free (see the Blood BowI rulebook)
HACKSPIT QUILLCHEWER'S FUN FACTS
Until recently, the record for Most Decapitations in a Single Match was
held for over a decade by Helmut Wulf. In a 2485 match against the
Champions of Death, he performed an impressive 22 decapitations.
This unlikely achievement was made possible by Tomolandry, who kept
repairing his players and sending them back to be decapitated again!
At full time, an enraged Tomolandry accused Wulf of deliberately
undoing all his hard work-work. Wulf famously responded by advising
the Necromancer to use wire instead of twine-twine!
37
Page 76
GENERAL SKILLS
BLOCK
When a Both Down result is applied during a Block
action, this player may choose to ignore it and nol
be Knocked Down, as described on page 67.
DAUNTLESS
When this player performs a Block action (on its
own or as part ot a Blitz action), if the nominated
target has a higher Strength characteristic than
this player before counting oftensive or defensive
assists but ater applying any other modifiers, roll
a D6 and add this player's Strength characteristic
to the result. If the total is higher than the target's
Strength characteristic, this player increases their
Strength characteristic to be equal to that
of the target of the Block action, before
counting offensive or defensive assists,
for the duration of this Block action.
If this player has another Skill
that allows them to perform more than
one Block action, such as Frenzy,
they must make a Dauntless roll
before each separate Block action
is performed.
DIRTY PLAYER (+1)
When this player commits a Foul action,
either the Armour roll or Injury roll made
against the victim may be modified by the
amount shown in brackets. This modifier may
be applied after the roll has been made
FEND
If this player is pushed back as the result of any
block dice result being applied against them, they
may choose to prevent the player that pushed them
back from following-up. However, the player that
pushed them back may continue to move as part
of a Blitz action if they have Movement Allowance
remaining or by Rushing.
This Skill cannot be used when this
player is chain-pushed, against a player
with the Ball & Chain trait or against
a player with the Juggernaut skill
that performed the Block action as
part of a Blitz.
Blood Bowl Second Season
Clean - Page 74 - Skills
SKILLS
The following pages feature the complete list of Skills and Traits available to players. Be they Skills a player starts with, or Skills gained during the course of a league, all players will have a degree of access to General, Agility, Strength and Passing skills, and many will have access to Mutations. Traits are more unique, the result of a player's nature rather than something they can learn.
SKILL USE
Players that are standing and have not lost their Tackle Zone can use their Skills or Traits at any time, not just during their own activation. Players that are Prone of Stunned, or that have lost their Tackle Zone for any reason, cannot use any Skills of Traits unless otherwise stated in the Skill or Trait description:
- You can choose to use a Skill or or Trait that modifies a dice roll after the dice roll has been made.
- All bonuses and/or modifiers from Skills or Traits can be combined.
- Unless the description states other wise, a Skill or Trait can be used by more than one player per team turn.
- Unless the description states otherwise, a Skill or Trait can be used multiple times during each team turn.
- Unless Skill or Trait is marked with an asterisk (*), its use is not compulsory (i.e., you do not have to use that Skill or Trait if you do not wish to). However, the use of a Skill or Trait marked with an asterixis is compulsory.
SKILL CATEGORIES
Random Selection
| 1st D6 | 2nd D6 | Agility | General | Mutations | Passing | Strength |
|
1-3 |
1 | Catch | Block | Big Hand | Accurate | Arm Bar |
| 2 | Diving Catch | Dauntless | Claws | Cannoneer | Brawler | |
| 3 | Diving Tackle | Dirty Player (+1) | Disturbing Presence* | Cloud Burster | Break Tackle | |
| 4 | Dodge | Fend | Extra Arms | Dump-off | Grab | |
| 5 | Defensive | Frenzy* | Foul Appearance* | Fumblerooskie | Guard | |
| 6 | Jump Up | Kick | Horns | Hail Mary Pass | Juggemaut | |
| 4-6 | 1 | Leap | Pro | Iron Hard Skin | Leader | Mighty Blow (+1) |
| 2 | Safe Pair of Hands | Shadowing | Monstrous Mouth | Nerves of Steel | Multiple Block | |
| 3 | Sidestep | Strip Ball | Prehensile Tail | On the Ball | Pile Driver | |
| 4 | Sneaky Git | Sure Hands | Tentacles | Pass | Stand Firm | |
| 5 | Sprint | Tackle | Two Heads | Running Pass | Strong Am | |
| 6 | Sure Feet | Wrestle | Very Long Legs | Safe Pass | Thick Skull |
| TRAITS | |||
| Animal Savagery* | Decay* | Projectile Vomit | Swarming |
| Animosity" | Hypnotic Gaze | Really Stupid* | Swoop |
| Always Hungry* | Kick Team-mate | Regeneration | Take Root* |
| Ball & Chain* | Loner (X+)* | Right Stuff* | Titchy* |
| Bombardier | No Hands* | Secret Weapon* | Timmm-ber! |
| Bone Head* | Plague Ridden | Stab | Throw Team-mate |
| Chainsaw* | Pogo Stick | Stunty* | Unchannelled Fury* |
Clean - Page 80
STRENGTH SKILLS
ARM BAR
If an opposition player Falls Over as the result of failing their Agility test when attempting to Dodge, Jump of Leap out of a square in which they were being Marked by this player, you may apply a +1 modifier to either the Armour roll or Injury roll. This modifier may be applied after the roll has been made and may be applied even it this player is now Prone.
