Professional Documents
Culture Documents
ELFHEIIVI
E.AGLES
The Eagles are a young
team (young In Elf
terms, of course; many
players a re 250 or
overll, but t his hasn't
stopped them realising
their p otential as one of
the finest passing play
teams in the wo,ld. La.st
year they made it all the
way to the Blood Bowl
semi-finals, ond many
experts are tippi ng
them tor the top in the
'88 season.
BRIGHT
CRUSADERS
The Crusaders could be
a truly great Blood Bowl
team, if it wasn't for
one serious handicap -
they never, ever, cheatl
While other teams are
preparing for their next
match by bri bi ng
referee's, the Crusaders
are performing charity
I
matches • a fact that
will keep them in the
middle of their Divisions
u ntil they shape up and
learn to play dirtyl
CONTENTS
SECTIOf~ INTRODUCTION
l<i'O.
lm!OOUCTIOS . • . . . .... 2
1 GA.ME COMPONENTS . ••••• 2 "Hi there, sports fans, and welcome to game fending off a challenge from the Ore team The
2 SETT\'iG UP GA'i\E •• . , •.• .4 one in a new season of the world's most Gouged Eye, and it's guaranteed to be a close
3 SEQUENCE OF PlAY • ••• •• •5 violent and anarchistic sport, Blood Bowl/I I'm game. Just before this happens, though, Jim's
4 M0'/£.1,\0ff ..... . .5
5 TACKLE ZONES . . . .6 Jim Johnson, and 111 be your commentator for gonna run through the rules one more timer
6 BlOCI<S ....... .. .. 7 today's match along with Bob Bifford. Howdy,
7 MOMNG THE Bob/" "OK, Bob • here we go/ As you know, folks,
FOOTBALL ............. 8
8 SCATTER •• •• •• •• •• •• .• 9 Blood Bowl is an epic conflict between two
9 TMR.OW.f.'iS •• •• • •• • •• • •• 9 uHowdy Jim, and a very special hello to all our team$ of hesvily~armed and usually
10 STANDING PlAYOIS UP . •• Kl viewers! ltS truly unbelievable to b!I back with psychopathic warriors of all races. Players
11 TOUCHDOWNS . . . . .• iO
U Vi1NNING THE GAME. . . .. 11 you again, isn't it, Jimr' ·pass, throw or run with the ball, ell the while
GAME IN ACTION ...•. 12t13 attempting to get it into the opposite end of
"You said it, Bob/ Well, Jet's get right down the field, the End Zone. Of course, the other
to business. The capacity crowd here in team must try to stop themi using tackles snd
VETERANS RULES ... 14
Middenheim are going absolutely crazy with blocks, and recover the ball for their side. If
1 SEQUENCE OF Pl.AV .••.•• 15 expectation. Any moment now the two teams a team gets a ball over the line into their
2 SETT1'iG UP. .... .. . . .. . 1S for today's match will step out of the tunnel opponent's End Zone it's cs/led a Touchdown;
3 MOVEMENT • ., .... . .... 16
4 TACllE ZONES .• . . .. . 16+17 and onto the Astrogranite"' pitch, and then at the end of the match the team with the most
S P.lOC!<S .... . .......... 18 the mayhem will really break loose. Today Touchdowns wins the game/ How do they do
6 OOO'HIHG THE FOOTBAU.. 18 we'v<t got top-of-the-league Reik/and Reavers it? Just like this..."
vntRMS RIAES
Iii ACTION •. •. . .• . •• \9+20
SPEOAl TEA\1S . .. . .. 2h22
REFEflE.\'tE PAGE •.•••••• 23
1. GAME COMPONENTS
This is a list of what
should be in this box,
and what you are Playing Field: This is the pitch on which the
going to use to play game of Blood Bowl takes piece. It is divided
Playing Pisces: The plastic
Blood Bowl. If any into squares to regulate movement & combat
playing pieces represent the
components arc each square can hold only one Blood Bowl sixteen p layers from each
damaged or missing, player at any one time. team's squad, of whom eleven
please wtite to tho
will be on the field at any one
following oddrcss
(enclosing the ticket At either end of the f ield is the End Zone. If time. They should be carefully
removed from the sprue, and
from the box as proof a teem gets the ball into their opponent's End then slotted into t he plastic
of purchase): Zone they score a Touchdown. These are good slotta·bases like this:
Blood Bowl things to score, as the team with the most
Components, Games Touchdowns wins!
