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BLOOD BOWL

BLOOD ON THE ICE


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Our Half!!
DEFEND THIS
BLOOD ON THE ICE

In the depths of Winter when the snow drifts deep on the pitches Blood Bowl fans lace knives to their
boots and skate out on to the frozen lakes to play a variant of their favourite game and spill hot blood
on the ice!

Rink

The rink is a large rounded rectangle bounded by fences with two goal boxes
surrounded by fences on three sides set in from either end. Each goal has a
‘defence zone’ at the front marked by a large D scratched or painted onto the
ice. The centre third of the rink is defined by a line at either end and is known
as the neutral zone, and in the very centre of the rink is the faceoff circle and a
centre line.

Game length

The game consists of two halves comprised of six turns each.

Player Setup

At the start of each half, and at the start of each turn after a goal is scored, a
face-off occurs. Each coach sets up seven players on the rink. Roll a dice to
determine who places the first player and then each coach alternates placing
players. One and only one player from each team must be set up in their team’s
half of the face-off circle. A maximum of two players may be set up in the neutral
zone, but outside of the face-off circle. The remaining players may be set up
anywhere else in their team’s half of the rink. The ball is then thrown up in the air
by the referee, lands in the centre of the circle, and skids. The turn then begins.

If a coach has fewer than 7 players available, due to injury or death, they must
set up as many players as possible, adhering to the rules above. If a coach
cannot set up at least one player they lose the match regardless of the score.

Bench

Some teams will have more than seven players. Any extra players that are not
set up on the rink are held in reserve, and may be set up in future in the event of
injuries or substitutions.

Turn Order

At the start of each turn both coaches place a number of tokens into a bag equal
to the number of players they have on the rink. Each coach’s tokens should
be a unique colour, but otherwise identical, i.e. one coach might use red poker
chips, while the other might use blue poker chips. Tokens are then drawn at
random. After each token is drawn the coach whose colour has been drawn
must activate one of their players. After that activation is resolved the next token
is drawn, and so on. When all tokens have been drawn that turn is over. Each
player on a team may be activated once and only once during each turn, you
may wish to place the spent token next to the activated player to help keep track
of this.
Movement Templates and player bases

Blood on the Ice uses player bases that are circular with two flat edge one of
which indicates the player’s front facing and one their rear.

Movement is determined by a selection of movement templates. Each template


has a Movement Value which corresponds to the player’s movement statistic.
Some templates are also marked with a Movement Bonus which is a modifier
applied to various game effects such as Slams and picking up the ball.

Activating a player

When a player is activated their coach declares either Move or Pass. Blood on
the Ice does not have blitzes or fouls, instead any move can be a blitz or a foul
as long as you choose the right templates!

Moving

To move a player the coach selects templates with a total MV (movement value)
equal to or less than the players movement stat.

The selected templates are then placed in a chain, in any order, with one
short edge aligned centrally on the active player’s base’s front facing. Once
a template has been placed it may not be moved or swapped, and the move
must be attempted even if doing so disadvantages the player. This is to avoid
lengthy faffing around with coaches trying to find the most optimal path and
to encourage them to develop their instincts - plus it’s funnier when stuff goes
wrong.

When multiple templates are placed each individual template is considered a


section of that player’s movement. When only a single template is placed the
player’s movement has one section.

Assuming nothing impedes their path the player is then placed with the rear
facing of their base aligned centrally against the far short edge. In this example the Human Centre
has chosen an MV1 and an MV3
A player may choose to select no movement templates, if they do so they may template (a total of MV4). The Black
rotate upon the spot to any direction. Orc overlaps the Centre’s movement,
so the Centre will collide, causing a
Slam! Because the collision will take
Obstacles place on the MV3 straight template
the Centre will get a +1 movement
If a player’s movement template or their final position overlaps any obstacle – bonus to their strength during the
another player, a fence, or the ball – rather than simply picking the player up slam.
and placing them at the end of the template, the player must be moved along
the path of the template, colliding with obstacles in order. Note that because the
player bases are wider than the movement templates this may result in collisions
that would not otherwise occur!

If a player collides with a standing opposing player or a fence a slam occurs.

If a player collides with a prone opposing player an overrun occurs; roll for
armour and injury against the down player and resolve any injury. Regardless of
the result make an agility roll for the active player. If the active player fails they
are knocked down on the far side of the opposing player. If the active player
succeeds they continue their move as normal.

