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BLOOD BOWL 3RD EDITION Games Workshop (1994) Rules summary Human Team vs Orcs reference Orcs vs Human Team reference Palm-sized reference

v1
Feb 2009

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Picking up the ball A player moving into a square with the ball in it may attempt to pick it up (and continue moving). If the roll fails. this counts as an accurate pass (+1 to the Catch roll). Three dice: One player is MORE THAN TWICE AS STRONG. Roll for injury. If a boundary line on the ruler is overlapped the longer distance is used. On a 4+ the player returns to play. Throw-ins Balls scattering off the field are thrown in 2d6 squares using the Throw-in template and may bounce or be caught as above. A player making a Blitz may go for it to make a Block. This may occur at any time. If a player scores in the opponent’s turn the benefiting team must celebrate by moving their turn marker one space. Player actions Each player may perform one of the following actions each turn: Blocks Target players must be standing. The player may carry on moving if successful. This does not count as an action. May only be performed by one player per turn. Turnovers These events cause a team turn to end immediately. Ball passed and comes to rest without being caught by moving team player 3. Re-Rolls Re-rolls allow you to re-roll all the dice that produced any one result.000 gold and fill out team rosters. if on a square occupied by a player the player may try to catch it. You may never re-roll a single dice roll more than once. then make a Foul action against a prone player in an adjacent square. and at least 3 players must be set up next to the half way line. Two dice: One player is STRONGER. the kicking team is the one that didn’t kick off at the start of the game. Restarting the match After a touchdown or at the start of the second half. If desired. Team re-rolls Only one re-roll can be used per turn. roll for scatter three times (the ball moves one square each time). Scoring touchdowns A player must end an action standing in the opposing team’s End Zone while holding the football. If no squares are free. Four minute time limit for the turn runs out. A player must dodge in order to leave a square in one or more opposing tackle zones. If a player is knocked down the opposing coach rolls 2d6. on a 1 the player is knocked down in the square he was moving to. Throwing the Football Declare the target—either another player or an empty square. Roll on the Agility Table with modifiers. Winning the Match If the match is tied. stronger player chooses. Players pushed off the field must roll for injury (no Armour roll). Ball not caught If the ball is not caught or lands in an unoccupied square or one occupied by a prone player. a 1 before modification always fails and a 6 always succeeds). next to the enemy player involved in the block. At half time team re-rolls are restored to their starting level. May only be performed by one player per turn. Push backs A player pushed back is moved one square back into one of the three squares behind it chosen by the blocking player’s coach. which costs one square of movement. +2 is added to this roll if the team commits anymore fouls subsequently. Handing-Off the Football Once per turn a player may hand-off the ball to an adjacent player. A coach has 4 minutes to complete his turn. Roll on the Agility Table with modifiers. Players may stand up in an opposing player’s tackle zone without a dodge roll. and does not count as an action. Compare player Strengths to determine block dice rolled: One die: Strengths are EQUAL. 1. Roll 2d6 on the Kick-Off Table. Roll a d8 with the Scatter template to determine ball direction. After a touchdown. Neither team gets any re-roll counters back in overtime. Movement Players may move in any direction(s) but not into or through an occupied square. the scoring team kicks off. A follow up move into a pushed back player’s square is free and tackle zones are ignored. Roll a d6 for each square. A player may only attempt to catch the ball in the final square. A successful interception counts as a turnover. and it cannot be used to force the opposing coach to re-roll or for Armour and Injury rolls in their own team. Moving team player knocked down or falls over 2. . Reserves may be added to the team only when setting up after a touchdown or after half time. If he takes an action before doing so the other player may declare a penalty. Blitzing players can make this move at no extra move cost. the opposing coach gains one. it scatters one square. not in an opposing player’s tackle zone and cannot use Skills. The player receiving must roll to catch the ball.000. adding +1 for each assisting adjacent player not in a tackle zone and -1 for each defender. Knocked over players may stand up at a cost of 3 squares. This happens even partway through an action. MOVE Player moves a number of squares up to his MA. If the ball lands in an empty square it will bounce one more square (roll direction). Fouls One player per team turn may move. Kick off The kicking team places the ball in any square in the opponent’s half (including the End Zone if desired). then a d6 for distance. A touchdown is scored 5. if the roll beats the player’s Armour Value roll on the Injury Table. If the opposing coach rolls a 6 on a d6 the offending player is sent off for the rest of the match and there is a turnover. Roll on the Agility Table with modifiers—if the roll fails the player is knocked down in the square he was dodging to and must roll for injury.Setup Coaches create teams with a treasury of 1. All players exert a tackle zone on the eight adjacent squares. BLITZ (one player per turn) Player moves as above and make one block during the move. a player pushed into an occupied square pushes back the occupier in turn. The subsequent turnover doesn’t take place until the ball comes to rest. Moving team player attempts ball pick up and fails 4. Catching the football If the ball lands in a square occupied by a standing player he may attempt to catch the ball. Roll 2d6 on the Weather Table to determine weather effects for the day. but may Blitz or Pass. if neither side scores. These can be used any number of times in the same turn. Roll on the Agility Table with modifiers. If a player carrying the ball falls over it scatters one square. roll a d6 to see who wins a penalty shoot-out. A player standing up may not take a Block action. the receiving coach may give the ball to one of his players. Player re-rolls Players may have skills that allow re-rolls. No more than 2 players may be set up in each wide zone. play a third series of eight turns per turn (flip the coin to see who kicks off). If the ball scatters off the field or into the kicking team’s half. Moving the turn marker Each coach must move his own turn marker one space at the start of each of his team turns. v1 Knockdowns and Injuries A player knocked down or who falls over is placed face up in the square and can do nothing. Sequence of Play Two halves of sixteen turns each. and apply the results. If the roll fails the ball will scatter one square. even part way through another player’s move. It may continue bouncing if subsequent catch attempts fail. Stunned results put the player in the Reserves box of the Dugout. Roll d6 or flip a coin to see who is the kicking team and sets up first. Measure the range. Assisting a block Each player assisting a block adds +1 to the Strength of the assisted player. Fumbles If a dice roll for a pass is 1 or less before or after modification the ball scatters once from the thrower’s square and a turnover occurs. and the coach must either use up a re-roll (his one allowed for the turn). stronger player chooses which one is used. At the end of the second turn the team with the most touchdowns is the winner. PASS (one player per turn) Player moves as above and may pass the ball at the end of the move. Each coach must set up 11 players (or as many players as they have in Reserves) between their end zone and the halfway line. Interceptions One player on the opposing team that is underneath the range ruler may attempt to intercept a throw. Going for It A player taking any action apart from a block may attempt to move one or two extra squares. Make an Armour roll at +1. though armour rolls and injury are still made for players that have been knocked over. Roll on the Agility Table with modifiers (on this table. BLOCK Player (if not knocked over) makes a single block against a standing player in an adjacent square. at the second half. The first team to score wins. a d6 is rolled for each KO’d player. but assisting players must be standing. or if he has none.