Workshop Ltd,
Chewton Street, Hill · 1· • The special coloured player
T~ set up the p1tc.h for your irst game, s1mi;,tv bases are only used with the
Top. Eastwood, Nous,
NG16 3HY. align the three pieces on a flat surface with . Veterans Rules. Put them to
the Blood Bowl logo in the middle section. one side for the t ime being.
• A large polystyrene Select the two card End Zon~ markers with The plastic football provided
playing pitch the names of the two opposing teams, and with the game can be held by
• 5 card End Zones
drop them into the recesses at each end. a player by simply placing it on
(printed both sides) their base.
• 2 card Dug-Outs
• 32 playing pieces • Also on the field are four lines. two in each
16 per team
• 32 'slotta•bases· half. The two lines nearest to the m iddle show
The next task is to fix the sticky
for tho two teams where players can set up at the start of the numbers to the backs of the
• 20 special player game. players. Each team has sixteen
bases? in 4 different player s, by a r emarkable
colours coincidence numbered from
• 1 shoot of sticky• 1-16. This is where t he stic kers
backed numbers should go:
• 4 plast;c footballs
• 1 plastic range
ruler During a game of Blood Bowl players will often
• 2 transparent be knocked over by tackles, blocks and the like.
templates To show that a particular player has been knocked
• 2 plastic score over, when you are instructed to, place them like
markers this:
• 2 Team Cards
• This rulebook Note that w hen the
• The Blood Bowl Each team's p/ayets may be set up in one of player is k nocked
Handbook the shaded areas shown in the diagram. over his figure is put
• 4 six-sided and 1 face down • this is
eight-sided dice important!
Plastic Range Ru/6r. The ruler is used to measure the range when a player throws the ball.
When you are instructed to measure the range by the rules, place the ·L'I' at one end over
the head of the player throwing the ball and the red line that runs up the centre of the ruler
over the head of the player the ball is being thrown to, as shown below.
If the receiving player overlaps a boundary line between two different ranges on the ruler,
you should take the longer range of the two choices.
The ruler is also used to decide if an opposing player is eligible to make an interception, and
grab the ball before it gets to the player waiting to catch it. To be able to make an interception,
the player must be between the player who threw the ball and the player who was meant
to receive it, and the plastic ruler must pass over at least part of the intercepting player's base.
For example:
z ,.. ~"
. . _. ..
t ,
CAN INTERCEPT CAN'T INTERCEPT t
If tM bal,. thrown to HUrMn p/llyer A, h wll ba • Short. pau. If h & thrown to player B h w/1 H • l.Dng
Bomb /MU, •$ the ,..,.,.•• baN oWMps 11- bortMtfnfl NtWHn Long , . . •nd Long Bomb ,."(/fl,
Only Oru X & Y .,. IJllgl6II to lnttrcapt rM NI. Orc Z b not, Hc.auu no pan of ti,. &ng. RU#r pauas
owrlal»u.
Dug-Outs: Each player is given one Dug-Out the ball travels in. Then simply roll two dice
at the stan of the game. It is used to hold to see how many squares the ball will travel
players that have been injured and, perhaps in that direction, counting from the square
more imponantly, to show the current score marked with the ball.
for the teaml
Transparent Templates: There are two plastic
templates provided with Blood Bowl: the
Scatter Template and the Throw-In Template.
To use the Scatter Template (you'll be told
when to do this by the rules), position the
central square over the football and roll the
eight-sided dice. Then move the ball to the
square indicated by the result of the die roll.
4. MOVEMENT
A player may move up to 6 squares, and may If a player moves into a square In which the
move in any direction or combination of football is lying, they may pick It up, and - if
directions, including diagonally, as long as they they wish and are able - carry on moving.
do not enter a square that holds another player
(from either team), and are not tackled by an Players move and/or block one at a time. In
opponent. A player does not have to move the other words, the coach may move a player and
entire 8 squares in their turn; they don't need then make a block with that player, then move
to move at all, if the coach wishes. and block with another player (blocks are
explained In rules section 6, below). Thi s
carries on until all the players have moved
and/or blocked, or the coach does not want
to move or block with any more players. Note
that players must complete their move before
they block; you cannot move a player 2
squares, make a block, and then move the
player on another 4 or more squares.