If the opposition player was being Marked by more than one player with this Skill, only one player may use it.
GUARD
This player can offer both offensive and defensive assists regardless of how many opposition players are Marking them.
STAND FIRM
This player may choose not to pushed back, either as the result of a Block action made against them or by a chain-push. Using this Skill does not prevent an opposition player with the Frenzy skill from performing a second Block action if this player is still Standing after the first.
JUGGERNAUT
When this player performs a Block action as part of a Blitz action (but not on its own), they may choose to treat a Both Down result as a Push Back result. In addition, when this player performs a Block action as part of a Blitz action, the target of the Block action may not use the Fend, Stand Firm or Wrestle skills.
STRONG ARM
This player may apply a +1 modifier to any Passing Ability test rolls they make when performing a Throw Team-mate action.
A player that does not have the Throw Team-mate trait cannot have this Skill.
MIGHTY BLOW (+1)
When an opposition player is Knocked Down as the result of a Block action performed by this player (on its own or as part of a Blitz action), you may modify either the Armour roll or Injury roll by the amount shown in brackets. This modifier may be applied after the roll has been made.
This Skill cannot be used with the Stab or Chainsaw traits.
BRAWLER
When this player performs a Block action on its own (but not as part of a Blitz action), this player may re-roll a single Both Down result.
THICK SKULL
When an Injury roll is made against this player (even if this player is Prone, Stunned or has lost their Tackle Zone), they can only be KO'd on a roll of 9, and will treat a roll of 8 as a Stunned result. If this player also has the Stunty trait, they can only be KO'd on a roll of 8, and will treat a roll of 7 as a Stunned result. All other results are unaffected.
BREAK TACKLE
Once during their activation, after making an Agility test in order to Dodge, this player may modify the dice roll by +1 if their Strength characteristic is 4 or less, or by +2 if their Strength characteristic is 5 or more.
MULTIPLE BLOCK
When this player performs a Block action on its own (but not as part of a Blitz action), they may choose to perform two Block actions, each targeting a different player they are Marking. However, doing so will reduce this player's Strength characteristic by 2 for the duration of this activation. Both Block actions are performed simultaneously, meaning both are resolved in full even if one or both result in a Turnover. The dice rolls for each Block action should be kept separate to avoid confusion. This player cannot follow-up when using this Skill.
Note that choosing to use this Skill means this player will be unable to use the Frenzy skill during the same activation.
GRAB
When this player performs a Block action (on its own or as part of a Blitz action), using this Skill prevents the target of the Block action from using the Side Step skill.
Additionally, when this player performs a Block Action on its own (but not as part of a Blitz action), if the target is pushed back, this player may choose any unoccupied square adjacent to the target to push that player into. If there are no unoccupied squares, this Skill cannot be used.
A player with this Skill cannot also have the Frenzy skill.
PILE DRIVER
When an opposition player is Knocked Down by this player as the result of a Block action (on its own or as part of a Blitz action), this player may immediately commit a free Foul action against the Knocked Down player. To use this Skill this player must be Standing after the block dice result has been selected and applied, and must occupy a square adjacent to the Knocked Down player. After using this Skill, this player is Placed Prone and their activation ends immediately.
Clean - Page 75
AGILITY SKILLS
CATCH
This player may re-roll a failed Agility test when attempting to catch the ball.
