The Blood Bowl field, showing grid reference system. |
Passing ranges. From square A1. |
The coach who wins a coin toss chooses who takes the first penalty. The coach not taking the penalty selects a player and places him prone on one of the two centre squares of the pitch. The coach taking the penalty selects a player and places him (standing up) on the other centre square. The standing player must then commit a foul on the prone player. Roll to see if the referee notices as normal. If the foul is noticed, the fouling team loses the match on penalties. If the referee misses the foul, the fouling coach selects another player and places him prone on the pitch in any square adjacent to another player. The other coach selects another player and places him standing next to the new prone player, and commits a foul on him.
Continue this process, adding new players and committing fouls, until the referee notices a foul and awards the game to the other team. On its turn, each team must take a foul action, which may include movement, and may not take any other action - prone players may not stand up. Fouls may be assisted if any players are in a position to do so. Injured players are removed from the field as normal. If a team cannot take a foul action at any point, it loses the match.
Note that it is not necessary for the teams to have taken equal numbers of fouls. The first one to be noticed loses, so choose carefully if you win the toss!
z
followed by the number of tackle zones being Dodged
into (i.e. the penalty to the Dodge roll) and the die roll. Going For It is indicated with +
and
the die roll.F8 E9 D10z1(5) C11z0(3) C12 C13+(2)
#
then the square of the player being blocked.
Attacking assists are each noted with an a
followed by the square of the assisting player, then defensive
assists are similarly shown with a d
. Then show the results of the blocking dice; if multiple dice are rolled,
show the chosen result first. If a push back occurs, indicate the square pushed to after the blocking dice results. If
the push back is followed up by the blocker, add the code f
.v
and the roll. If the player is injured, record
i
and the injury roll. If the player suffers a casualty, record c
and the casualty roll.F8#G8 aF7aF9 (DP)H9f v(9)i(10)c(6)
F8 E9 D10z1(5) #C11 dC10 (!)C12f v(5) B11+(3)z0(4)
qp
for quick pass, sp
for short pass, lp
for long pass, lb
for long bomb - and the
target square. Indicate any tackle zone penalty with a z
and the number. If there is an interception attempt,
show %
following by the square of the intercepting player, any tackle zone penalty on the intercept, and the
interception die roll. Assuming no successful interception show the passing die result. Leave a space. If the pass scatters,
show the three scatter dice rolls in sequence, followed by the square the ball actually lands in. If someone is in the landing
aquare, show any tackle zone penalty with a z
and the number, then the catching die roll. If the catch fails,
show further scatter and catching attempts as necessary.C5 D5 E5 spK8%H7(1)(5) z1(2) (4)L9
h
and the square of the player handed the ball. Record the "catching" of the ball as for passes.
r
and the new die rolls in the same set of parentheses. Team rerolls
use a t
.
*
.
{braces}
.