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BLOOD BOWL

By Martin Howard
c
1995-2004

Blood Bowl and the Blood Bowl logo are registered trademarks of Games Workshop.
Games Workshop does not sponsor, authorise or endorse these unofficial rules.
This document was typeset using LATEX 2 .
www.goldfish.org.uk/bbsoccer.html

Contents
1
2

Introduction . . . . . . . . . . . . . . . . . . . . . .
The New Rules! . . . . . . . . . . . . . . . . . . .
2.1
The New Field. . . . . . . . . . . . . . . . .
3
Playing the Game! . . . . . . . . . . . . . . . . . .
3.1
The Kickoff . . . . . . . . . . . . . . . . . .
3.2
Passing and Shooting for Goal . . . . . . .
3.3
The Goal Keeper and Saving Shots at Goal
3.4
Freekicks and Penalties . . . . . . . . . . .
3.5
Corner and Goal Kicks. . . . . . . . . . . .
4
New Skills and Skill Modifications . . . . . . . . . .
4.1
Redundant Skills . . . . . . . . . . . . . . .
4.2
New Skill Descriptions . . . . . . . . . . . .
5
New Game Pieces and Special Play Cards . . . .
5.1
New Game Pieces . . . . . . . . . . . . . .
5.2
Special Play Cards . . . . . . . . . . . . . .
6
The Teams . . . . . . . . . . . . . . . . . . . . . .
Index . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Goal Template . . . . . . . . . . . . . . . . . . . . . . .
Centre Circle Template . . . . . . . . . . . . . . . . . . .
Penalty Area Template . . . . . . . . . . . . . . . . . . .

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1 Introduction
Deep in the annuls of Blood Bowl history there is a small recording of a team
known simply as the Albion Wanderers. In the days of chaos and confusion
after the collapse of the NAF, this team is rumoured to have given up Blood
Bowl in favour of a game where the ball is kicked instead of carried - football!
In fact if one travels across the Sea of Claws you will find an entire league
known as the Albion Football league or FA for short. A brief description of the
game was published in the SPIKE! Magazine. An abridged version of this is
printed here.
The game consists of the normal Blood Bowl field, but with
two rectangular frames at either end, to which the ball, now round,
is kicked towards and preferably through to score a point or goal.
The player guarding these goals assumes some higher status as
players blocking this goal keeper are often sent off by the referee.
Having said that, there is no shortage of the rough and tumble we
have come to expect in the traditional form of the game. There is
little handling of the ball in fact it appeared that any player handling
the ball, whilst not penalized, was severely harassed by the crowds
and blocks against this player seemed all that much rougher. All in
all if this game reaches the Empire it will surely catch on.
The following pages detail the new rules, and any changes to the existing
3rd edition Blood Bowl rules that are required to convert the game of fantasy American football the that ever popular version played around the world
known as soccer!
It was back in 1995 when I was enjoying playing a Skaven team in a small
Blood Bowl league with some friends when the comment how about Blood
Bowl soccer? came up. In the conversation that ensued a few ideas sprang
out and it became more apparent that this was not such a silly idea! I drafted
out some rules converting the Blood Bowl rules to soccer rules. We played the
game, more importantly the game worked! This is the third edition of these
rules. They were first published on the internet courtesy of the Blood Bowl
Mailing List in 1995. Unfortunately the original version has been lost. Since
then there has been two revisions. After the first rewrite, the game was thoroughly play tested in the U.S. under the existing league rules. A special thanks
should go to the following players of the URI Gaming Club - Mark, Kevin, Mike,
Pete, and Chris who play tested the game and via the cyber-space postman
asked questions and gave the useful suggestions which culminated in this, the
third revision.
Enjoy! Martin Howard, November 1996.