"" "'l.:f'
~~!.!
~
~~
.~·•~
- ,
Moving Extra Squares
After a pleyer has moved 6 squares, they can
MoMamtnt: TM Human plr/9, unnot make mo\llJtry to move an extra 1 or 2 squares instead
A as thll spa~ 1$ occup#d, but may m•b mo-wof making a block. As the player enters each
8, 11 combination of tH.goMI and straight mo.,.s.
of the extra squares, roll one die. If it comes
up with a 6 the player has been injured. Roll
Each opposing player has a Tackle Zone. which for each extra square entered; a player can
is basically the area they can reach as an move a maximum of 2 extra squares.
opponent runs past them. If a player moves Injured players should be removed from the
from a square iri a Tackle Zone to another board and placed in the Injured box in the Dug-
square in a Tackle Zone they may be tackled Out. Injured players will drop the football if
by an opposing player. Tackle Zones-and they were carrying it, which will scatter from
tackles themselves are explained funher In the the square where they injured themselves (see
next section. 8, Scatter).
5. TACKLE ZONES
Every standing player has a Tackle Zone, which If a player moves from a square in any
covers the eight adjacent squares around him. opposing player's Tackle Zone to another
It is the area he can reach as he tries to grab square in any opponent's Tackle Zone, roll one
an opponent who tries to get past him: die. On a 6 or 6 the player has been tackled
and is knocked over in the square they moved
into. If the player was also trying to move an
extra square, as described above, they must
still roll for the chance of an injury.
/2 . ~
~
-·--
n.. plr;e1'• TKlt:# ZoM is •hown by tM •hlld«I
After a player has moved, they may try to block any opposing player in a square next to them.
Each player may make one block per Team Turn. Only players on the moving team may make
a block. A block is like a rougher tackle, designed to really stop an opponent in his tracks!
To see if t he block works, roll two dice and total the score, and then refer to this block table:
·BLOCK TABLE .
'
Players who are knocked over should be has baen knocked over. If the ball should end
placed face down as described above. See 10 up in a prone player' s square, roll for scatter
• Standing Players Up, (p10) to find out when to see where it goes.
and how the player can stand up.
Blocking Knocked Over Players
Injured players should be placed in the Injured A player may block a player who has been
box of the team' s Dug-Out. They may be able knocked over. If they try to do so, resolve the
to return to play after a Touchdown has been block on this table instead of the usual one:
scored, but not before.
PRONE BLOCK TABLE
Ball-carrying players who are knocked over or Result
Dlc:e Roll
injured w ill drop the football. Roll for scatter
to see where the ball wlll end up (see B, The blocking player is
2-3
Scatter). knocked over.
4 .9 Nothing happens.
Players who have been knocked over do not
have a Tackle Zone, and may not move or block 10-12 The defending player is
injured; remove him from the
until they have stood up again. The football
can nave, be put in a square with a player who board.
:
Handing-Off
Handing-off the football Is easy: simply
·transfer the ball to any other player in an
adjacent SQuare.
Throwing
Throwing the football is more difficult. First
of all, the coach must declare who the player
is trying to throw the ball to. The football
must always be thrown to another
standing player; it cannot be thrown to
an empty square or to a player who has
been knocked over. Next the coach
must measure the range using the
ruler lsee p31. The coach should
roll two dice, and refer to the
throwing table:
. 2 3 4 5 6 7 8 9 10 1 1 12
QUICK I M M M C C C C C C C
SHORT I I M M M C C C C C C
LONG I I I M M M C C C C C
'
BOMB I I I I. M M M C C C C
A Short Pll.$$ has bo•n thrown to p/4Y(tr A. but ha$ mjnedl TMIYJ(Ol'f ir will scatter from player AS square.
The eight-sided 'scatter dice' is rolled, coming up with a 7, and the ball is moved IIS shown in the dlegrem.
