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Blood Bowl Weather Table Overview

The document outlines the procedures for playing a game of Blood Bowl, including pre-game setup, the sequence of team turns, actions players can take on their turn, and tables for various events like kickoffs and weather. It provides the essential rules and flow of play for the Blood Bowl board game.
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86% found this document useful (7 votes)
3K views4 pages

Blood Bowl Weather Table Overview

The document outlines the procedures for playing a game of Blood Bowl, including pre-game setup, the sequence of team turns, actions players can take on their turn, and tables for various events like kickoffs and weather. It provides the essential rules and flow of play for the Blood Bowl board game.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
  • Sequence of Play

POST-GAME SEQUENCE

After a league fixture, both coaches should run through the full post-game
sequence step by step. Note that in exhibition play, the post-game
sequence need not be completed:

1. Record Outcome and Winnings


2. Update Dedicated Fans
3. Player Advancement
4. Hiring, Firing and Temporarily Retiring
SEQUENCE OF PLAY 5. Expensive Mistakes
6. Prepare for Next Fixture
PRE-GAME SEQUENCE
The pre-game sequence consists
of the following steps: THE TURNOVER
A turnover is caused:
1. The Fans
2. The Weather - If a player on the active team Falls Over during their own activation.
3. Take On Journeymen - If a player on the active team is Knocked Down during their turn.
4. Inducements - If a player on the active team that is in possession of the ball is Placed
5. The Prayers to Nuffle Table Prone during their team turn.
6. Determine Kicking Team - If a player on the active team that is in possession of the ball is forced to
move off the pitch for any reason.
START OF DRIVE SEQUENCE - If a player on the active team attempts to pick up the ball from the ground
At the beginning of every drive, and fails, even if the bouncing ball is then caught by a player from the
both coaches run through the active team.
following sequence of steps: - If a player on the active team fumbles a Pass action, even if the bouncing
ball is then caught by a player on the active team.
1. Set-up - If no player on the active team catches the ball after a Pass action or a
2. The Kick-off Hand-off action and the ball comes to rest on the ground or in the
3. The Kick-off Event possession of a player from the opposing team.
- If a Pass action is Deflected or Intercepted and the ball comes to rest
TEAM TURNS either on the ground or in the possession of a player from the opposing
Once the Kick-off has been team.
resolved, the game continues in - If a player on the active team that is in possession of the ball is thrown by
a simple but strict sequence of a team-mate and either fails to land safely, lands in the crowd or is eaten,
team turns: even if the bouncing ball is then caught by a player from the active team.
- If a player on the active team is Sent-off by the referee for committing a
1. Receiving Team’s Turn Foul.
2. Kicking Team’s Turn - If a touchdown is scored.