Other than a few minor typographical and layout changes, these rules are identical to those which in 1996 I submitted to the Games Workshops Citadel Journal for publication. Even though Games Workshop liked the idea they thought
the rules too extreme for publication. I might be tempted to tidy these rules
up for as a fourth version for the 4th Edition of Blood Bowl and resubmit them,
this time to the new publication from Games Workshop, the Blood Bowl Magazine. However, I must pointout that, apparently, the act of submission passed
the copywrite from me to Games Workshop.
Martin Howard, May 2001.
Its nearly 8 years ago since I submitted the rules to Games Workshop, and
nearly 10 years ago since the first rules were published! Ive finally decided to
re-publish the rules using all the latest technologies. Inside you will find photos of the Blood Bowl Soccer field, the various new templates and game-play
examples. There are no differences from the previous edition, other than one
or two corrections and the ironing out of a couple of inconsistencies. Since
the last release, the 4th edition of the Blood Bowl rules has been published.
I have not played these new rules, but I gather that the actual game-play has
not changed. These rules should, therefore, be completely compatible with
any changes made to the 4th edition rules.
Martin Howard, February 2004.

2 The New Rules!


The game mechanics for Blood Bowl Soccer are identical to those of the normal variant. The differences in how the game is played arise from a variety of
new skills particular to soccer and slightly different field markings. Templates
for the new field markings can be found at the end of this document.

2.1 The New Field.


The field of play for Blood Bowl Soccer is simply the standard board with a few
additional markings. The new field of play contains the following new markings:
The Penalty Area:
This is an area of 7 x 4 squares at each end of the board. Figure 1
shows the penalty area positioned on the Blood Bowl board. The area is
outlined with the dashed white line and the penalty spot is marked by the
white dot.
The Centre Circle:
This basically marked by the skulls, and is shown in figure 2. The centre
spot is marked by the white dot. The centre circle now represents what
was the line of scrimmage.
The Goals:
The goals are the only new pieces that need to be made. The templates
are 7 by 4 squares in size. The goal mouth is 5x3 squares in area.
The remaining squares on the template represent the posts and cross
bar of the goal. The goal template and where it is placed next to the
board is shown in figure 1. Essentially the goal template represents the
vertical face of the goal. For this reason players can not be placed on the
template.

Figure 1: The penalty area and goal

Figure 2: The centre circle


5

3 Playing the Game!


3.1 The Kickoff
Both teams at the kick off set up according to the normal restrictions. However, the centre line for the two teams is now defined by the circle and the
actual centre line either side (see figure 2 above). This means that only the
player kicking off can be inside the centre circle at a kick off.
Only one player is allowed in the centre circle at kick off. This player is from the
team kicking off. The player is placed in the centre most square and is given
the ball.
The side kicking off sets up last and both teams must have at least three players along the centre line/circle in accordance with the usual Blood Bowl rules.
The kicking team rolls on kick off table as usual. The only change to the kick off
table is that a Bad Kick now means the kick off pass is inaccurate and scatters according to the distance kicked (see Passing and Shooting for Goal)
The kick off team must pass the ball from the centre circle to a player in the
kick off teams half. The team kicking off does not have to make the pass its
first action, but the player kicking the ball off may not move before passing
the ball, i.e. the ball must be kicked-off from the centre spot. If a kick off pass is
made at hand off distance it still counts as a pass action. This is to prevent
scoring a goal from the kick off.
A team that concedes a goal kicks off.

3.2 Passing and Shooting for Goal


Shots and Passes are made in exactly the same way as in Blood Bowl. Only
one pass or shot action may be made per turn. This rule can be broken only
when a the player who recieves the pass is inside the penalty area. In this
case they can decide to take a shot at goal, but it must be the first action to
follow the successful receive (catch).
Inaccurate passes and shots will scatter differently depending on the distance
of the pass or shot. Typically an inaccurate long shot or pass will end up much
further from the desired target than a short pass or shot. For obvious reasons
a shot taken half way down the field will be easier for the keeper to save than
one taken at point blank range! To account for this, save modifiers are used.
These modify the dice roll required by the goal keeper to make a successful
save. These modifiers and scatters are given in the table 1 below. The random distance can be found by using the numbered counters in the Blood Bowl
6

Range of Shot/Pass Save Modifier


Quick Pass/Shot
Short Pass/Shot
Long Pass/Shot
Long Bomb

-1
0
+1
+2

Distance Scattered
(Random Direction)
1-2 squares
1-3 squares
1-4 squares
1-6 squares