If a player collides with a friendly player the player may choose to stop in base
contact with the friendly player or continue their move with no penalty.

If a player collides with the ball they must attempt to pick it up as described
below.
Tackle Zones

Blood on the Ice does not use the same mechanics for tackle zones as blood
bowl. Ice is too slippery to really easily hold ground on and skaters move too
fast. Instead we use the concept of base contact to simulate certain effects.

Base Contact

If a player begins their activation in base contact with a fence or one or more
friendly players they may choose to rotate by up to 90 degrees before placing
their chosen movement templates. This free rotation does not cause a slam. If
they choose to rotate in this way the player reduces their movement stat by 2 to
a minimum of one for the duration of this activation.

If a player begins their activation in base contact with one or more standing
opposing players they may declare a Slam without moving, or attempt a move or
pass action as normal. If their movement template overlaps the opposing player
a slam will occur as normal but the active player does not get the movement
bonus of any template they have placed as they have not moved yet. If their
movement template does not overlap the opposing player the active player must
attempt a dodge.

If a player begins their activation in base contact with a prone opposing player
they act normally, but may choose not to overrun the prone player if they wish.

A player in base contact with a standing opposing player has a -1 penalty to


catch, pass and interception rolls for each standing opposing player in base
contact with them.

Dodging

If a player attempts to move out of base contact with a standing opposing


player without initiating a slam (i.e. by placing a movement template so that
it does not overlap the opposing player), or elects to dodge (using the dodge
skill) rather than slam when moving past a standing opposing player, the active
player must make an agility test. If successful the player continues their move,
if unsuccessful the player is knocked down in base contact with the opposing
player.

Ball mechanics and scoring

In Blood on the Ice players attempt to pick up the ball, and either physically
skate it into the opponents goal, or throw it in. If a ball ends up in a players goal
by any means it counts as a goal.

The ball may be thrown to any position on the rink or passed between players
and intercepted by opposing players as in blood bowl. Blood on the Ice uses the
straight movement templates to determine throwing range, with MV1 being a
quick pass up to MV4 being a Long Bomb. The interception corridor is as wide
as the widest possible placement of the template with only the corner touching
the throwing players base, as illustrated.

Inaccurate passes cause the ball to skid rather than scattering.

If a ball lands without being caught it skids.


In this example the Centre is
If the ball would skid or is thrown out of the rink skid it stops against the edge of attempting to throw the ball to the
the rink. defender. The MV3 template indicates
it is a long pass, and the goblin may
attempt an interception.
Picking up the ball

Any player that starts their activation in base contact with the ball, or whose
movement template or final position overlap the ball must attempt to pick it up.
If a player starts in base contact with the ball they may choose to place their
movement templates before or after attempting to pick up the ball. To pick up the
ball the player makes an agility roll, subtracting any movement bonus on the
movement template at the position of the ball from the result of the roll (using the
lower value if overlapping sections). If successful, the player picks up the ball.
If unsuccessful the player completes their movement as normal, and the ball
skids.

If a player carrying the ball is knocked down the ball is dropped and it
immediately skids from the players position.

Skidding Balls

When a ball skids roll a scatter dice, and place the MV1 straight template with
one short edge at the position the ball is skidding from and aligned with the
arrow on the scatter dice. Move the ball along the template to the end, stopping
if it encounters any obstacle.

If this takes the ball into a goal box this counts as a goal.
Slams

Player Slams

When an active player Slams an opposing player the following sequence occurs.

1: Position - Move the active player (the attacker) along their movement
template until they reach base contact with the obstacle player (the defender).

2: Calculate attacker’s Strength bonus – Determine the movement bonus for


the section of the attacker’s movement at which they makes contact with the
defender. If the attacker’s base overlaps a boundary between sections use the
higher bonus. Add this to the attacker’s strength stat.

3: Calculate defensive Assists – If the defender is in base contact with one or


more standing friendly players they receive a +1 bonus to their strength equal to
the number of friendly players they are in base contact with.