END OF DRIVE SEQUENCE


When a touchdown is scored or WEATHER TABLE
at the end of the final turn of a
2D6 RESULT
half, the current drive comes to
2 Sweltering Heat: D3 randomly selected players from each team that
an end and play will half. If
are on the pitch when a drive ends are placed in the Reserves box.
there are more turns of the
They must miss the next drive.
current half or a full half still to
3 Very Sunny: Apply a -1 modifier for every time a player tests against
come, play only halts
their Passing Ability.
temporarily. Both coaches run
4-10 Perfect Conditions: Ideal Blood Bowl weather. No effect.
through the following sequence
of steps: 11 Pouring Rain: Apply a -1 modifier every time a player makes an
Agility test to catch or pick-up the ball, or attempt to interfere with a
1. Deal with Secret Weapons pass.
2. Recover Knocked-out Players 12 Blizzard: Apply a -1 modifier every time a player attempts to Rush an
3. The Drive Ends extra square. Additionally, the poor visibility means that only Quick
and Short passes can be attempted.
THE KICK-OFF EVENT TABLE
2D6 RESULT
2 Get the Ref: Each team gains a free Bribe Inducement as described on page 91 of the Blood Bowl rulebook. 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 6, 7 or 8 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+3 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, as described on page 25, before landing.
9 Quick Snap: D3+3 Open players on the receiving team may immediately move one square in any direction.
10 Blitz: D3+3 Open players on the kicking team may immediately activate to perform a Move action. One may
perform a Blitz action and one may perform either a Pass or 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 have come
to blows. The player is Placed Prone and becomes Stunned. On a roll of 1 however, the player is immediately
Sent-off, as described on page 63.
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.
PLAYER ACTIVATIONS
During your team turn, you may activate each Standing Block action, but cannot move before or after performing
and/or Prone player to perform one action available to the action. See page 56 for more detail on Blocking.
them. Players that begin their team turn Stunned cannot BLITZ
be activated. Once per team turn, a player on the active team may
MOVE perform a Blitz action, and action that combines together
Any player on the active team that is not stunned can both a Move action and a block action (or a Special action
perform a simple Move action, as described on page 44. that can be performed instead of a Block action). When a
PASS player performs a Blitz action, they may move as normal.
Once per team turn, a player on the active team may However, performing the Block action costs a Blitzing
attempt to pass the ball to another square, as described player one square of their Movement Allowance. The
on page 48. player may move both before and after performing the
HAND-OFF Block action if they wish, and may follow-up if the target
Once per team turn, a player on the active team may of the Block action is pushed back.
attempt to hand the ball off to another Standing player FOUL
from their team that is in an adjacent square, as described Once per team turn, a player on the active team may
on page 51. commit a Foul action, as described on page 63.
THROW TEAM-MATE SPECIAL ACTIONS
Once per team turn, instead of performing and ordinary There are Skills and Traits a player may possess that allow
Pass action, a player on the active team with the ‘Throw them to perform another, unique action. Such as Hypnotic
Team-mate’ trait may attempt to throw a player from Gaze, which allows a player to transfix an opponent,
their team that has the ‘Right Stuff’ trait. A team may not causing them to lose their Tackle Zone. Such actions are
perform both a Pass action and a Throw Team-mate action called ‘Special Actions and are detailed in the appropriate
during the same turn. Skill or Trait description. See page 74 for the full list and
BLOCK descriptions of how they work.
A Standing player on the active team can target a Standing
opposition player that is within their Tackle Zone with a
PASS ACTIONS BLOCK ACTIONS
Once per team turn, a player on the When a standing player is activated they can immediately nominate a
active team may perform a Pass action single Standing opposition player that they are currently Marking and
in order to pass the ball to another declare that they will target them with a Block action. Unlike other
square, as described on page 48. actions, there is no limit to how many players may perform a Block
action each team turn.
MEASURE RANGE AND DECLARE
TARGET SQUARE: The range ruler is STRENGTH
used to measure the range to any When an active player performs a Block action, the first thing to do is
possible target squares before the compare the Strength characteristic of both players, including any
target square is chosen and declared. modifiers:
- If both players have the same Strength characteristic, after
TEST FOR ACCURACY: The coach of modification, one block dice is rolled.
the player performing the action rolls - If one player has a higher Strength characteristic, after modification,
a D6 to determine the accuracy of the a pool of two block dice is rolled and the coach of the stronger player
pass. selects which result to apply.
- If one player has a Strength characteristic that is more than double
PASSING INTERFERENCE: Unless the that of their opponent, after modification, a pool of three block dice
pass was fumbled, one opposition is rolled and the coach of the stronger player selects which result to
player may be able to attempt to apply.
interfere with the pass, hoping to
‘Deflect’ or ‘Intercept’ it. ASSISTING A BLOCK
There are two types of assist that can be counted: ‘offensive’ and
RESOLVE PASS: If the pass was neither ‘defensive’, as described on page 57.
fumbled nor interfered with, the pass - Each offensive assist counted modifies the Strength characteristic of
itself is resolved! the player performing the Block action by +1.
- Each defensive assist counted modifies the Strength characteristic
of the player that is the target of the Block action by +1.
THROW TEAM-MATE
ACTIONS BLOCK DICE
Once per team turn, instead of Block dice feature five icons, each representing an outcome. Some of
performing a Pass action, a player on these outcomes can be modified by Skills or Traits possessed by one
the active team with the ‘Throw or both players.
Team-mate’ trait can attempt to
PLAYER DOWN: The active player is immediately
throw a team-mate with the ‘Right
Knocked Down by the player they were attempting to
Stuff’ trait as if they were a ball, as
block!
described on page 52.
BOTH DOWN: Both the active player and the target
MEASURE RANGE AND DECLARE of the Block action are Knocked down by one
TARGET SQUARE: The range ruler may another. If one or both of the players has the Block
be used to determine the range skill, they may choose to ignore this result and not be
between the throwing player and any Knocked down.
possible target squares, before the
target square is chosen and declared. PUSH BACK: The target of the Block action is pushed
back one square by the active player. The active
player may follow up into the square vacated.
TEST FOR QUALITY: The coach of the
player performs the action rolls a D6 STUMBLE: If the target of the Block action has and
to determine the quality of the throw. chooses to use the Dodge skill, this result becomes a
Push Back. Otherwise, this result becomes a POW!
RESOLVE THROW: Where the thrown
player lands, and how easily, depends POW! The target of the Block action is pushed back
upon the quality of the throw. If the by the active player and is then Knocked Down in the
throw is fumbled, the thrown player is square they have been moved into. The active player
dropped and will bounce. may follow up into the square vacated.
RISKING INJURY INJURY BY THE CROWD
Whenever one player is Knocked When a player is pushed back into the crowd or lands in the crowd,
Down or Falls Over, they become they risk Injury by the crowd. No Armour roll is made against the
Prone and risk injury. When a player is player. Instead the coach of the opposing team rolls immediately on
Knocked Down or Falls Over, the coach the Injury table to see what the crowd does to the player:
of the opposing team will make an
Armour roll against that player. - If the player is Stunned, they are placed in the Reserves box.
- If the player is Knocked-out, they are placed in the Knocked-out box.
Note that when a player is Placed They may recover as usual at the end of the drive.
Prone, perhaps having wrestled an - If the player becomes a Casualty, they are placed in the Casualty
opponent to the ground, there is no box. A roll is made against them on the Casualty table, as described
risk of injury and no Armour roll is below.
made against them.
CASUALTY TABLE
ARMOUR ROLLS D16 RESULT EFFECT
An Armour roll is made as described 1-6 Badly Hurt The player misses the rest of this game, but
on page 29, by the coach of the suffers no long term effect
opposing team. If the player’s armour 7-9 Seriously Hurt MNG
is ‘broken’, an Injury roll is made. If 10-12 Serious Injury NI and MNG
their armour is not broken, it protects 13-14 Lasting Injury Characteristic Reduction and MNG
them from harm 15-16 DEAD This player is far too dead to play Blood Bowl!