DEFENSIVE
During your opponent's team turn (but not during your own team turn), any opposition players being Marked by this player cannot use the Guard skill.
SAFE PAIR OF HANDS
If this player is Knocked Down or Placed Prone (but not if they Fall Over) whilst in possession of the ball, the ball does not bounce. Instead, you may place the ball in an unoccupied square adjacent to the one this player occupies when they become Prone.
DIVING CATCH
This player may attempt to catch the ball if a pass, throw-in or kick-off causes it to land in a square within their Tackle Zone after scattering or deviating. This Skill does not allow this player to attempt to catch the ball if it bounces into a square within their Tackle Zone.
Additionally, this player may apply a +1 modifier to any attempt to catch an accurate pass if they occupy the target square.
JUMP UP
If this player is Prone they may stand up for free (i.e. standing up does not cost this player three (3) squares of their Movement Allowance, as it normally would).
Additionally, if this player is Prone when activated, they may attempt to Jump Up and perform a Block action. This player makes an Agility test, applying a +1 modifier. If this test is passed, they stand up and may perform a Block action. lf the test is failed, they remain Prone and their activation ends.
SIDESTEP
If this player is pushed back for any reason, they are not moved into a square chosen by the opposing coach. Instead you may choose any unoccupied square adjacent to this player. This player is pushed back into that square instead. If there are no unoccupied squares adjacent to this player, this Skill cannot be be used.
SNEAKY GIT
When this player performs a Foul action, they are not Sent-off for committing a Foul should they roll a natural double on the Armour roll.
Additionally, the activation of this player does not have to end once the Foul has been committed. If you wish and if this player has not used their full Movement Allowance, they may continue to move after committing the Foul.
DIVING TACKLE
Should an active opposition player that is attempting to Dodge, Jump or Leap in in order to vacate a square in which they are being Marked by this player pass their Agility test, you may declare that this player use this Skill. Your opponent must immediately subtract 2 from the result of the Agility test. This player is then Placed Prone in the square vacated by the opposition player.
If the opposition player was being Marked by more than one player with this Skill, only one player may use it.
LEAP
During their movement, instead of jumping over a single square that is occupied by a Prone or Stunned player, as described on page 45, player with this Skill may choose to Leap over any single adjacent square, including unoccupied squares and squares occupied by Standing players
Additionally, this player may reduce any negative modifier applied to the Agility test when they attempt to Jump over a Prone or Stunned player, or to Leap over an empty square or a square occupied by a Standing player by 1, to a minimum of-1.
A player with this Skill cannot also have the Pogo Stick trait.
SPRINT
When this player performs any action that includes movement, they may attempt to Rush three times, rather than the usual two.
DODGE
Once per team turn, during their activation, this player may re-roll a failed Agility test when attempting to Dodge.
Additionally, this player may choose to use this Skill when they are the target of a Block action and a Stumble result is applied against them, as described on page 57.
SURE FEET
Once per team turn, during their activation, this player may re-roll the D6 when attempting to Rush.
Clean - Page 85
HYPNOTIC GAZE
During their activation, this player may perform a
'Hypnotic Gaze' Special action, There is no limil to how
many players with this Trait may perform this Special
action each team tumn.
NO HANDS"
This player is unable to take possession of the ball. They
may not attempt to pick it up, to catch it, or attempt
to interfere with a pass. Any attemnpt to do so will
automatically fail, causing, the ball to bounce, Should this
player voluntarily move into a square in which the ball is
placed, they cannot attempt to pick it up, The ball will
bounce and a Turnover is caused as if this player had
failed an attempt to pick up the ball.,
To perform a Hypnotic Gaze Special action,
nominate a single Standing opposition player that has
not lost theit Tackle Zone and that this player is Marking.
Then make an Agility test for this player, applying a
-1 modifier for every player (other than the nominated
Dlayer) that is Marking this player. If the test is passed,
the nominated player loses their Tackle Zone until they
are next activated.
PLAGUE RIDDEN
Once per game, if an opposition player with a Strength
characteristic of 4 or less that does not have the Decay,
Regeneration or Stunty traits suffers a Casualty result of
15-16, DEAD as the result of a Block action performed
or a Foul action committed by a player with this Trait that
belongs to your team, and if that player cannot be saved
by an apothecary, you may choose to use this Trait. If
you do, that player does not die; they have instead been
infected with a virulent plague!