Table 1: Scattering of Shots and Passes

game or by modifying a dice roll accordingly. The direction is found in the usual
way.
When shooting for goal, first nominate the square on the goal template you are
aiming for and then roll to shoot, applying any scattering that may occur. If the
ball ends in the goal mouth then the goal keeper may attempt to save the ball
if he is in a position to do so (see Saving Goal Shots).
If the ball scatters on to a post square then it will rebound in a direction determined by the scatter template (centre placed over the square which the ball
hit) for the same distance as an inaccurate shot of the same range would scatter. If the rebounding ball ends in the goal mouth then it is an automatic goal.
Figure 3 shows the ball on the goal post. In this example scattering of 1 to 5
squares in the direction 5 will score. Likewise scattering of 1 to 2 squares in
direction 8 will score, but scattering of 3 or more squares, in this case, would
put the ball back into the field of play.
A ball rebounding off a post parallel to the to the end zone is assumed to actually be in the end zone (e.g. scattering in direction 4 in the example, figure
3). Any rebound scattering where the ball ends up outside the field of play will
result in goal-kick or corner-kick.
Miss-kicks (fumbles) will scatter for one square in a random direction.
A failed shot at goal counts as a turn-over.

Figure 3: Scattering of the post

3.3 The Goal Keeper and Saving Shots at Goal


The goal keeper is a sacred player and any attempts to block the goal keeper
will not escape the vigilant eye of the referee! Blocking a goal keeper counts
as a foul action and the referee may take the appropriate action on the blocking
player. On a roll of a 4+ the blocking player will be sent off and a free-kick will
be awarded. The call may be argued or annulled by special play cards.
If any player is pushed back into goal (see figure 4) roll for injury as normal (it
is not an automatic injury). The player is considered off the field even if not
injured and is therefore placed in the dugout. A player pushed back into a goal
post (figure 5) receives an automatic injury. The player, however is not pushed
off the field and is placed on the square at the base of the post (see figure 6).
Star player points are awarded to goal keepers who make saves as well as
the usual methods. A saved shot at goal will earn the keeper 3 star player
points. A fisted save will earn the keeper 1 star player point. All goal keepers
may choose from the goal keeper, and general skills. Skills from other groups
may be taken on a doubles roll or as otherwise stated. Goal keeping skills are
only valid in the penalty area. i.e. goal kick can not be used to re-roll a kick in
mid-field.

Figure 4: Pushed back into the goal

Figure 5: The player is pushed back into the goal post


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Figure 6: The injured player is left on the field at the base of the post

Goal keepers can save different parts of the goal more easily depending upon
their size. There are three sizes of goal keeper, which are listed in table 2. If
LARGE
(ogres, trolls, treemen, minotaurs etc.)
MEDIUM (skaven, humans, elves, orcs, hobgoblins, undead, chaos, etc.)
SMALL
(dwarfs, halflings, goblins, snotlings etc.)
Table 2: Goal Keeper Sizes

the keeper is on the goal line (i.e. in the end zone) then a large goal keeper
is assumed to take up 3 goal squares, a medium sized goal keeper 2 squares,
and a small goal keeper 1 square. Figure 7 shows this more clearly. These
are the goal squares a keeper can defend directly. The goal keeper save at +1
on any of the squares they are assumed to cover. Saves are at +0 modifier in
any adjacent square, -1 modifier two squares from the keeper and so on. For
example a medium sized goal keeper on the goal line at the centre of the goal
can as described in figure 8. These modifiers are additive, i.e. a shot taken at
long range ending on a square in the goal mouth, assumed to be covered by
the keeper will give a +2 save modifier.

