Optional Rules

Stadium

D6 Random stadium
2-3
Unusual Playing Surface
4-5
Rough & Ready Stadium
6-8
Classic
9-10
Luxury Stadium
11-12
Local Crowd
D6 Unusual Playing Surface
1
Ankle-deep Water If a player is Knocked Down while Going For It or Dodging, subtract 1 from the Armor Roll. In addition, when a player recovers from being Stunned, roll a D6. On a 1, they remain Stunned for another turn.
2
Sloping Pitch At the start of each drive, randomize towards which team’s End Zone the pitch is sloping. At half-time, the teams change sides and the pitch slopes the opposite way. Whenever the ball bounces, do not use the Scatter template, instead use the Throw-in template oriented directly down the slope. In addition, players can Go For It one additional time, as long as it takes them downwards.
3
Ice After the ball bounces, it moves one more square in the same direction. Also, whenever a player is Knocked Down, they slide one square in a random direction. If they would slide into an occupied square, they do not move. If they slide off the pitch, make an Injury roll as normal. If they slide into the square with the ball, the ball bounces.
4
Astrogranite Add 1 to all Armour rolls. If a player fails, roll a D6. On a 4+, the player stays standing and there is no turnover, but they cannot attempt to Go For It again this Action.
5
Uneven Footing All players have -1 MA (to a minimum of 3). However, players can Go For It one more time than normal.
6
Solid Stone If the ball bounces into an unoccupied square, it will bounce one more time. In addition, add 1 to all Injury rolls.
D6 Rough & Ready Stadium
1
Apathetic Officials Each team gets a bonus Bribe in each half of the game.
2
Appalling Stands If a player moves into a Trapdoor square (voluntarily or otherwise), they are counted as having been pushed into the crowd. If the ball bounces into a Trapdoor square, it scatters D6 in a random direction.
3
Uncovered Trapdoors If a player moves into a Trapdoor square (voluntarily or otherwise), they are counted as having been pushed into the crowd. If the ball bounces into a Trapdoor square, it scatters D6 in a random direction.
4
Unclear Markings The kicking team can choose to move the line of scrimmage can be moved one square forward or back. This creates a temporary halfway line for setting up both teams this kick-off and is also used for the purposes of touchback. In addition, the limit of two players per wide zone during setup does not apply for either team
5
Desperate for Exposure Each team receives an additional D6 x 10’000 after the match (both teams receive the same amount).
6
Poorly Built Dungeons At the start of a drive, players that has been sent off return on a 5+.
D6 Luxury Stadium
1
Integrated Merchandise Stalls Each coach add an extra D3 x 10’000 to their total winnings.
2
Reputation for Spectacle Each coach receives an extra 2D6 x 10’000 for inducements (the same amount goes to both teams).
3
Broadcast Studio Star Players are 50’000 cheaper (minimum 10’000). Add 3 to the result of each coach’s dice roll when determining changes to Fan Factor.
4
On-site Apothecaries Each team receives +1 Apothecary (or a re-roll if the team is forbidden from using an Apothecary).
5
Enclosed Pitch Each team receives +1 Apothecary (or a re-roll if the team is forbidden from using an Apothecary).
6
Deluxe Seating At the start of each drive after the first, each coach rolls a D3 and adds their FAME. If the result is higher than the number of team re-rolls they currently have, they gain a bonus team re-roll.
D6 Local Crowd
1
Ale-fuelled Maniacs Before rolling on the Kick-off table, roll a D6. If the result is a 1 (for the first half) or 1-2 (for the second half), do not roll on the Kick-off table. Instead, roll another D6: 1= Get the ref, 2-3 = Time-Out, 4-5 = Officious Ref, 6 = Pitch Invasion
2
Boisterous Rabble Each coach gets +1 Fan factor (maximum 2). Add +1 to Injury rolls when a player is pushed into the crowd.
3
Know-it-all Hecklers . If a player is fouled off the pitch and the fouling player is not sent off as a result, roll a D6. On a 1-3, the player is sent off as though they had rolled a double on the Armour roll or Injury roll.
4
Bunch of Pacifists If a player is Stunned, Knocked Out or Injured by a result of the Kick-off table, roll a D6. On a 4+, the result is ignored. If a player is pushed into the crowd, on a 4+ they are placed straight into their Reserves box.
5
Fair Weather Fans At the start of each drive after the first, roll a D6. On 1-2, a large number of fans have left. Each player’s FAME is reduced by 1 - this can take it into negative figures (team’s winning at the end of the match cannot go below 0). In addition, if the ball leaves play, roll a D6 subtracting 1 for each time a large number of fans have left. On a 4+, the ball is thrown back as normal. Otherwise it is not thrown back in until the end of the next turn (from the square it left play).
6
Solemn and Silent A large number of fans have left. Cheerleaders are reduces to 0 for each team during this game. In addition, if a player is pushed outside the pitch, he is considered prone in an adjacent square.

