Professional Documents
Culture Documents
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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2
4
4
6
6
6
8
13
14
14
14
14
18
18
18
19
21
25
26
27
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.
-1
0
+1
+2
Distance Scattered
(Random Direction)
1-2 squares
1-3 squares
1-4 squares
1-6 squares
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 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.
10
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
11
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.
12
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.
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.
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
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
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