8. SCATTER 9. THROW-INS
Whenever you have to roll for scatter, use the When a ball scatters off the pitch it is
Scatter Template as described on page 3. If Immediately thrown back in by the eager
the ball scatters into a square with a standing spectators! Use the Throw-In Template to
player, that player may pick up the ball work out where the ball goes, using the last
immediately. If it scatters into a square square that the ball crossed before going off
containing a knocked over player, it will as the starting point. If the ball is t hrown into
immediately scatter again from that square. a square containing a standing player, that
player has caught the ball. If a ball is thrown
If the ball scatters off the pitch, it will be to a square with a prone player, the ball will
thrown back in immediately. A ball may scatter scatter from that square.
into the End Zone, if a play~, from the
appropriate side manages to move into the Throw-ins may not be intercepted. If a Throw-
ball's square, a touchdown is scored, see in results in the ball going off the pitch again,
section 11. 7ouchdowns for what happens it will be Thrown~n again, centred on the last
then. square It was In before it left the pitch.
,
.,.
Stand up any players who are lying face up It is important to always place a player face•
at the start of each Team Turn. Having done down when they are first knocked over. This
this, turn over any players that are face down is because whenever a player is knocked over
so that they are face-up lbut still lying on the they must stay down for the rest of the turn,
ground). Note that the players from both and the whole of the next Team Turn. This
teams are stood up and turned over at the start means, for example, that a player knocked
of each and every turn. down in the Defensive Team Turn w ill not be
able to stand up until the start of the next
Defensive Team Turn.
11 . TOUCHDOWNS
.
12. WINNING THE GAME
A game of Blood Bowl is played until one team As an alternative, try playing to a time limit,
has scored a cenain number of Touchdowns. such as an hour or ninety minutes. At the end
The coaches should agree between them of this time the team with the most
before the . match starts how many Touchdowns is the winner. If you are playing
Touchdowns will be needed to win. For your to a time limit, each coach is only allowed 5
first game, we suggest the first team to score minutes to take their Team Turn, to stop time
2 Touchdowns is the winner. This will give you wasting by a team that is in the lead! If a coach
a chance to get the hang of these rules before runs out of time they must finish their turn
you play your first competition game! right there.
THE GAME IN ACTION
S.t up your own plrfmg ~ and follow th/1 .amp#
by moving tltt1 ~ • a, 1hown.
- -
We join the game at the
start of the third turn. The
Ore team, The Gouged Eye.
"'• • "":'
~Bob/Andnow h's
time for tonight's gem,,
which we're joining just
-
' '
"'•
~
won the toss and are the
Offensive Team. Their
human opponents. the
Relkland Reavers, are the
eftw th, whinle's blown.
7INI Gougod E'{fl have th•
ball, but for how longl St•r
Ro,vor p/11y111 Griff
Oberwald said to m, just
-•
"11,ii
1e:;
Defensive Team. The
diagram illustrates the
state of play on the field.
befo,. the match that ha "'· First up, it's the Offensive
waan't going to lat any Team Turn.
quot, grH(Hkinnedscuzz.
buclu1t unquote get in the
way of him and the End
Zone today, and I kind•
bollrlehimt•
• A s ~ , thl,yvegiwn
Urlrik Skullhack fim ,niff of Ore A tSkullheck) moves
the action. Ha m,r look • one square and then
little rough 11nd ready,
a,,ortafans., but this is the blocks human player A
Ore who cht1Wfld an Ogre's (Himmelstein), Two dice are
leg offit;, tM semi-finals of rolled, coming up with a 5
th• 8/oodweiser T,ophy and a 3. The total of 8 is
only last yttar. He's a real looked up on the Block
mean cuswmer, and, yes, it Table, result ing in both
looks like h's going to be 11 players being knocked
patent SkulJhack head-slam down.
on Htlnr1( Himmfllst,in. Ker-
UNNchl..
'-·---
----·
·--·
.,,.,.., .. ~---.,.- ◄
1 . THE TEAM S
2. SETTING UP
Each coach should take all 16 players in their set up a maximum of 11 starting players on
team. The special player bases should be the field. The remaining five players are placed
divided evenly between the coaches (so that in the Reserves box in the Dug-Out.
each has 2 red bases, 4 green, etc) and The remaining rules for setting up given in the
attached as described above. Each coach may Standard Rules are unchanged (see p4).