This player may move before performing this
Special action, following all of the normal movement
rules. However, once this Special action has been
performed, this player may not move further and their
activation comes to an end.
KICK TEAM-MATE
If your team has the 'Favoured of Nurgle' special
Once per team turn, in addition to another player
rule, a new 'Rotter Lineman' player, drawn from the
performing either a Pass or a Throw Team-mate action,
urgle roster, can be placed immediately in the Reserves
a single player with this Trait on the active team can
box of your team's dugout (this may cause a team to
perform a 'Kick Team-mate' Special action and attempt to
ave more than 16 players for the remainder of this
kick a Standing team-mate with the Right Stuff trait tha
game). During step 4 of the post-game sequence, this
is in a square adjacent to them.
player may be permanently hired, exactly as you would
a Journeyman player that had played for your team (see
To perform a Kick Team-mate Special action, follow
age 72).
POGO STICK
During their movement, instead of jumping over a
ingle square that is occupied by a Prone or Stunned
However, if the Kick Team-mate Special action is
player, as described on page 45, a player with this Trait
fumbled, the kicked player is automatically removed from
may choose to Leap over any single adjacent square,
play and an Injury roll is made against them, treating a
including unoccupied squares and squares occupied by
Stunned result as a KO'd result (note that, if the player
that performed this action also has the Mighty Blow (+X) S tanding players.
skill, the coach of the opposing team may use that Skill
Additionally, when this player makes an
on this Injury roll). If the kicked player was in possession
of the ball when removed from play, the ball will bounce to Jump over a
from the square they occupied
the rules for Throw Team-mate actions as described on
page 52.
Agility test
Prone or Stunned player, or to Leap over
an empty square or a square occupied by a Standing
player, they may ignore any negative modifiers that would
normally be applied for being Marked in the square they
jumped or leaped from and/or for being Marked in the
square they have jumped or leaped into.
LONER (X+)*
If this player wishes to use a team re-roll, roll a D6
If you roll equal to or higher than the target number
shown in brackets, this player may use the team re-roll
as normal, Otherwise, the original result stands without
being re-rolled but the teamn re-roll is lost just as if it had
been used
A player with this Trait cannot also have the
Leap skill.
85
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GENERAL SKILLS
BLOCK
When a Both Down result is applied during a Block action, this player may choose to ignore it and not be Knocked Down, as described on page 67.
DAUNTLESS
When this player performs a Block action (on its own or as part of a Blitz action), if the nominated target has a higher Strength characteristic than this player before counting offensive or defensive assists but after applying any other modifiers, roll a D6 and add this player's Strength characteristic to the result. If the total is higher than the target's Strength characteristic, this player increases their Strength characteristic to be equal to that of the target of the Block action, before counting offensive or defensive assists, for the duration of this Block action.
If this player has another Skill that allows them to perform more than one Block action, such as Frenzy, they must make a Dauntless roll before each separate Block action is performed.
DIRTY PLAYER (+1)
When this player commits a Foul action, either the Armour roll or Injury roll made against the victim may be modified by the amount shown in brackets. This modifier may be applied after the roll has been made.
FEND
If this player is pushed back as the result of any block dice result being applied against them, they may choose to prevent the player that pushed them back from following-up. However, the player that pushed them back may continue to move as part of a Blitz action if they have Movement Allowance remaining or by Rushing.
This Skill cannot be used when this player is chain-pushed, against a player with the Ball & Chain trait or against a player with the Juggernaut skill that performed the Block action as part of a Blitz.
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FRENZY*
Every time this player performs a Block action (on its own or as part of a Blitz action), they must follow-up if the target is pushed back and if they are able. If the target is still Standing after being pushed back, and if this player was able to follow-up, this player must then perform a second Block action against the same target, again following-up if the target is pushed back.
It this player is performing a Blitz action, performing a second Block action will also cost them one square of their Movement Allowance. If this player has no Movement Allowance left to perform a second Block action, they must Rush to do so. If they cannot Rush, they cannot perform a second Block action.
Note that if an opposition player in possession of the ball is pushed back into your End Zone and is still Standing, a touchdown will be scored, ending the drive. In this case, the second Block action is not performed.
A player with this Skill cannot also have the Grab skill.