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Figure 7: A large keeper takes up the orange squares, a medium keeper covers
the blue and a small keeper takes up the yellow squares

Figure 8: Save modifiers for a medium keeper positioned on the goal line at
the centre of the goal

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Figure 9: The area that can be saved is reduced and the best save modifier
removed for every square a keeper is off his line
The further in-field the goal keeper goes the less goal area he can defend. On
the end zone, in the centre square, a keeper may save the whole goal, the
next square into the field reduces the effective savable area by one square all
round (now the goal mouth). A further square into the field will reduce this by
the same amount again, and so on until the keeper is in such a position that
none of the goal can be saved. The highest save modifier is also removed
each for every square a moved into the field. For example, the orc keeper in
figure 9 is two squares off his line. The +1 modifier goes and the savable area
is reduced, meaning that the shot at goal has -1 save modifier (plus any other
shot modifiers etc).
If the ball ends in the goal mouth then the goal keeper may attempt to save the
ball if he is in a position to do so. The goal keeper may attempt to save a shot
at goal if the balls final position (after scattering) is not further than one square
from the keeper. Skills such as diving save will modify this distance.
Goal keepers may intercept the ball in the usual way, however a goal keeper
may not attempt to intercept and then save the same shot if the interception
failed. Interception is useful when the ball is targeted at an unreachable part
of the goal.

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The position of the goal keeper after saving the ball will be in the end zone
directly inline with where the ball ended on the goal template. If this square
is occupied then the keeper may be placed in the square directly into the field
from this point. If this square is also occupied then it is assumed that the goal
keeper was physically unable to reach the ball. Under certain circumstances
skills such as Goalies leap and Diving Save allow the keeper to dive or jump
over other players. It is therefore important to keep the end zone in front of the
goal free from players other than the goal keeper.
Opposing tackle zones on the goal keeper in his original position (before attempting to save a shot) will affect the ability to save a shot. The ball is considered to be in the goal keepers control if the save is successful even if prone.
Punched or fisted saves the ball will scatter. Saves are made against agility.

3.4 Freekicks and Penalties


A free-kick will be awarded to a team if a turn over results due to a foul action,
i.e. a fouling player is caught by the referee and sent off. The closest player
on the team that was fouled to the fouled player takes the free-kick. The ball
is given to this player. The player does not move to where the foul occurred.
If there are players of equal distance from the fouled player then the coach
of the fouled team may choose which player will take the free-kick. When the
free-kick is taken any opposing tackle zones do not affect the player taking the
kick (they will still affect other opposing players though). A free-kick counts
as a pass action and they may be used to score with in the usual way. If the
fouled team is already in possession of the ball then it may attempt to play the
advantage rather than move the ball back to the place of the foul. To play
the advantage requires a roll of 4+ on a d6. If the roll is successful then no
free-kick is taken an play continues normally. A penalty will occur if a turnover
results from a foul action in the penalty area. The closest attacking player is
given the ball and is moved to the penalty spot where the kick is taken from. If
the penalty spot square is occupied by another player then the players coach
may nominate an adjacent square for the player to be placed in.
As with a free-kick no tackle zones affect the kicking player. Penalty-kicks are
considered to be done at quick pass range so a -1 save modifier applies. The
goal keeper (if still on the field) must be placed in the end zone in the centre of
the goal (equal number of goal squares to each side). If this square is occupied
then the square must be vacated in the same way as for the penalty spot. If
a penalty-kick fails, but the ball remains in play a turn-over does not occur, so
the kicking team may attempt to reclaim the ball, however no shots, or passes
may be attempted until their next turn. A penalty-kick that is saved, goes out
of bounds or scores counts as a turn-over as usual.
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3.5 Corner and Goal Kicks.


If the ball goes out of bounds behind the goal then either a goal-kick or a
corner-kick will result. If the ball was last touched by a played attacking that
end then a goal-kick results. The ball is given to the goal-keeper. If the goal
keeper is stunned, off the field or out side of the penalty area then the ball is
given to any defender in the penalty area. Failing this the ball is placed on the
penalty spot. A corner-kick is awarded if the ball comes off a defending player
and goes out of bounds behind the goal. The ball is placed in the corner most
square of the end zone on the side of the goal the ball went out on. The closest
attacking player may take the corner-kick which counts as a pass action.