Random events

D8 D6 Évenement aléatoire
1-2 1
*Pop*
If the ball is not currently being carried, it is removed from play. If it is being carried, it can no longer be thrown with a Pass action, but can still be handed off. If the ball touches the ground before the end of the drive (the player carrying it is knocked over, a hand-off is failed and the ball is not recovered, etc.) the ball is removed from play. When the ball is removed from play, place a marker (such as a spare Blood Bowl coin) in the last square it was in. During this turn, after each player completes their action, roll a D6. If the result is less than the number of players that have completed their actions this turn, the ball is thrown back into play by an official. It is thrown in automatically at the end of the turn if it has not already been. Replace the marker with the ball, it then scatters three times, in the same way as an inaccurate pass.
1-2 2
Enthusiastic Apothecary
The next time a player from either team suffers a Casualty or is KO’d, the apothecary will rush forward to help them. Roll a D6. On a 4, 5 or 6, the players is Stunned instead.
1-2 3
Dodgy Trapdoor
Randomly pick one of the two trapdoors on the pitch. For the rest of the drive, if a player moves into that trapdoor’s square (voluntarily or otherwise), they are counted as having been pushed into the crowd. If the ball moves into the square, it will be thrown back out by a helpful groundskeeper, immediately scattering D6 squares in a random direction.
1-2 4
Moment of Glory
Pick a random player on the triggering team who is on the pitch. If that player is the first to be activated this turn, any one dice roll for them (except Armour, Injury or Casualty rolls) can be re-rolled this turn without using a skill or spending a team re-roll, even if they are prone or stunned.
1-2 5
Feud!
Pick a random player from each team (excluding players that are not on the pitch). If one of those players throws a Block against the other, their Strength is increased by 2 and they gain the Mighty Blow skill. This lasts until the end of the drive.
1-2 6
Weather Mage
Each coach rolls a D6 and adds their Fan Factor, re-rolling ties. The coach who rolls the highest can change the current weather to the weather of his choice.
3-4 1
Wish Daemon
The team with the lowest score is granted a wish. If the teams’ scores are drawn, the team with the lowest team value is granted a wish instead. If the scores are drawn and both teams have the same team value, pick a random team to be granted a wish. The team that has been granted a wish places a marker (such as a spare Blood Bowl coin) on the sideline area of their Dugout. Between now and the end of the game, any one time they make a dice roll, they can discard the marker to turn one of the dice in the roll to show a result of their choice.
3-4 2
Distracted Ref
If the triggering team has fewer than 11 players on the pitch, they can immediately take on player from their Reserves box and put them in either of the corner squares of their End Zone. The player can be activated as normal from this turn onward. If they do not do this, they can make a Foul action this turn without the fouling player being at risk of being sent off.
3-4 3
Magical Interference
The triggering team’s coach places a marker (a spare Blood Bowl coin is ideal) in any square on the pitch, even an occupied one, then rolls for scatter and moves the marker D3 squares in that direction. The square containing the marker is the target of a magical fireball. Roll a D6 for each standing player (from either team) that is in the target square, or adjacent to it. On a roll of a 4 or more, the player is Knocked Down, and an Armour roll (and possibly Injury roll) is made for them as though they had been blocked by a player with the Mighty Blow skill. If a player on the triggering team is Knocked Down, this does not cause a turnover unless they were carrying the ball. Remove the marker once this has been resolved.
3-4 4
Streaker
The triggering player places a marker to represent the streaker (a Blood Bowl coin or spare, unused miniature is ideal) in any unoccupied square that is adjacent to one of the sidelines. At the end of each player’s turn, place the thrown-in template over the streaker, with the 3-4 result pointing directly at the opposite sideline. Roll a random direction, they move the streaker D3 squares in that direction. If they would move to an occupied square, or off on of the short edges of the pitch, place the throw-in template over them again, still pointing in the same direction, and randomly pick a new direction for the remainder of their move. If there are no unoccupied squares for them to move into, they say where they are. If they move off the opposite side of the pitch from where they started, they are removed with no effect.
3-4 5
Dreadful Stench
The triggering team’s coach places a marker (a spare Blood Bowl coin is ideal) in any square on the pitch, then rolls for scatter and moves the marker in that direction until it is either in an End Zone or in a square that is adjacent to the sidelines. The marker does not block movement or the ball in any way, but any player must subtract 1 from the D6 when they pass, intercept or catch if they are within six squares of the marker. The marker is removed at the end of the drive.
3-4 6