PRO
During their activation, this player may attempt re-roll on dice. This dice may have been rolled either as a dice roll or as part of a dice pool, but cannot be a dice that was rolled as part of an Armour, Injury or Casualty roll. Roll a D6:
- On a roll of 3+, the dice can be re-rolled.
- On a roll of 1 or 2, the dice cannot be re-rolled.
Once this player has attempted to sue this Skill, they may not use a re-roll from any other source to re-roll this one dice.
STRIP BALL
When this player targets an opposition player that is in possession of the ball with a Block action (on its own or as part of a Blitz action), choosing to apply a Push Back result will cause that player to drop the ball in the square they are pushed back into. The ball will bounce from the square the player is pushed back into, as if they had been Knocked Down.
SURE HANDS
This player may re-roll any failed attempt to pick up the ball. In addition, the Strip Ball skill cannot be used against a player with this Skill.
SHADOWING
This player can use this Skill when an opposition player they are Marking voluntarily moves out of a square within this player's Tackle Zone. Roll a D6, adding the MA of this player to the roll and then subtracting the MA of the opposition player. If the result is 6 or higher, or if the roll is a a natural 6, this player may immediately move into the square vacated by the opposition player (this player does not need to Dodge to make this move). If, however, the result is 5 or lower, or if the roll is a natural 1, this Skill has no further effect.
A player may use this Skill any number of times per turn, during either team's turn. If an opposition player is being Marked by more than one player with this Skill, only one player may use it.
TACKLE
When an active opposition player attempts to Dodge from a square in which they were being Marked by one or more players on your team with this Skill, that player cannot use the Dodge skill.
Additionally, when an opposition player is targeted by a Block action performed by a player with this Skill, that player cannot use the Dodge skill if a Stumble result is applied against them.
KICK
If this player is nominated to be the kicking player during a kick-off, you may choose to halve the result of the D6 to determine the number squares that the ball deviates, rounding any fractions down.
WRESTLE
This player may use this Skill when a Both Down result is applied, either when they perform a Block action or when they are the target of a Block action. Instead of applying the Both Down result as normal, and regardless of any other Skills either player may possess, both players are Placed Prone.
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TRAITS
ANIMAL SAVAGERY*
When this player IS activated, even if they are Prone or have last their Tackle Zone, immediately after declaring the action they will perform but before performing the action, roll a D6, applying a +2 modifier the dice roll if you declared the player would perform a Block or Blitz action (or a Special action granted by a Skill or Trait that can be performed instead of a Block action):
- On a roll of 1-3, this player lashes out at their team-mates:
- One Standing team-mate of your choice that is currently adjacent to this player is immediately Knocked Down by this player. This does not cause a Turnover unless the Knocked Down player was in possession of the ball. After making an Armour roll (and possible Injury roll) against the Knocked Down player, this player may continue their activation and complete their declared action if able. Note that, if this player has any applicable Skills, the coach of the opposing team may use them when making an Armour roll (and possible Injury roll) against the Knocked Down player.
- lf this player is not currently adjacent to any Standing team-mates, this player's activation ends immediately. Additionally, this player loses their Tackle Zone until they are next activated. - On a roll 4+, this player continues their activation as normal and completes their declared action.
If you declared that this player would perform an action which can only be performed once per team turn and this player's activation ended before the action could be completed the action is considered to have been performed and no other player on your team may perform the same action this team turn.
ANIMOSITY (X)*
This player is jealous of and dislikes certain other players on their team, as shown in brackets after the name of the Skill on this player's profile. This may be defined by position or race. For example, a Skaven Thrower on an Underworld Denizens team has Animosity (Underworld Goblin Linemen), meaning they suffer Animosity towards any Underworld Goblin Linemen players on their team. Whereas a Skaven Renegade on a Chaos Renegade team has Animosity (all team-mates), meaning they suffer Animosity towards all of their team-mates equally.
When this player wishes to perform a Hand-off action to a team-mate of the type listed, or attempts to perform a Pass action and the target square is occupied by a team-mate of the type listed, this player may refuse to do so. Roll a D6. On a roll of 1, this player refuses to perform the action and their activation comes to an end. Animosity does not extend to Mercenaries or Star Players.
ALWAYS HUNGRY*
If this player wishes to perform a Throw Team-mate action, roll a D6 after they have finished moving, but before they throw their team-mate. On a roll of 2+ continue with the throw as normal. On a roll of 1, this player will attempt to eat their team-mate. Roll another D6:
- On a roll of 1, the team-mate has been eaten and is immediately removed from the Team Draft list. No apothecary can save them and no Regeneration attempts can be made. If the team-mate was in possession of the ball, it will bounce from the square this player occupies.