4: Apply all relevant strength modifiers, compare the attacker and


defender’s strengths and roll slam dice – If both player’s modified strengths
are equal, roll one slam dice. If one player’s modified strength is higher than the
others, roll two slam dice. If one player’s modified strength is more than double
the others, roll three slam dice. When rolling two or three slam dice the coach
controlling the player with the highest modified strength score chooses which
dice to resolve.

5: Resolve chosen slam dice. Slam dice have five possible results, they are:

Shove (push): The attacker powers into the defender, forcing them
backwards. Place the defender face to face with the attacker and move
the pair in the direction of the attackers movement a distance equal to the
MV1 straight template (using the defender’s base to align the template
to), or until another obstacle is encountered. If a second obstacle is
encountered resolve the collision between the defender and the new
obstacle treating the obstacle as a new attacker. The original attacker
does not collide with the defender again in this case..

Bounce (attacker down): The attacker bounces off the defender and
loses their footing. The attacker is knocked down. Place the attacker
prone in base contact with the defender.

Trip (defender stumbles): The defender is pushed aside and trips over
their own feet. The defender is knocked down. The attacker may choose
to complete their move or not.

Smash (defender down): The defender is smashed to the ground. The


defender is knocked down. The attacker may choose to complete their
move or not.

Tangle (both down): The impact knocks both players off their feet. Both
players are knocked down.

Fence Slams

The edge of the rink and the goal box are surrounded by fences set deep into
the ice. If a player’s movement causes them to collide with a fence resolve a
slam against that player, treating the fence as the attacker with a base strength
equal to the player and ignoring all modifiers. Bounce results have no effect. i.e.,
roll a one dice slam against the player.
Knock Downs

As blood bowl.

Standing Up

A player that begins their activation prone, but not stunned, may stand up. Place
the player upright facing any direction. This player reduces their movement stat
by 2 to a minimum of one for the duration of this activation.

Scoring, Goals and defence manoeuvres

A goal is scored when the ball, or a player carrying the ball, enters either teams
goal box by any means. When a goal is scored, resolve the active players
activation, including any slams, but with the following additional rules. This ends
the turn.

If a player carrying the ball places a movement template that overlaps or enters
the opposition’s goal, before resolving the movement, the opposing coach may
nominate one of their players whose base is entirely or partially within their
defence zone and immediately make an agility test for that player. If successful
this player may be moved directly into the path of the ball carrying player as long
as this movement does not take them outside of the defence zone. An opposing
coach may not do this if any of their players already overlap the movement
template of the active player along any portion between the active player and the
opposing coach’s goal box.

If a ball thrown by the active player will land in or be caught by a player in the
opposing coach’s goal, before resolving the throw the opposing coach may
nominate one of their players whose base is entirely or partially within their
defence zone and immediately make an agility test for that player. If successful
this player is moved underneath the passing template, but not out of the
defensive zone, and may attempt an interception.

Note that own goals and skidding balls can never be countered by players in the
defence zone.
Building a team

Starting teams are built to a value of 600,000 gold pieces.

Human Team

Qty Position Cost M S A AV Skills Normal Double

0-2 Centre 90,000 4 3 3 8 Slam GS AP

0-2 Catcher 70,000 4 2 3 7 Catch, Dodge GA SP

0-2 Winger 70,000 4 3 3 8 Sure Hands, Pass GP AS

0-3 Defender 50,000 3 3 3 8 Blocking Interception G ASP

0-1 Ogre 140,000 2 5 2 9 Bone Head, Loner, S GAP


Mighty Blow, Thick Skull,

0 – 6 Re-roll counters: 50,000 gold pieces each

Orc Team

Qty Position Cost M S A AV Skills Normal Double

0-2 Centre 80,000 3 3 3 9 Slam GS AP

0-2 Winger 70,000 4 3 3 8 Sure Hands, Pass GP AS

0-2 Defender 50,000 3 3 3 9 Blocking Interception G ASP

0-1 Black Orc 80,000 2 4 2 9 GS AP

0-2 Goblin 40,000 3 2 3 7 Stunty, Dodge A GSP

0-1 Troll 110,000 2 5 1 9 Loner, Really Stupid, S GAP


Mighty Blow, Thick Skull

0 – 6 Re-roll counters: 60,000 gold pieces each

Players Stats

Qty indicates the number of this type of player a team may purchase

Position indicates the type of player this is

Cost indicates the cost the team must pay to buy the player

M (Movement) dictates which movement templates the player may use

S (Strength) is the brute physical force of the player, mainly used for slams.