Instead of moving tha standard six squares, It isll may attempt a Heroic Tackle. Heroic
each player may now move a number of tackles represent those truly desperate leaps
squares equal to their Movement Allowance. to bring down an opposing player • usually
(You'll notice that Ore and Human players all made just as they are sprinting for the End
have a basic MA of 4. Details of the MAs of Zone and gloryl
other races can be found on page 22 of this
rulebook). A player making a Heroic Tackle may move as
If a player moves into a square with the normal, and may Sprint and try to move extra
football, they may pick it up. However, they squares. Unlike normal Sprint moves the player
may not carry on moving - unless they Sprint. . is allowed to enter a Tackle Zone, although they
must stop m.oving as soon as they do so. After
Sprinting the player has moved, they must make the
After they have taken their normal move, a Heroic Tackle against any one adjacent
player may Sprint on for a few extra squares, opponent.
as long as they are not In a 7ilckle Zone when
they have finished their normal move. When The Heroic Tackle is resolved in the same way
a player makes a Sprint they may move a as a normal Veterans Rules tackle (see 5,
number of extra squares equal to their SP below) except that the player making the
characteristic. This move is carried out exactly tackle is always knocked over - no matter what
like a normal move, except that the player may t he result - and must also subtract 2 from their
not enter an opponent's Tackle Zone. AV when making their Armour Roll.
A player who Is Sprinting may then try to move If a player tries to move one or two extra
one or two extra squares, exactly as detailed squares, they must roll for injury before making
in the Standard Rules (but note that a player the Heroic Tackle.
may not try to move extra squares unless they
Sprint). A player who rolls an Injury is placed Sometimes a coach will want to make the
in the Injured box in the Dug-Out, and may not move to enter a Tackle Zone, but not make a
return to play this game. tackle at the end of it. In this case the coach
must roll one die. On a 4-6 the player has been
Heroic Tackles knocked over by the opposing pl eyer and must
Once per Team Turn, a single player on the roll for Injury as above. On a 1-3 the player
moving team (le, the team whose Team Turn remains standing.
5. TACKLE ZONES
Whenever a player moves from one Tackle The player who is moving is the defender
Zone to another they may be tackled, as except In the case of Heroic Tackles (see
before. However, instead of rolling the dice and above), when the moving player is the tackler,
getting the tackle on a 5 or 6, the Veten,ns and the player being tackled is the defender.
Tackle Table given below is used instead.
To resolve a tackle, roll two dice and modify
Tackles the total depending on both players' Agility
when resolving a tackle· , ihe player whose scores (see p17). Then refer to this table:
Tackle Zone is being moved.into Is the tackler.
AND FINALLY
All the other rules given in Standard Blood
TM . _ rol wll H modlf1-d by -3. 4 for Ore A nut to Sowl are unchanged - for the time being. Feel
the tN'O'IIIIW, • nd • nother -2 for Oru B & C; nut to free, however, to experiment with whatever
'""~- / modifications you decide on yourself. There's
An unmodified roll of 2 on the dice is always only one rule - that you and your opponent
an Interception. agree on them being in force before the game
An unmodified roll of 12 always means the ball starts. Apart from that, the game's yours -
has been Caught. have funl
6
THE V E TERANS RULE S IN ACTI O N
THROWING ?
THE FOOTBALL
ORC A
"Gort SJr.ullhacJc's away,
Jim/ This young Ore is
having a truly epic game
today. Incidentally, fact
fans, Gort Is no relation
of Gougad Eye lfnsman
Urltik Skullhock, belng
i n fact thll younger
brother of Severed
Heads rocord·breoking
Elf•maimsr Griskar
HUMAN BLOCKER ATTfMPTING TO Skul/hackl Vaztek's on
TACKLE ORC CATCHER 8UT FAILING his case, though, and
boy oh boy is that guy
having a great gamer
OrcA(GonSkuUhacklisacateher, player B (VaztekJ C8{' try for a knocked over result, so Vaztek
and is going to attempt to get tackle. As human player B is a ends up on the ground and must
down-field to receive a catch from Blocker I.AG 21 he must subtract 2 make an Armour Roll to see if he
the t eam's Thrower, Harg from the die roll. The coach rolls was injured. The dice are rolled,
Vainslayer. He moves as shown. a 7 which, minus 2, gives a final coming up with a total of only 5;
When he enters square 1, human score of 6. This is an Attacker this is less than his AV, so he's OK.