Tumbling Timber
The triggering team’s coach rolls a D6. On a 1-3 the wide zone on the triggering team’s left flank is affected; on a 4-6 the wide zone on their right flank is affected Wide Zone; if it is failed, the player remains standing, but if it is passed the player is Knocked Down.
5-6 1
Tizcan Wave
The triggering team’s coach puts a marker (such as a spare Blood Bowl coin) in the leftmost square of their End Zone. At the start of each turn, including this one the player whose turn it is rolls the D16 and moves the marker around the edge of the playing field. The marker does not block the ball or players in any way, and can move through occupied squares. If the marker is adjacent to one of the sidelines, it affects all of the squares in its row (i.e. between it and the opposite sideline). If the marker is in an End Zone, it affects all of the squares in its column (i.e. between it and the opposite End Zone) and in the same half as it. Players from either team count as having the Pro skill while they are in an affected square. As soon as the marker reaches the square it started in, or when the drives ends, it is removed.
5-6 2
Abusive Fans
All the players that are within 3 squares of the edge of the board suffer a -1 modifier to all Agility and Pass tests until the end of the drive, at which point both teams make their way into the crowd to set some things straight.
5-6 3
Amnesty
Any players that have been sent off are returned to the Reserves box of their team’s dugout. If no players have been sent off, the Ref will not watch for fouls for the rest of this drive – if a foul is committed, the fouling player will not be sent off, even if a double is rolled. (Note that players can still be sent off for other reasons, such as using a Secret Weapon.)
5-6 4
Enchanted ball
Until the start of the triggering team’s next turn, any attempts to pick up or catch the ball and a +1 modifier.
5-6 5
Burning Barrel
The triggering player places a marker (a spare Blood Bowl coin is ideal) in a square of the pitch, then moves it D6 squares in a random direction (determined by the scatter template). IF it moves off the pitch, or would end in an occupied square, it stops in the last square before it leaves. The square containing the marker contains the burning barrel. Players cannot enter the square or be pushed into it, and if the ball lands in or bounces into the square it will bounce again, in addition, the squares adjacent to the barrel are ablaze, and any attempt to pick pa ball in one of them has a -1 modifier. If a player ends an action standing in one of those squares, roll a D6. If the result is higher than their ST, they are Knocked Down. At the end of each player’s turn, roll a D6, adding 1 to the result if the current Weather is Pouring Rain or a Blizzard. On a result of 6, the fire goes out and the marker is removed. Otherwise, it is removed at the end of the drive.
5-6 6
Commercial Endorsement
Pick a random player from the triggering team (discounting players that are not on the pitch). That player cannot act this turn and loose his tackle zone, although they can still give assists as normal
7-8 1
Sprinkler Failure
Until the start of the triggering team’s next turn, there is an additional -1 modifier to Catch, Intercept and Pick-up rolls.
7-8 2
Whiteout
Any player wishing to move more than five squares during an action must make a Go For It roll for each additional square. For example, a player with MA 7 could move up to five spaces normally, then up to four spaces by Going For It (two remaining squares of their MA, plus the two Go For It attempts that are normally allowed). In addition, Long Passes and Long Bombs may not be attempted, and the Hail Mary Pass skill may not be used. Whiteout lasts until the triggering player’s next turn.
7-8 3
Appeal for Silence
Until the start of the triggering team’s next turn, there is no referee! Teams can make up to three Foul actions during their turn, rather than one, and even if a double is rolled on the Armour or Injury roll, the fouling player will not be sent off. (Players can still be sent off at the end of a drive, i.e. for having a secret weapon.)
7-8 4
Camra Crash
The trigger player places a marker (a spare Blood Bowl coin is ideal) in any square of the pitch, then moves it D6 squares in a random direction (determined by the scatter template). If it moves off the pitch, it stops in the last square before it leaves. If a player is in the square with the marker, they are immediately Pushed two squares in a random direction (determined using by the scatter template) and Knocked Down. The square containing the marker, and all squares that are adjacent to it, are filled with wreckage. Players cannot move into or through those squares, and if the ball lands in or bounces into one of them it will bounce. Remove the marker at the end of the drive.
7-8 5
Pelted with Projectiles
Until the end of the current drive, any attempts to pick up the ball have an additional -1 modifier. In addition, if a player wishes to Go For It more than once during their action, the second and subsequent attempts will fail on a roll of a 1 or 2.
7-8 6
Total Darkness
Until the start of the triggering team’s next turn, the MA of each player on the pitch if halved (rounding up), and all attempts to pass or catch the ball have an additional -2 modifier.