- On a roll of 2+, the team-mate squirms free and the Throw Team-mate action is automatically fumbled, as described on page 53.
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MUTATIONS
BIG HAND
This player may ignore any modifier(s) for being Marked or for Pouring Rain weather conditions when they attempt to pick up the ball.
FOUL APPEARANCE*
When an opposition player declares a Block action targeting this player (on its own or as part of a Blitz action), or any Special action that targets this player, their coach must first roll a D6, even if this player has lost their Tackle Zone. On a roll of 1, the player cannot perform the declared action and the action is wasted.
TENTACLES
This player can use this Skill when an opposition player they are Marking, voluntarily moves out of a square within this player's Tackle Zone, Roll a D6, adding the ST of this player to the roll and then subtracting the ST of the opposition player. If the result is 6 or higher, or if the roll is a natural 6, the opposition player is held firmly in place and their movement comes to an end. If, however, the result is 5 or lower, or if the roll is a natural 1, this Skill has no further effect.
A player may use this Skill any number of times per turn, during either team's turn. If an opposition player is being Marked by more than one player with this Skill, only one player may use it.
CLAWS
When you make an Armour roll against an opposition player that was Knocked Down as the result of a Block action performed by this player, a roll of 8+ before applying any modifiers will break their armour, regardless of their actual Armour Value.
HORNS
When this player performs a Block action as part of a Blitz action (but not on its own), you may apply a +1 modifier to this player's Strength characteristic. This modifier is applied before counting assists, before applying any other Strength modifiers and before using any other Skills or Traits.
DISTURBING PRESENCE*
When an opposition player performs either a Pass action, a Throw Team-mate action or a Throw Bomb Special action, or attempts to either interfere with a pass or to catch the ball, they must apply a -1 modifier to the test for each player on your team with this Skill that is within three squares of them, even if the player with this Skill is Prone, Stunned or has lost their Tackle Zone.
IRON HARD SKIN
The Claws skill cannot be used when making an Armour roll against this player.
MONSTROUS MOUTH
This player may re-roll any failed attempt to catch the ball. In addition, the Strip Ball skill cannot be used against this player.
TWO HEADS
This player may apply a +1 modifier to the Agility test when they attempt to Dodge
VERY LONG LEGS
This player may reduce any negative modifier applied to the Agility test when they attempt to Jump over a Prone or Stunned player (or to Leap over an empty square or a square occupied by a Standing player, if this player has the Leap skill) by l, to a minimum of -1.
Additionally, this player may apply a +2 modifier to any attempts to interfere with a pass they make.
Finally, this player ignores the Cloud Burster skill.
EXTRA ARMS
This player may apply a +1 modifier when they attempt to pick up or catch the ball, or when they attempt to interfere with a pass.
PREHENSILE TAIL
When an active opposition player attempts to Dodge, Jump or Leap in order to vacate a square in which they are being Marked by this player, there is an additional -1 modifier applied to the active player's Agility test.
If the opposition player is being Marked by more than one player with this Mutation, only one player may use it.
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PASSING SKILLS
ACCURATE
When this player performs a Quick Pass action or a Short Pass action, you may apply an additional +1 modifier to the Passing Ability test.
CANNONEER
When this player performs a Long Pass action or a Long Bomb Pass action, you may apply an additional +1 modifier to the Passing Ability test.
HAIL MARY PASS
ON THE BALL
When this player performs a Pass action (or a Throw Bomb action), the target square can be anywhere on the pitch and the range ruler does not need to be used, A Hail Mary pass is never accurate, regardless of the result of the Passing Ability test it will always be inaccurate at best. A Passing Ability test is made and can be re-rolled as normal in order to determine if the Hail Mary pass is wildly inaccurate or is fumbled. A Hail Mary pass cannot be interfered with. This Skill may not be used in a Blizzard.
This player may move up to three squares (regardless Or their MA), following all of the the normal movement rules, when the opposing coach declares that one of their players is going, to perform a Pass action. This move made after the range has been measured and the target square declared, but before the active player makes a Passing Ability test. Making this move interrupts the activation of the opposition player performing the Pass action. A player may use this Skill when an opposition player uses the Dump-off skill, but should this player Fall Over whilst moving, a Turnover is caused.