The Ore with the ball prepares to + 1. The dice are rolled, and come
pass It to Ore A (Skullhack). The up with a total of 7, which is
dice roll will be modified by + 1 for increased to 8, and a complete
thrower Vaink.ill's TS, by + 1 for the pass I And now it's the Defensive
catcher's CL, and by -1 because Team Turn, and a chance for the ~
Vainkill is in human C's Tackle ReiklandReaverstostoptheOrcs·'
Zone. for a combined modifer of Touchdown drive,
Oberwald also falls over, because the coach must roll on the Injuryif Oberwald was injured, rolling 2
he mede a Heroic Tack le Table to·see what happened. This dice and adding 2 to the score
(remember that a player who time th• dice come up with a total
because Griff made a Heroic
makes a Heroic Tackle always ends of only 4, resulting in the Ore being
Tackle. Fortune smiles on the
up prone). Furthermore. 1 both stunned. Skullhack's figure is Roaver's star player again as the
playersmustrolltoseeiftheywere remoVed from the board and dice come up 1 and 5; this, after
injured in the tackle. The Ore coach placed in the 'Stunned' box of the
2 Is added because of the Heroic
,ous a 5 and a 6 for a total of 11. Gouged Eye's Dug-Out. Tackle. is st ill less than his AV of
This is more than the SkuUhack,..s 9, Griff is down, but far from out.
Armour Value, so he's injured and The human coach now rolls to see Now where did that football go7
SPECIAL TEAMS
Apart from the teams you will read about In you be the successful coach of the Darkside
this Rulebook, and in the Blood Bowl Cowboys? Read on.
Handbook you'll find in this set, there are many
others, playing in recognised leagues all over You can use these teams either with the plastic
the world. There ere many other Human and figures provided, or by using the appropriate
Ore teams, for example, which you can play figures from the Blood Bowl range of Citadel
using the playing pieces in this set. Miniatures. If you are using the plastic figures
you'll need to write down what type of player
each player is, as the special player bases
All the different races that play Blood Bowl las
provided will not always work with these
well as specific teams and star players) will
teams. For example, if you were using an Elf
receive detailed coverage in future team you might say that players 1 and 2 were
supplements. However, so you can get stoned
Throwers, players 3 to 6 were Catchers and
with your very own Elf team straight away, this
so on.
section presents the basic rules for the most
popular Blood Bowl-playing races. For now, Obviously, the normal Veterans Rules apply,
you'll have to use the Human and Ore playing and you should substitute the team's
pieces, but at least you'll be able to recreate attributes as set out below for the Ore and
some of the famous games you will have read Human attributes that were used in that.
about in the Handbook staright away. Could section.
I ~•
DEATHS HEADS NIGHTWlNGS CODILUAN CIARIONS DWARF ANVILS
Ore lineman Dort Ett Thn,wer Ett Bltzor Dwarf Blocb,
DWARFS
SKAVEN
In complete contrast, Dwarfs know they are never
going to w ork out a successful passing game against It would be a m istake to believe that the recent lack
teams who can intercept th eir pass.e-s ' while they of success enjoyed by Skaven teams in Blood Bowl
are lying down. There have been Individual Dwarfs means they aren' t Potentially useful p layers. You
w ho mad e good catchers (nerves o f steel), but that don't have to go too far back into hist~ry to the time
icy calm ls better di.splayed by noted Blitzers, like when the Skaven Scramblers won th e Blood Bowl
Grlmwold Gri mmbreath o f the Giants. Most trophy two seasons running I Of cou rse, their close
successful Dwarf teams work to the principle that association with Chao t ic Warpst one and the
if their Blitzers can take out all of the other team's resulting m utations help s. but the basic Skaven
potential scorers, and then wear down the rest they p layer has a lot going for him. And t hey have
ought to have somebody left over to score t he managed to produce great players In most positions.
w inning TOs.