Unusual balls

D16 Unusual ball
1
Explosive Ball
A token is placed on the scoring track at the coach's discretion. After each turn of the 2 teams, he rolls 1D6. On 1, the fuse goes out, the ball becomes normal; on 2-5, the cursor moves 1 square to 0; on 6, it moves 2 squares towards 0. When the cursor reaches 0, the balloon explodes. Roll 1D6 for each player adjacent to the ball, they are 'Tackled' on 4+. The ball carrier is 'Tackled', players already 'Knocked Down' or 'Stunned' must also make an AR roll. After the explosion a ball is sent to the same square, it ricochets before landing.
2
Demonic Ball
Before attempting to Pick Up, roll 1D6. On 1-2, the player refuses to pick it up (Bounce, no TO, attempt to Catch as normal). If at the end of the ball carrier's movement, no pass is made, roll 1D6. On 1, the player must make a pass (to an empty square, if no teammate is in range). As soon as the ball remains on an empty square, roll 1D6. On 6, the ball returns to normal.
3
Stuffed Snacks
+1 for Pick Up. Players of the kicking team get 'Strip Ball' if they block (even during a Blitz) the ball carrier. After TD, roll 1D6. On 1, the player that has scored misses the next drive.
4
Draconic Egg
If the ball is on the ground at the start of a turn, it bounces (usual rules). After a touchdown, roll a D6. On 1, the player that has scored is 'Tackled', and suffers an AR (and possible Injury) roll with a +1 modifier to the AR or Injury roll (as per the result of the die).
5
If the ball is on the ground at the start of a turn, it bounces with -1 on attempts to Catch on that bounce (classic bounce management). -1 modfifier for picking up the ball. If this ball goes out of play, a normal ball is used instead for the rest of the match.
6
When deflecting, 1D3 spaces instead of 1D6. Do not bounce on a result of 8 on kick. Long Bombs and Hopeless Passes impossible. Players who are "Knocked Down" or "Stunned" suffer an AR roll if the ball falls on their square. Players failing to Catch (on a Pass or Interception) must roll 1D6. If the result is equal to or greater than (or on a natural 6) the strength, he is "Tackled" and suffers 1 armor roll and possible Injury roll.
7
No bounces on empty squares. If a player rolls a natural 1 (after any re-roll) to catch this ball, he suffers 1 armor test. If he fails, he is "Knocked Down" and suffers an unmodifiable Injury roll.
8
Greedy Nurgling
If a player attempts to Pick Up the ball, roll 1D6. On 1-2, he refuses and the ball bounces (can then be caught normally). If the ball is on the ground at the start of a turn, it bounces with -1 on attempts to Catch on that bounce (classic bounce management). If 1 player is activated while carrying the ball, roll 1D6. On 1, the player reduces his Movement by -1 during his team turn.
9
The carrier becomes really stupid. If he was already, nothing happens.
10
-2 modifier on all pass tests. The kicker cannot be send off at the kick-off.
11