4 New Skills and Skill Modifications


These skills do not replace the skills already found in Blood Bowl, but supplement them. All skills are used in same way as in Blood Bowl. Either a re-roll,
dice modification or agility roll. Any skill mentioned elsewhere, but not here will
be in Blood Bowl or Death Zone rule books.

4.1 Redundant Skills


The existing Blood Bowl and Death Zone skill descriptions that are no longer
relevant are Kick, Big Hand, Diving Catch, Extra Arms, Hailmary Pass, Safe
Throw, Strong Arm, and Sure Hands. These skills have either been replaced
or modified for use in Blood Bowl Soccer.

4.2 New Skill Descriptions


Back Heal
Passing skill. The player with this skill can kick the ball up to 2 squares in a
backwards direction. This is not a pass so if it is not received by player on
back-healers side no turn over will occur.
Block
General skill. This skill is identical to the existing Block skill with the addition
that if a player with the ball is pushed back the blocking player may attempt to
steal the ball from the blocked player if they choose to follow up. To steal
the ball requires successful base agility roll and the blocking player will then
have possession of the ball.

14

Curving Kick
Passing skill. A player with this skill to attempt to kick around other players to
avoid interception attempts. The ball can be kicked up to 2 squares diagonally
from kicker before going straight to a target square. Ball may move diagonally
at beginning of kick, at end of kick or both so long as it doesnt travel more than
2 squares diagonally from its forward direction.
Diving Header
Agility Skill. When a player is in the goal box he may move up to one square
(as for Diving Tackle) to shoot the ball at goal. The player may not do this if
he already has the ball, only if the ball ends in an adjacent square in the goal
box as a result of inaccurate pass etc.
Diving Save
Goal keeper skill. The goal keeper may move or dive an extra square to save
a shot at goal. The goal keeper will end in a prone position, but no injury roll
is made. The goal keeper is assumed to have control of the ball in this prone
position (unless the ball was fisted). The goal keeper may dive over prone
players.
Dribble
Agility skill. This is the works the same way as the Catch Skill in the normal
Blood Bowl game.
Extra Arms
Goal keeper skill/Physical ability. This skill is the same as extra arms in the
standard Blood Bowl, but may only be taken by goal keepers. The bonuses
apply to saving.
Extra Legs
Physical ability. This replaces the extra arms skill found in the normal Blood
Bowl game.
Fist
Goal keeper skill. Fisting or punching the ball away instead of catching the ball
is easier, but it is not necessarily a safer option. The ball will scatter 3 times
15

using the d8 scatter template from the goal keepers position. Fisting gives +1
modifier to save.
Goal Kick
Goal keeper skill. This allows a goal keeper to re-roll inaccurate and fumbled
goal kicks.
Goalies Leap
Goal keeper skill. This skill enables a goal keeper to leap over another player
to save a shot at goal. The ball must, if the other player was not there, be in a
savable position. This skill may be combined with Diving save.
Growth
Physical ability. This gives a +1 to save for goal keepers, and a +1 to intercept
for players.
Hold Off
Strength skill. This skill allows a player to negate a tackle zone effect. If the
player has strength 5 or greater then he can attempt to negate a further tackle
zone on roll of 4+.
Long Arms
Goal keeper/Physical ability. Any player with this attribute can save with a +1
modifier.
Pass/Shot Block
General skill. This is the same as Pass Block in normal Blood Bowl, but
extended to include the fact it may be done against shots as well as passes.
Pass/Shot Save
Goal keeper skill. This skill is much the same as Pass Block in normal Blood
Bowl. This skill allows a goal keeper to move up to 3 squares to save a ball
by either catching at -2 or fisting (if the goal keeper has the Fist skill) at -1
modifier.