MA .SP ST NJ TS CL AV MA SP ST AG TS CL AV
Lineman 3 +2 4 2 -1 0 10 Llnomen 5 +1 3 3 0 ·1 8
Bl..,._ 3 +1 5 2 ·1 ·1 10 Blitz• 5 +2 4 3 0 ·1 8
Bittier 3 +3 4 3 0 +1 10 Cat- 5 +3 2 4 0 +1 7
~ 5 +1 3 3 +1 0 8
Dwar f teams h ave 4 Blockers, 4 Blitzers, and 8
l inemen.
2.kaven teams have 2 Blltzers, 4 Catchers, 2
h rowers and 8 linemen .
ELVES
Most Elf team s reckon that senseless violence has
its place. but the quickest way to get out of the cold
air and back to somewhere they can recite lyric SKELETONS
poetry is to score quick Touchd owns. M ore than Even Tomolandry, famou s coach of the Champ ions
most teams, Elves rely on the accuracy of their of Death admits you can' t expect a lot of Individual
throwers and the icy calm of their catchers. Valen skeletons. They aren't fast, they th row poorly, and
Swift of the Elfheim Eagles is the most famou s they are habitually carried off the field in batches
etuent example, but one can also think of the much • of threes and fours. But, w ith j ust a small dab. of
fancied Cloud Spiralth orn, of th e Unsettled Sea the magic sponge. the Undying Coach can have th e
Elve-s. w h o play In the l.ustrlan Central League. The whole squad back in rattling good form. The longer
unglamourous Linemen simply hold off the other the game goes on, the more likely it is that the
sides' more homicidal players until t he pass is opposition will be bone-tired.
thrown. Being lightly armoured, they don' t
app reciate it if this takes too long. CL
MA SP ST AtJ lS AV
MA SP ST NJ TS CL Al Uneman 3 +2 3 .2 ·1 ·1 7
Uneman 4 +3 3 •3 +1 +1 8 Thrower 3 +2 3 3 0 0 7
Catcher 4 +4 2 4 0 +2 . 8 Cot - 4 +3 2 3 ·1 0 7
~ 4 +3 3 · 3 +2 0 8
Elf teams have 2 Throwers. 6 Catchers. and 8 Skeleton Team s are made up of 12 linemen, 2
Lin emen . Catchers, and 2 Th rowers.
c-
u-
MA SP ST NJ lS CL AV
4
4
+2
+3
3
2
3
4-
0 · -1
0 .+1
Goblin teams have 4 Catchers and 12 Linemen.
8
7
scored, the Skeletons coach may move on e playe
one box towards the reserves box at the stan of eact
of their turns. After a Touchdown is scored, th1
Skeletons coach may move all of their players to th1
Reserves box .
REFERENCE PAGE
STANDARD GAME VETERANS RULES
The Sequence Of Play: The differ ent types of p layer have t he
following characteristics:
A . OFFENSIVE TEAM TURN
- Stand-up playars MA SP ST AG TS CL AV
- Move/block/tackle
- Throw/hand-off Uneman 4 +2 3 3 0 0 9
Blltzer 4 +3 4 3 0 0 9
B. DEFENSIVE TEAM TURN Blocker 4 +1 4 2 -1 -1 10
- Stand-up playars Cetcher 4 +4 2 4 0 +1 8
- Move/block/tackle Throw er 4 +3 2 3 +1 0 8
- Throw/hand-off
2-6 Stunned.
7-8 KO'd.
9-11 Serious Injury.
12 Dead .
DARKSIDE
COVVBOVS
The Cowboys are, many
say, the tMtst of the
Dark Elf teams. Their
combination of high I
Intelligence, natural
grace, degenerate
violence and a hatred of
au other living beings
has helped them to the
top several times.
REIKLAND
REAVER$
The Reavers are the
finest all-round team in
the AFC, if not the
entire NAF, with no
other team coming
close to matching their
consistent winning
record (4 time Blood
Bowl winners, 18 time
Chaos Cup winners!).
Under the captaincy of
star · Blitzer Griff
Oberweld, they
continue to go from
I
strength to strength. I
I
I
I
I