Tables & Rules

Game sequences

Pre-game

1. Roll for stadium and referee (optional)

2. Roll for weather

3. Use the cash

4. Draw special cards (optional)

5. Determine number of fans and the FAME

6. Flip a coin (Toss)

The game

1. Kickoffs

2. Play the game !

Post-game

1. Roll for JPV

2. Improvement rolls

3.

Calculate the gains
(1D6 + Fame +1 if win) x 10,000". If a coach conceded the match with a penalty, the winner receives the opponent's winnings.

4.

Mise à jour de la popularité
Le coach gagnant jette 3D6 et gagne 1 en popularité si sont jet est supérieur à sa popularité actuelle. Le perdant jette 2D6 et perd 1 de popularité si le résultat est inférieur à sa popularité actuelle. En cas d'égalité, les deux coachs lancent 2D6 et gagnent de la popularité s'il leur jet est supérieur à leur popularité actuelle, ils en perdent si le résultat est inférieur.

5. Hire and fire

6. Prepare for next game

Pass Template

Pass Template
13
12
11
10
9
8
7
6
5
4
3
2
1
T
1
2
3
4
5
6
7
8
9
10
11
12
13
Quick Pass 0
Short Pass -1
Long Pass -2
Long Bomb -3

Injuries

2D6 Result
2-7
Stunned Leave the player on the field but lay him on his stomach. All stunned players turn prone at the end of their team's next turn even if a turnover occurs. Note that a player cannot go prone the turn he was dtunned. Once prone, he may get up the next turn using the normal rules.
8-9
K.O. Take the player off the field and place him in the Knocked Out Box in the dugout. On the next kickoff, roll a die for each of your knocked-out players. On 1-3, the player remains knocked out and cannot be used, but you may roll again on the next kickoff. On 4-6, you must place the player back in the Reserves box, and you can use him normally.
10-12
Wounded Remove the player from the field and place him in the Dead & Injured box in the dugout. The player miss the rest of the game.

Casualties

D68 Effect
11-38
Badly Hurt Aucun
41
Broken Ribs Miss next match
42
Groin Strain Miss next match
43
Gouged Eye Miss next match
44
Broken Jaw Miss next match
45
Fractured Arm Miss next match
46
Fractured Leg Miss next match
47
Smashed Hand Miss next match
48
Pinched Nerve Miss next match
51
Damaged Back Persistent Injury
52
Smashed Knee Persistent Injury
53
Shamed Hip -1 M
54
Smashed Ankle -1 M
55
Serious Concussion -1 AR
56
Fractured Skull -1 AR
57
Broken Neck -1 AG
58
Smashed Collar Bone -1 ST
61-68
Dead ! Dead !

Miss next match : The player cannot play the next match.

Persistent Injury : Miss next match as above. In addition, all opposing coachs adds +1 to all Injury rolls made for this player (cumulative if multiple injuries persist).

-1 M, ST, AG or AR : Miss next match as above. In addition, the coach notes the characteristic loss on his team roster. No characteristic can be reduced by more than 2 points, nor to a value less than 1. Injuries that would reduce more are ignored (and the player misses the next match).

Dead ! : The coach erases the player from his team roster. He will never play in the Blood Bowl again, unless being recruited by an undead team!

Level Up & SPP

Improvement rolls
2D6 Result
2-9
New skill.
10
New skill, or increase the M or AR characteristic by 1 point.
11
New skill, or increase the AG characteristic by 1 point.
12
New skill, or increase the ST characteristic by 1 point.

Regardless of the result of your Improvement roll, you may gain a skill from one of the categories in the "Normal" column. If the roll results in a double, you may choose a skill from one of the categories in the "Double" column.

The coach may choose to replace a characteristic increase with a new skill. No characteristic may be increased by more than 2 points above its starting value, nor may it be increased by more than 10. If this happens, you must choose a new skill instead.

XP Chart
Level Up & SPP Title
0-5
Beginner
6-15
Experienced
16-30
Veteran
31-50
Future Star
51-75
Star
76-175
Super Star
176+
Legend

Random drawing of skills

Players value

New « Simple » skill
+20K
New « Double » skill
+30K
+1 M or +1 AR
+30K
+1 AG
+40K
+1 ST
+50K