16

Penalty Kick
Passing skill. Players with this skill may re-roll inaccurate or fumbled penalty
shots. The goal keeper receives a -1 save modifier when attempting to save
penalty shots taken by players with this skill.
Safe Hands
Goal keeper skill. The goal keeper may re-roll a failed save.
Shoot
Passing skill. This allows a player to re-roll shots and passes. It is basically
the same as the Pass skill in normal Blood Bowl.
Sliding Tackle
General skill. The player can attempt to get ball from opposing player in an
adjacent square without throwing a block.
Steal Ball
General skill. The player may re-roll any failed attempt to get the ball after
pushing back opposing player with ball during a block. This skill represents
how good a player is at tackling the ball away from another player.
Strong Kick
Passing skill. This is the same as Strong Arm in Blood Bowl.
Super Kick
Passing skill. This skill is the same as Hail Mary Pass in normal Blood Bowl.
This kick scatters the same way a long bomb scatters.
Trap Ball
Agility skill. This is the same a Diving Catch in Blood Bowl.
Tricky Kick
Agility skill. This gives a modification of -1 to any attempt to steel the ball off a
player after a push back during a block action.
17

Volley
Agility skill. The player does not have to control the ball before passing or
shooting. With this skill is it is possible to pass twice in a single turn rather
than only once. A player with this skill may choose to Dribble and maintain
the ball OR do an immediate pass or shot. This skill cant be used more than
once in a single turn.

5 New Game Pieces and Special Play Cards


5.1 New Game Pieces
There are a few new game pieces that need to be made, but can be done
so very simply. The goal template can easily be made from card-board. I
painted the centre circle and the goal box markings on clear plastic sheets
so they could be just placed on the board. The boards markings still being
visible through the plastic. It is easy enough to combine the goal box and
goal template as a single piece to reduce the amount of slide that some times
occurs. Templates for these pieces can be found in the end of this document.

5.2 Special Play Cards


The special play cards, leagues, and competitions found in the existing Blood
Bowl game can easily be adapted to suit this variant. I made no attempt to The
following are a couple of ideas I have had regarding special play cards. Unlike
the above rules they have not been play tested.
Gazzas Knee
Random event. Play this card when an player of the opposing team has gone
for it, play this card. Unfortunately they suffer a nasty knee injury and must
miss the remainder of the game and the following game. Roll a dice. On a roll
of 6 the injury will be niggling!!
Magic Wall
Magic Item. Play this card just after the opposing team has made an accurate
shot at goal. Suddenly a invisible wall covering the goal mouth will be produced. The ball will rebound back in to the field d6 squares according to the
throw in template. Count the end zone as the first square.

18

Cantona Kick
Random Event. This card can be played on an opposing player who is about
to commit a foul action. The player reacts badly to the crowds reaction and
lashes out. The player is immediately sent off and banned for the remainder of
the game, and the team loses 1d6 x 100000gp of gate takings.
Bribe the Goalkeeper!
Random Event. Play this card on the opposing team when their goalkeeper is
about to make a save. It is discovered that the goalkeeper has been bribed
into throwing the match and deliberately dives in the opposite direction letting
the ball head unopposed towards goal. Not only does the keeper not make
any save, but after the match disappears with any team winnings. On a roll of
6 he will never return to the team!

6 The Teams
These are all the Blood Bowl teams converted for the soccer variant. No star
players have been converted since that can be easily done with the skills listed
above. The re-roll counter costs can be found in the Blood Bowl and Death
Zone rule books.

Player
Goal Keeper
Chaos Beastmen
Beastmen Forward
Chaos Warrior Defender

Player
Goal Keeper (Hobgoblin)
Hobgoblin Mid-Fielder
Hobgoblin Forward
Dwarf Defender

Qty.
1-2
0-11
0-2
0-2

Qty.
1-2
0-11
0-2
0-4

Chaos
Skills
Safe Hands, Goal Kick
Horns
Shoot
Steal Ball

Chaos Dwarfs
Skills
Safe Hands, Goal Kick
None
Dribble, Shoot
Block, Tackle,
Thick Skull, Steal Ball