BOUNCE d6 3+ PASS -1 per enemy tackle zone on catcher’s square 4+ MISS. miss the rest of the game. Attacker may follow up. 10 -1 per enemy tackle zone on ball’s square BADLY HURT Place in the Dead & Injured box in the Dugout. PICKUP d6 3+ PICKUP -1 per enemy tackle zone on ball’s square May RE-ROLL ONE FAILED PICK-UP -1 per enemy tackle zone on ball’s square PICKUP d6 3+ d6 3+ PICKUP d6 3+ -1 per enemy tackle zone on ball’s square 11 12 SERIOUS INJURY Place in the Dead & Injured box in the Dugout.HUMAN TEAM vs ORCS REROLLS: 4 FAN FACTOR: 4 THROWER STR AG ARM SKILLS MA STR AG ARM MA STR AG ARM SURE HANDS PASS LINEMAN SKILLS CATCH DODGE CATCHER SKILLS BLITZER BLOCKING ATTACKER DOWN MA STR AG ARM SKILLS MA 6 # BLOCK DICE INJURY 2d6 BLOCK # BLOCK DICE INJURY 2d6 BLOCK # BLOCK DICE 3 vs ALL Orcs (Black Orcs choose) (Black Orcs choose) 3 8 NONE 6 3 3 8 8 2 3 7 7 vs Orcs vs Black Orcs 1 2 3 3 8 BLOK INJURY 2d6 BLOCK # BLOCK DICE INJURY 2d6 BLOCK vs Orcs (Black Orcs choose) -1 per enemy tackle zone on target square vs Black Orcs 1 2 9+ 2 1 2 DODGE vs Orcs (Black Orcs choose) vs Black Orcs 9+ d6 3+ QUICK -1 per enemy tackle zone on thrower’s square 8+ DODGE 9+ BOTH DOWN Unless one or the other player has the Block skill. ONE FAILED CATCH BOUNCE KNOCKED OUT Place in the Knocked Out box in the Dugout. DEAD! Place in the Dead & Injured box in the Dugout. . BOUNCE CATCH d6 3+ PASS -1 per enemy tackle zone on catcher’s square 4+ MISS. THROW-IN. CATCH d6 3+ PASS -1 per enemy tackle zone on catcher’s square 4+ MISS. THROW-IN. PUSH BACK Defender pushed back. but if defender has the Dodge skill they are not knocked down. BOUNCE CATCH 8-9 d6 3+ PASS -1 per enemy tackle zone on catcher’s square 4+ MISS. the player is dead. Attacker may follow up. THROW-IN. May RE-ROLL THROW-IN. NOT KNOCKED OVER BY A ‘BOTH DOWN’ RESULT DODGE d6 3+ QUICK -1 per enemy tackle zone on thrower’s square May RE-ROLL ONE FAILED PASS 3+ -1 per enemy tackle zone on target square May RE-ROLL ONE FAILED DODGE -1 per enemy tackle zone on target square DODGE d6 3+ d6 5+ LONG 6+ BOMB 3+ 5+ LONG 6+ BOMB 3+ 3+ QUICK 5+ LONG 6+ BOMB -1 per enemy tackle zone on target square As above. next action can only turn face up. miss the rest of the game. DEFENDER DOWN Defender pushed back and knocked down. -1 per enemy tackle zone on thrower’s square THROW 4+ SHORT 3+ QUICK d6 5+ LONG 6+ BOMB -1 per enemy tackle zone on thrower’s square THROW 4+ SHORT d6 THROW 4+ SHORT d6 THROW 4+ SHORT d6 INJURIES 2d6 2-7 CATCH STUNNED Turn player face down.