The ball carrier can choose a skill held by a teammate in the Wounded & Killed Box when he activates it or when he enters possession of the ball (no Traits or Mutations). He can use this skill during his team turn and as long as he is carrying the ball. If the box is empty, he receives Disturbing Presence.
12
At the start of the turn, roll 1D6 for the ball carrier. On 1, the ball bounces without turnover (Classic Bounce).
13
At the beginning of a turn, if the ball is carried by a player of the receiving team, the coach rolls 1D6. On 1, the ball bounces without TO (Classic Bounce).
14
Snotling Ball-Suit
On each team turns, the team's coach may activate the ball and take a move action (1D3 without a going for it) unless the ball is carried. If it is carried by a player of the receiveing team, he must pass an roll with a +1 modifier to keep the ball (which loses its activation). Otherwise, the ball bounces, using 1M and being able to continue its movement. This movement is done square by square using the template facing one of the 4 edges of the field (all Dodge checks are successful). If the Snotling moves onto a square occupied by a player, that player must attempt to Catch it. If it goes into the crowd, it is send back as normal. Must be carried to score.
15
Limping Squig
At the start of each team's turn, roll a D6 for the ball carrier. On 1, the ball Bounces without turnover (Classic Bounce). If not carried, it Bounces 1D3 times, with the possibility of being caught by players who have not lost their tackle zone. If unsuccessful, Bounce ignoring the D3 result. After a touchdown,, roll 1D6. On 1, the player that scores suffers a -1 modifier to all agility tests for the remainder of the game.
16
On a result of 1 natural (after any Reroll) for Pick Up, Receive or Intercept, the player suffers a mutation until the end of the game phase. Roll 1D6. 1: the player is tackeld and suffers a +1 armor or Injury Roll; 2: No hands; 3: Bone Head; 4: -1 Movement (min 1) and +1 AV(max 11+); 5: Foul Appearance; 6: Iron Skin and +AV(max 11+).

Sponsorship

Teams may sign a sponsorship deal at the end of a match. Each coach who wishes to make a deal must roll a D16 and modify result as follows:

  • +3 if you won the match

  • +1 for each dedicated fan

  • +1 for each touchdown you scored

  • +1 for each casulaty you made

  • +3 if it was a play-off match


If the result is strictly above 20, the coach may sign one of these sponsorship :


Temporary

Receive D3 x 10’000 gold pieces. Roll a D6. If the result is a 1, a random player on the team must miss the next match (if they are already missing the next match, there is no further effect). Teams can have any number of Ongoing Sponsorships - however the roll to see if a random player misses the next game must be made for each one. After rolling, a coach can choose to end any of their Ongoing Sponsorships, deleting them from the roster.

Extended

Receive D6 x 60’000 gold pieces. Roll a second D6. If the result is a 1, a random player on the team (not rostered Star Player) must miss the next match.

Major Sponsorship

McMurty's Burger Emporium

Farblast & Sons Ordnance Solutions

Star Insurance Guild

Steelhelm's Sporting Emporium