19

MV
6
6
6
5

MV
6
6
6
4

ST
3
3
3
4

ST
3
3
3
3

AG
3
3
3
3

AG
3
3
3
2

AV
8
8
8
9

AV
7
7
7
9

Cost
70,000
60,000
70,000
100,000

Cost
60,000
40,000
70,000
70,000

Player
Goal Keeper
Long Beards
Forward
Defender
Troll Slayer

Qty.
1-2
0-11
0-2
0-2
0-2

Player
Goal Keeper
Mid-Fielder
Forward
Defender
Witch Elf

Qty.
1-2
0-11
0-2
0-2
0-2

Player
Goal Keeper

Qty.
1-2

Mid-Fielder
Forward
Defender

0-11
0-2
0-2

Player
Goal Keeper

Qty.
1-2

Mid-Fielder
Forward
Defender

0-11
0-2
0-2

Player
Goal Keeper
Mid-Fielder
Phoenix Warrior
Lion Warrior
Dragon Warrior

Dwarfs
Skills
Safe Hands, Goal Kick, Thick Skull
Block, Thick Skull, Tackle
Dribble, Shoot, Thick Skull
Block, Thick Skull, Steal Ball
Block, Thick Skull, Frenzy,
Dauntless

Dark Elves
Skills
Safe Hands, Goal Kick
None
Shoot
Block, Steal Ball
Frenzy, Dodge, Jump Up

Goblins
Skills
Safe Hands, Goal Kick, Stunty,
Right Stuff, Dodge
Stunty, Right Stuff, Dodge
Dribble, Shoot, Right Stuff, Stunty
Steal Ball, Stunty, Right Stuff,
Dodge

Halflings
Skills
Dodge, Safe Hands, Goal Kick,
Stunty, Right Stuff
Dodge, Stunty, Right Stuff
Dribble, Stunty, Right Stuff, Shoot
Dodge, Stunty, Right Stuff,
Steel Ball