Attacker may follow up. Attacker may follow up. miss the rest of the game. BOUNCE KNOCKED OUT Place in the Knocked Out box in the Dugout. PUSH BACK Defender pushed back. the player is dead. next action can only turn face up. BOUNCE CATCH d6 3+ PASS -1 per enemy tackle zone on catcher’s square 4+ MISS. 10 -1 per enemy tackle zone on ball’s square BADLY HURT Place in the Dead & Injured box in the Dugout. DEAD! Place in the Dead & Injured box in the Dugout. THROW-IN. THROW-IN. BOUNCE d6 4+ PASS -1 per enemy tackle zone on catcher’s square 5+ MISS. miss the rest of the game.ORC TEAM vs HUMANS REROLLS: 3 FAN FACTOR: 6 THROWER STR AG ARM SKILLS MA STR AG ARM MA STR AG ARM SURE HANDS PASS LINEMAN SKILLS SKILLS BLACK ORC BLITZER BLOCKING ATTACKER DOWN MA STR AG ARM SKILLS MA 5 # BLOCK DICE INJURY 2d6 BLOCK # BLOCK DICE INJURY 2d6 BLOCK # BLOCK DICE 3 vs Humans (Orcs choose) (Orcs choose) 3 9 NONE 5 3 3 8 4 4 2 9 NONE 6 vs Humans vs Catchers 1 2 3 3 9 BLOCK INJURY 2d6 BLOCK # BLOCK DICE INJURY 2d6 BLOCK vs Humans (Orcs choose) -1 per enemy tackle zone on target square -1 per enemy tackle zone on target square vs Catchers 1 2 10+ 1 1 2 DODGE vs Humans (Orcs choose) vs Catchers 9+ d6 4+ QUICK -1 per enemy tackle zone on thrower’s square 10+ DODGE 10+ BOTH DOWN Unless one or the other player has the Block skill. THROW-IN. . DEFENDER DOWN Defender pushed back and knocked down. PICKUP d6 3+ PICKUP -1 per enemy tackle zone on ball’s square May RE-ROLL ONE FAILED PICK-UP -1 per enemy tackle zone on ball’s square PICKUP d6 3+ d6 3+ PICKUP d6 3+ -1 per enemy tackle zone on ball’s square 11 12 SERIOUS INJURY Place in the Dead & Injured box in the Dugout. THROW-IN. but if defender has the Dodge skill they are not knocked down. NOT KNOCKED OVER BY A ‘BOTH DOWN’ RESULT DODGE d6 3+ QUICK -1 per enemy tackle zone on thrower’s square May RE-ROLL ONE FAILED PASS 3+ d6 5+ LONG 6+ BOMB -1 per enemy tackle zone on target square DODGE d6 3+ THROW 5+ SHORT 3+ 6+ LONG 6+ BOMB 3+ 3+ QUICK 5+ LONG 6+ BOMB -1 per enemy tackle zone on target square As above. BOUNCE CATCH 8-9 d6 3+ PASS -1 per enemy tackle zone on catcher’s square 4+ MISS. CATCH d6 3+ PASS -1 per enemy tackle zone on catcher’s square 4+ MISS. -1 per enemy tackle zone on thrower’s square THROW 4+ SHORT 3+ QUICK d6 5+ LONG 6+ BOMB -1 per enemy tackle zone on thrower’s square THROW 4+ SHORT d6 d6 THROW 4+ SHORT d6 INJURIES 2d6 2-7 CATCH STUNNED Turn player face down.

Standing player may make a single block against an adjacent square. Four minute time limit for the turn runs out.BLOOD BOWL ACTIONS MOVE Knocked over players may stand at a cost of 3. . Ball passed and comes to rest without being caught by moving team player. TURNOVERS Moving team player knocked down/falls over. Moving team player attempts ball pickup and fails. BLOCK BLITZ (one player on team per turn) Player moves and makes one block during move at a cost of 1. Touchdown is scored. PASS (one player on team per turn) Player moves and may pass the ball at the end of the move.