LEADER
A team which has one or more players with this Skill gains a single extra team re-roll, called Leader re-roll. However, the Leader re-roll can only be used if there is at least one player with this Skill on the the pitch (even if the player with this Skill is Prone, Stunned or has lost their Tackle Zone). If all players with this Skill are removed from play before the Leader re-roll is used, it is lost. The Leader re-roll can be carried over into extra time if it is not used, but the team does not receive a new one at the start of extra time. Unlike standard Team Re-rolls, the Leader Re-roll cannot be lost due to a Halfling Master Chef, Otherwise, the Leader re-roll is treated just like a normal team re-roll.
CLOUD BURSTER
When this player performs a Long Pass action or a Long Bomb Pass action, you may choose to make the opposing coach re-roll a successful attempt to interfere with the pass.
Additionally, during each Start of Drive sequence, after Step 2 but before Step 3, one Open player with this Skill on the receiving team may move up to three squares (regardless of their MA). This Skill may not be used if a touchback is caused when the kick deviates and does not allow the player to cross into their opponent's half of the pitch.
PASS
This player may re-roll a failed Passing Ability test when performing a Pass action.
RUNNING PASS
If this player performs a Quick Pass action, their activation does not have to end once the pass is resolved. If you wish and if this player has not used their full Movement Allowance, they may continue to move after resolving the pass.
DUMP-OFF
If this player is nominated as the target of a Block action (or a Special action granted by a Skill or Trait that can be performed instead of a Block action) and if they are in possession of the ball, they may immediately perform a Quick Pass action, interrupting the activation of the opposition player performing the Block action (or Special action) to do so. This Quick Pass action cannot cause a Turnover, but otherwise all of the normal rules for passing the ball apply Once the Quick Pass action is resolved, the active player performs the Block action and their team turn continues.
FUMBLEROOSKIE
When this player performs a Move or Blitz action whilst in possession of the ball, they may choose to drop the ball. The ball may be placed in any square the player vacates during their movement and does not bounce. No Turnover is caused.
NERVES OF STEEL
This player may ignore any modifier(s) for being Marked when they attempt to perform a Pass action, attempt to catch the ball or attempt to interfere with a pass.
SAFE PASS
Should this player fumble a Pass action, the ball is not dropped, does not bounce from the square this player occupies, and no Turnover is caused. Instead, this player retains possession of the ball and their activation ends.
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BALL& CHAIN*
When this player is activated, the only action they may perform is a 'Ball & & Chain Move' Special action. There Is no limit to how many players with this Trait may perform this Special action each team turn.
When this player performs this Special action:
- Place the Throw-in template over the player, facing towards either End Zone or either sideline as you wish.
- Roll a D6 and move the player one square in the direction indicated.
-
A player with a Ball & Chain automatically passes any Agility tests they may be required to make in order to Dodge, regardless of any modifiers.
- If this movement takes the player off the pitch, they risk Injury by the Crowd.
-
If this movement takes the player into a square in which the ball is placed, the player is considered to have moved involuntarily. Therefore, they may not attempt to pick the ball up and the ball will bounce.
Repeat this process for each square the player moves.
If this player would move from into a square that is occupied by a Standing player from either a team, they must perform a Block action against that player, following the normal rules, but with the following exceptions:
- A Ball & Chain player ignores the Foul Appearance skill
- A Ball Chain player must follow-up if they push-back another player.
If this player moves into a square that is occupied by a Prone or Stunned player from either team, for any reason, that player is immediately pushed back and an Armour roll is made against them.
This player may Rush. Declare that the player will Rush before placing the Throw-in template and rolling the D6 to determine direction:
- If this player Rushes into an unoccupied square, move them as normal and roll a D6:
- On a roll of 2+, this player moves without mishap.
- On a roll of 1 (before or after modification), the player Falls Over. - If this player Rushes into a square that is occupied by a standing player from either team, roll a D6:
- On a roll of 2+, this player moves without mishap and will perform a Block action against the player occupying the square as described previously.
- On a roll of 1 (before or after modification), the player occupying the square is pushed back and this player will Fall Over after moving into the vacated square.
If this player ever Falls Over, is Knocked Down or is Placed Prone, an Injury roll is immediately made against them (no Armour roll is required), treating a Stunned result as a KO'd result. A player with this Trait cannot also have the Diving Tackle, Frenzy, Grab, Leap, Multiple Block, On the Ball or Shadowing skills.