Qty.
1-2
0-11
0-2
0-2
0-2

High Elves
Skills
Safe Hands, Goal Kick
None
Dribble
Shoot
Block, Steal Ball

20

MV
5
4
6
5
5

MV
6
6
7
6
7

ST
3
3
3
3
3

ST
3
3
3
3
3

AG
3
2
3
3
2

AG
4
4
4
4
4

AV
9
9
8
9
8

AV
8
8
8
8
7

Cost
80,000
70,000
80,000
80,000
90,000

Cost
80,000
70,000
100,000
90,000
110,000

MV
6

ST
2

AG
3

AV
7

Cost
60,000

6
6
4

2
2
4

3
3
2

7
7
9

40,000
50,000
50,000

MV
5

ST
2

AG
3

AV
6

Cost
40,000

5
5
5

2
2
3

3
3
3

6
6
6

30,000
40,000
40,000

MV
6
6
6
8
7

ST
3
3
3
3
3

AG
4
4
4
4
4

AV
8
8
8
7
8

Cost
80,000
70,000
80,000
90,000
100,000

Player
Goal Keeper
Mid-Fielder
Forward
Defender

Player
Goal Keeper
Mid-Fielder
Forward
Black Orc
Defender

Player
Goal Keeper
Mid-Fielder
Gutter Runner
Defender

Qty.
1-2
0-11
0-4
0-4

Humans
Skills
Safe Hands, Goal Kick
None
Shoot, Dodge, Dribble
Block, Steel Ball

MV
6
6
6
6

ST
3
3
2
3

AG
3
3
3
3

AV
8
7
7
8

Cost
80,000
50,000
90,000
70,000

Qty.
1-2
0-11
0-2
0-4
0-4

Orcs
Skills
Safe Hands, Goal Kick
None
Dribble, Shoot
None
Block, Steal Ball

MV
5
5
5
4
6

ST
3
3
3
4
3

AG
3
3
3
2
3

AV
9
9
9
9
9

Cost
70,000
50,000
70,000
90,000
80,000

Qty.
1-2
0-11
0-4
0-2

Skaven
Skills
Safe Hands, Goal Kick
None
Dodge, Shoot
Block, Steal Ball

MV
7
7
9
7

ST
3
3
2
3

AG
3
3
4
3

AV
7
7
7
7

Cost
70,000
50,000
80,000
90,000

Player
Goal Keeper

Qty.
1-2

Skeleton
MidFielder
Zombie
MidFielders
Ghoul Forward
Wight Defenders

0-11

Undead
Skills
Safe Hands, Goal Kick,
Regenerate
Regenerate

0-8

Regenerate

30,000

0-4
0-2

7
4

3
4

3
2

7
9

70,000
90,000

Mummy

0-2

Dodge, Shoot, Regenerate


Block, Steal Ball,
Regenerate
Mighty Blow, Regenerate

100,000

MV
7
7
9
7
8

ST
3
3
2
3
3

AG
4
4
4
4
4

AV
7
7
7
7
7

Cost
80,000
70,000
90,000
90,000
120,000

Player
Goal Keeper
Mid-fielder
Forward
Striker
Wardancer Defenders

Qty.
1-2
0-11
0-4
0-2
0-2

Wood Elves
Skills
Safe Hands, Goal Kick
None
Dribble, Dodge
Shoot
Block, Steel Ball, Dodge,
Leap

21

MV
5

ST
3

AG
3

AV
9

Cost
40,000

30,000

Index
Back Heal, 14
Block, 14

Star Player Points, 8


Goal Kick, 16
Goal Kicks, 14
Goal Posts, 7
Goalies Leap, 16
Goals, 4
Goblins, 20
Growth, 16

Centre Circle, 4
Centre Circle Template, 18
Chaos, 19
Chaos Dwarfs, 19
Corner Kicks, 14
Curving Kick, 15

Halflings, 20
High Elves, 20
Hold Off, 16
Humans, 21

Dark Elves, 20
Diving Header, 15
Diving Save, 15
Dribble, 15
Dwarfs, 20

Kick Off, 6

Extra Arms, 15
Extra Legs, 15

Long Arms, 16
New Field, 4

Field, 4
Centre Circle, 4
Goals, 4
Penalty Area, 4
Fist, 15
Fouls
Freekicks, 13
Penalties, 13
Play the Advantage, 13
Freekicks, 13

Orcs, 21
Pass/Shot Block, 16
Pass/Shot Save, 16
Passing, 6
Penalties, 13
Penalty Area, 4
Penalty Kick, 17
Play the Advantage, 13
Redundant Skills, 14

Game Pieces, 18
Centre Circle, 18
Goal Box, 18
Goal Template, 18
Special Play Cards, 18
Goal Box Template, 18
Goal Keepers, 8
Blocking, 8
Goal Kicks, 14
Saving Shots, 8
Sizes, 10

Safe Hands, 17
Save Modifiers, 7
Saving Shots, 8
Scattering
Passes, 7
Shots, 7
Shoot, 17
Shooting, 6
Skaven, 21
Skill Descriptions, 14
22

Skills
Agility Skills
Diving Header, 15
Dribble, 15
Trap Ball, 17
Tricky Kick, 17
Volley, 18
General Skills
Block, 14
Pass/Shot Block, 16
Sliding Tackle, 17
Steal Balll, 17
Goal Keeper Skills
Diving Save, 15
Extra Arms, 15
Fist, 15
Goal Kick, 16
Goalies Leap, 16
Long Arms, 16
Pass/Shot Save, 16
Safe Hands, 17
Passing Skills
Back Heal, 14
Curving Kick, 15
Penalty Kick, 17
Shoot, 17
Strong Kick, 17
Super Kick, 17
Physcial Abilities
Long Arms, 16
Physical Abilities
Extra Legs, 15
Growth, 16
Redundant Skills, 14
Skill Descriptions, 14
Strength Skills
Hold Off, 16
Sliding Tackle, 17
Special Play Cards, 18
Bribe the Goalkeeper, 19
Cantona Kick, 19
Gazzas Knee, 18
Magic Wall, 18

Steal Ball, 17
Strong Kick, 17
Super Kick, 17
Teams, 19
Chaos, 19
Chaos Dwarfs, 19
Dark Elves, 20
Dwarfs, 20
Goblins, 20
Halflings, 20
High Elves, 20
Humans, 21
Orcs, 21
Skaven, 21
Undead, 21
Wood Elves, 21
Trap Ball, 17
Tricky Kick, 17
Undead, 21
Volley, 18
Wood Elves, 21

23

24

25

26

27

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