INJURY ROLLS MNG (MISS NEXT GAME) The player misses the rest of this game, but
Whenever a player’s armour is broken, will need more time to recuperate. In league play, the player is not
an Injury roll is made against them. available to play in the team’s next game.
The coach of the opposing team rolls
2D6 and consults the table below: NI (NIGGLING INJURY)
Make a note on the Team Draft list that this player has picked up a
INJURY TABLE Niggling Injury. There is a +1 modifier applied to all future rolls made
2D6 RESULT against this player on the Casualty table per Niggling Injury they have.
2-7 Stunned: The player immediately
becomes Stunned, as described CHARACTERISTIC REDUCTION
on page 27, and is laid The player has one of their characteristics reduced by 1. To determine
face-down on the pitch. which, roll a D6 on the table below. Note that no characteristic can
8-9 KO’d: The player is immediately ever be reduced below the minimum value shown on page 28.
removed from play and placed in
the Knocked-out box of their LASTING INJURY TABLE
team dugout. At the end of each D6 INJURY CHARACTERISTIC REDUCTION
drive, there is a chance any 1-2 Head Injury -1 AV
Knocked-out players will 3 Smashed Knee -1 MA
recover, as described on page 4 Broken Arm -1 PA
66. 5 Neck Injury -1 AG
10+ Casualty! The player becomes a 6 Dislocated Shoulder -1 ST
casualty and is immediately
removed from play and placed in DEAD
the Casualty box of their team This player is dead! Dead players are dismissed from the team during
dugout. The coach of the Step 1 of the post-game sequence, as described on page 69.
opposing team rolls on the
Casualty table to determine
exactly what has happened to Stuart R - Blood Bowl 2020 reference sheet version 1, errors maybe present.
the player (as follows).

WEATHER TABLE
2D6
RESULT
2
Sweltering Heat: D3 randomly selected players from each team that
are on the pitch when a drive en
THE KICK-OFF EVENT TABLE
2D6
RESULT
2
Get the Ref: Each team gains a free Bribe Inducement as described on page 91 of the Blo
PASS ACTIONS
Once per team turn, a player on the
active team may perform a Pass action
in order to pass the ball to another
s
INJURY TABLE
2D6
RESULT
2-7
Stunned: The player immediately
becomes Stunned, as described
on page 27, and is laid
face-down o

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