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BOMBARDIER
When activated and if they are Standing, this player can perform a 'Throw Bomb' Special action, This Special action is neither a Pass action nor a a Throw Team-mate action, so does not prevent another player performing one of those actions during the same team turn. However, only a single player with this Trait may perform this Special action each team turn.
A Bomb can be thrown and caught, and the throw interfered with, just like a ball, using the rules for Pass actions as described on Page 48, with the following exceptions:
- A player may not stand up or move before performing a Throw Bomb action.
- Bombs do not bounce and can come to rest on the ground in an occupied square Should a player fail to catch a Bomb, it will come to rest on the ground in the square that player occupies.
- If a Bomb is fumbled, it will explode immediately in the square occupied by the player attempting to throw it.
- If a Bomb comes to rest on the ground in an empty square or is caught by an opposition player, no Turnover is caused.
- A player that is in possession of the ball can still catch a Bomb
- Any Skills that can be used when performing a Pass action can also be used when performing a Throw Bomb Special action, with the exception of On the Ball.
If a Bomb is caught by a player on either team, roll a D6:
- On a roll of 4+, the Bomb explodes immediately, as described below.
- On a roll of 1-3, that player must throw the Bomb again immediately. This throw takes place out of the normal sequence of play.
Should a Bomb ever leave the pitch, it explodes in the crowd with no effect (on the game) before the crowd can throw it back.
When a Bomb comes to rest on the ground, in either an unoccupied square, in a square occupied by a player that failed to catch the Bomb or in a square occupied by a Prone or Stunned player, it will explode immediately:
- If the Bomb explodes in an occupied square, that player is automatically hit by the explosion.
- Roll a D6 for each player (from either team) that occupies a square adjacent to the one in which the Bomb exploded:
- On a roll of 4t, the player has been hit by the explosion.
- On a roll of 1-3, the player manages to avoid the explosion. - Any Standing players hit by the explosion are Knocked Down.
- An Armour roll (and possibly an Injury roll as well) is made against any player hit by the explosion, even if they were already Prone or Stunned.
- You may apply a +1 modifier to either the Armour roll or Injury roll. This modifier may be applied after the roll has been made
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BONE HEAD*
When this player is activated, even if they are Prone or have lost their Tackle Zone, immediately after declaring the action they will perform but before performing the action, roll a D6:
-
On a roll of of 1, this player forgets what they are doing and their activation ends immediately. Additionally, this player loses their Tackle Zone until they are next activated.
- On a roll of 2+, this player continues their activation as normal and completes their declared action.
If you declared that this player would perform an action which can only be performed once per team turn and this player's activation ended before the action could be completed, the action is considered to have been performed and no other player on your team may perform the same action this team turn.
CHAINSAW*
Instead of performing a Block action (on its own or as part of a Blitz action), this player may perform a Chainsaw Attack Special action, Exactly as described for a Block action, nominate a single Standing player to be the target of the Chainsaw Attack Special action. There is no limit to how many players with this Trait may perform this Special action each team turn.
To perform a Chainsaw Attack Special action, roll a D6:
- On a roll of 2+, the nominated target is hit by a Chainsaw!
- On a roll of 1, the Chainsaw will violently 'kick-back and hit the player wielding it.
- In either case, an Armour roll is made against the player hit by the Chainsaw, adding +3 to the result.
- If the armour of the player hit is broken, they become Prone and an Injury roll is made against them. This Injury roll cannot be modified in any way.
- If the armour of the player hit is not broken, this Trait has no effect.
This player can only use the Chainsaw once per turn (i.e., a Chainsaw cannot be used with Frenzy or Multiple Block) and if used as part of a Blitz action, this player cannot continue moving after using it.
If this player Falls Over or is Knocked Down, the opposing coach may add +3 to the Armour roll made against the player.
If an opposition player performs a Block action targeting this player and a Player Down! or a POW! result applied, +3 is added to the Armour roll. If a Both Down result is applied, +3 is added to both Armour rolls.
Finally, this player may use their Chainsaw when they perform a Foul action. Roll a D6 for kick-back as described above. Once again, an Armour roll is made against the player hit by the Chainsaw, adding +3 to the score.
DECAY*
If this player suffers a Casualty result on the Injury table, there is a +1 modifier applied to all rolls made against this player on the Casualty table