A (Agility) is the manoeuvrability and ball handling capacity of the player.

AV (Armour Value) indicates how resistant to injury the player is.

Skills lists any skills the player starts with


Normal describes what type of skills the player may learn on normal
improvement roles

Double describes what type of skills the player may learn on improvement roles
that roll doubles.
Skills

General

Blocking Interception. This player may make a blocking interception in place of


a normal interception if they are within their own defence zone. This interception
is made with a +2 modifier. A blocking interception never results in a catch.
Instead, if the roll was successful, the ball skids from the intercepting player’s
position. A failed blocking interception has no effect as per normal interceptions.

Dauntless. As Blood Bowl but replace all instances of block with slam.

Slam. This player may choose not to be knocked down when a slam results in a
tangle.

Sure Hands. As Blood Bowl.

Tackle. Opposing player may not use the dodge skill to dodge past or away from
this player.

Wrestle. As Blood Bowl but replace Block with Slam and Both Down with Tangle.

Passing

Accurate. The player may add 1 to the d6 roll when passing.

Dump-Off. This allows the player to make a quick pass when an opponent
causes a slam against him, allowing the player to get rid of the ball before he
is hit. Work out the Dump-Off pass before the opponent makes the slam. The
normal throwing rules apply. After the throw is resolved your opponent completes
the slam, then carries on with his activation. Dump-Off may not be used in
conjunction with the Bombadier or Throw Team Mate skills.

Leader. A team with one or more players with the Leader skill may take a single
Leader Re-roll counter and add it to their team re-rolls at the start of the game
and at half time after any Master Chef rolls. The Leader re-roll is used exactly
the same in every way as a normal Team re-roll with all the same restrictions. In
addition, the Leader re-roll may only be used so long as at least one player with
the Leader skill is on the rink – even if they are Prone or Stunned! Rerolls from
Leader may be carried over into Overtime if not used, but the team does not
receive a new Leader re-roll at the start of Overtime.

Nerves of Steel. The player ignores modifiers for base contact when attempting
to pass, catch or intercept.

Pass. As Blood Bowl.

Safe Throw. As Blood Bowl.

Strength

Break Tackle. As Blood Bowl.

Grab. When making a slam, if the slam results in a shove this player may
choose to rotate himself and his opponent to any direction before resolving the
MV1 straight move. Grab and Side Step cancel each other out and the normal
shove rules apply.

Juggernaut. As Blood bowl but replace block and blitz with slam, both down with
tangle and pushed with shove.

Mighty Blow. As Blood Bowl but replace block with slam.

Piling on. As Blood Bowl, but replace Block and Blitz actions with Slams and
replace adjacent and mentions of player’s squares with base contact.

Stand Firm. As Blood Bowl, but replace block with slam and pushed with shove.

Strong Arm. As Blood Bowl.

Thick Skull. As Blood Bowl.

Agility

Catch. As Blood Bowl.

Diving Tackle. The player may use this skill when an opposing player attempts to
dodge away or past them. The opposing player must subtract 2 from their dodge
roll. Diving tackle may be used on a re-rolled dodge roll if not declared for use on
the first Dodge roll. As Blood bowl otherwise, but remove mention of squares.

Dodge. This player may choose to attempt to dodge around an opposing player
instead of causing a slam when their movement template overlaps the opposing
player.

Jump Up. The player does not reduce his movement stat by 2 after standing up.

Reversal. This player may reverse their facing during a move, ending their move
with their front facing touching the end of the movement template rather than
their rear facing.

Side Step. When this player is shoved his coach may choose to rotate the
player and his opponent to any direction before resolving the MV1 straight move.
Grab and Side Step cancel each other out and the normal shove rules apply

Skate Backwards. This player may place their movement templates against their
rear facing, and end their move with their front facing placed against the far end
of the template.

Extraordinary

Bone Head. As blood bowl.

Loner. As blood bowl.

Stunty. This player gets +1 to dodge rolls, but -1 to throw the ball. In addition,
this player treats a roll of 7 and 9 on the injury table as KO’d and Badle hurt
respectively.

Really Stupid. As Blood Bowl, but replace the requirement for an adjacent
friendly player with a friendly player within the range of the MV1 straight
template.

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