Tables

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.

Devoted fans
Each Coach rolls 1D3+ devotedfans to determine the Popularity Factor.

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
((Sum of Popularity Factors) / 2 + (TD scored by team)) x 10,000 If a coach conceded the game with a penalty, the PF is not halved, with the winner receiving the full payout.

4.

Mise à jour de la popularité
Le coach gagnant jette 1D6, le perdant 1D6 (pas de jet en cas de match nul). Si le coach gagnant obtient un résultat supérieur ou égal à son niveau de Fans Dévoués, il augmente ce dernier d’un point.Si le perdant fait un jet inférieur à son niveau de Fans Dévoués, il diminue ce dernier d’un point.

5. Hire and fire

6. Prepare for next game

Weather

2D6 Result
2
Sweltering Heat Some players faint in the unbearable heat! D3 randomly selected players from each team that are on the pitch whena a drive ends are placed in the Reserves box. They must miss the next drive
3
Very sunny A glorious day, but the blinding sunshine causes a -1 modifier on all passing rolls.
4-10
Nice Perfect Blood Bowl weather.
11
Pouring Rain It's raining, making the ball slippery and difficult to hold. A -1 modifier applies to all catch, intercept, or pick-up rolls.
12
Blizzard It's cold and snowing! The ice on the pitch means that any player attempting to move an extra square (GFI) will slip and be Knocked Down on a roll of 1-2, while the snow means that only quick or short passes can be attempted.

Kickoffs

2D6 Result
2
Get The Ref Each Team gets a free bribe Inducement as described on page 91. 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 Defense D3+3 Open player on the kicking team may be removed and setup 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 of Nuffle table, in the case of a tie, neither coach rolls on the Prayers of 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.
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 re-roll.
8
Changing Weather Make a new roll on the Weather table and apply 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 receiving 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 players from among those on the pitch. Roll a D6 for the selected player(s), All of the randomly selected players are placed prone and become stunned.

Prayers to Nuffle

2D6 Result
1
Treacherous Trapdoor Until the end of the half, any player who lands on a Trapdoor rolls 1D6. On 1, he is considered pushed into the Public. If he was carrying the ball, it bounce
2
Friends with the Ref Until the end of the Phase, argue results are treated as 2-4 and 5-6 instead of 2-5 and 6.
3
Stiletto Choose 1 of your players available that hasn't got Loner for this Phase, he gets Dagger until the end of the Phase.
4
Iron Man Choose 1 of your players available that hasn't got Loner for this Phase, he gets +1AR (max 11+) for the duration of the match.
5
Knuckle Dusters Choose 1 of your players available that hasn't got Loner for this Phase, he gets Mighty Blow (+1) for the duration of the match.
6
Bad Habits Randomly select 1D3 non loner opposing players available for this Phase, they get Loner(2+) for the duration of the Phase.
7
Greasy Cleats Randomly designate 1 opposing player available for this Phase, they get -1M until the end of the Phase.
8
Blessed Statue of Nuffle Choose 1 of your players available for this Phase that hasn't got Loner, he gets Pro for the duration of the match.
9
Moles under the Pitch Until the end of the half, apply -1 when rolling for "Go For It" (-2 if both coaches draw this result).
10
Perfect Passing For the remainder of the game, your players gain 2XP, instead of 1, for each successful pass.
11
Fan Interaction For the remainder of the Phase, your players who push an opponent into the audience earns 2XP for each successful casulaty.
12
Necessary Violence For the remainder of the Phase, any of your players gains 3XP, instead of 2, per casulaty inflicted.
13
Fouling Frenzy Until the end of the Phase, any of your players inflicting one casulaty on an opponent on Aggression earns 2XP.
14
Throw a Rock Until the end of the Phase, ifan1 opposing player is stalling, roll 1D6 at the end of his team's turn. On 5+, he is "Knocked Down".
15
Under Scrutiny Until the end of the half, any opponent committing an aggression is ejected even without a double.
16
Intensive Training Randomly designate one of your available players for this Phase, he gets a main skill (1st column) of your choice until the end of the match.

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 & Wounded box in the Pit. Roll on the casualty table.
Stunty
2-6
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.
7-8
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.
9
Badly Hurt The player misses the rest of this game, but suffers no long term effect
10-12
Wounded Remove the player from the field and place him in the Dead & Wounded box in the Pit. Roll on the casualty table.

Casualties

D16 Effect
1-6
Badly Hurt The player misses the rest of this game, but suffers no long term effect
7-9
Seriously Hurt Miss Next Game
10-12
Serious Injury Rate le prochain match + Blessure persistante (+1 aux futurs jets de blessure)
13-14
Lasting Injury Characteristic reduction (1-2 -1AV, 3 -1MA, 4 -1PA, 5 -1AG, 6 -1ST) and Miss Next Game
15-16
Dead Dead

XP

Level Random Primary Chosen Primary or Random Secondary Chosen Secondary Random characteristic*
1 3 SPP 6 SPP 12 SPP 18 SPP
2 4 SPP 8 SPP 14 SPP 20 SPP
3 6 SPP 12 SPP 18 SPP 24 SPP
4 8 SPP 16 SPP 22 SPP 28 SPP
5 10 SPP 20 SPP 26 SPP 32 SPP
6 15 SPP 30 SPP 40 SPP 50 SPP
* The random characteristic can be ignored to choose a secondary skill, but the XP are spent as for a random characteristic advancement.

Tirage au hasard de compétences

1er D6 2e D6 Agility General Mutations Passing Strength
1-3 1 Catch Block Big Hand Accurate Arm Bar
1-3 2 Diving Catch Dauntless Claws Cannoneer Brawler
1-3 3 Diving Tackle Dirty Player (+1) Disturbing Presence Cloud Burster Break Tackle
1-3 4 Dodge Fend Extra Arms Dump-Off Grab
1-3 5 Defensive Frenzy Foul Appearance Fumblerooskie Guard
1-3 6 Jump up Kick Horns Hail Mary Pass Juggernaut
4-6 1 Leap Pro Iron Hard Skin Leader Mighty Blow (+1)
4-6 2 Safe Pair of Hands Shadowing Monstrous Mouth Nerves of Steel Multiple Block
4-6 3 Side Step Strip ball Prehensile Tail On The Ball Pile Driver
4-6 4 Sneaky Git Sure Hands Tentacles Pass Stand Firm
4-6 5 Sprint Tackle Two Heads Running Pass Strong Arm
4-6 6 Sure Feet Wrestle Very Long Legs Safe Pass Thick Skull

Players value

Random Primary
+10K
Compétence primaire choisie
+20K
Random Secondary
+20K
Chosen Secondary
+30K
+1 AV
+10K
+1 MA ou +1 PA
+20K
+1 AG
+40K
+1 ST
+80K