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Le f 0 BLITZ “Hello, sports fans — and an even bigger welcome to all our new viewers out there! Ym Jim Johnson, commentator extraordinaire, master of statistics...” . “ ...bloodsucking vampire...” erm, yes, thank you, Bob. And that’s Bob Bifford, joining me as always fo give the sort of violent colour / commentary you'd expect from one of Blood Bowl’ most beloved ogres!” “Thanks, Jim! You gotta mention the vampire thing early on, or people start asking awkward questions when I turn up to daytime events without you.” “Anyway! We're delighted to be with you today, bringing you a first for the Cabalvision Network — coverage of this year’s pre-season Crush! Two leams of young hopefuls ave getting ready to head out into the arena below and show us what they've got” “Forget about us Jim ~ ifs the coaches they should be worrying about!” “You're not wrong, Bob. The Averland Knights and the Iyoncrag Decimators have each put forward six of i their best applicants for today’s tryouts, and they'll really be putting them through their paces to see if they're worthy of joining the team’s roster. Of course, the Crush has come a long way. singe your day” “Oh, youre telling me, Jim! Back then it was just about who got through the door first — and in one piece “These days, it's a lot more civilised.” “On the surface, it's not that different to a regular game of Blood Bowl ~ each team is trying to score touchdowns by carrying the bal into the other team's end zone. But that's only part of it! The spectators have ‘agreed on a set of challenges, which the coaches will shout out during the game.” “It could be anything from breaking some bones to throwing a perfect pass!” “The first aspirant to fulfil a challenge scores bonus points for their team — meaning the game's about more “than just frying to score! Afterall, the coaches want to really put these youngsters to the test, and with the high standards were expecting to see in the coming season, there's no room for ayabouts and one-trick ponies!” "You knows Jim, some ofthese kids might be star players ina couple of seasons! ‘can’t wait to see what they can do.” s “You're right, Bob. So with thal, lets get on with the action!” in In addition to this rules manual, Blitz Bowl contains the following components DOUBLE-SIDED GAME BOARD Each side asa Score trace and bounce chart. The game can be played this gime board features a playing arena,as well on either sdejexch one presenting its own challenges. Itis recommended thet players use the side with one trapdoor forthe fist game, but after that the playing arena will be determined during set-up. DUGOUT BOARDS These boards are placed alongside the game bourd, one behind each player’ end zone, They highlight the 7 actions that can ateserves box players removed from the board (for be taken during a game, and also featu are placed here when the example, when they are injured or score a touchdown). THROW RULER This ruler is used when the ball is thrown by one ofthe players he player can throw and whether the to determine how fa throw is obstructed, PLASTIC TEAM FRAMES: Each ofthese coloured plastic frames features six players that will need to be removed and assembled before you can play Each frame also includes a Score marker, a team coin and several balls (note that the shape and colour of the ball does not matter they can all be used interchangeably). Go to pages 14 and 15 now toassemble the teams CHALLENGE CARDS ‘There are two types o hallenge cards included in the box — 24 standard Challenge cards and 16 Endgame Challenge cards. The Endgame Challenge cardsare an optional addition tothe game, and ae not used ‘unless both players agree (see The Endgame, page 12), Each card is double- sided, with a Challenge of one side and 2 Bonus Play on the other. PLAYER CARDS Included in the box are 23 player cards, but only eight of them are needed to ofits contents—four for the Human team, and four forthe Orc ream, ‘The other cards represent a Dwarf team, Skaven team, Elven Union team, Goblin use ther team and Chaos team, which ean be purchased separately. DRILL CARDS The 7 dri ards included in the box offer a step-by-step tutorial that wll guide you through the game's core concepts DICE The box contains three types of dice, Block dice have sx sides and are marked with custom symbols that are explained later (see Block Action, page 9). The eightsided dice (or D8) is numbered x 10 8,and isused when the ball Bounces (see Bouncing Ball, page 10) The normal six-sided dice (orDs) is numbered x10 and is used for pretty much everything else— note thatthe 6is 4 represented by Blitz Bowl symbol, but should be treated asthe number 6 BOB BIFFORD'S BOOT CAMP Before you go any further, its recommended that you play chrough each of the 7 drill cardsin order so that you have an understanding ofthe cote principles of the ‘game. Once you've mastered those, the rest ofthe rules wall make a lot more sense! t's also. good idea 1 read through thisrulebook atleast once before playing your ist fill game. INTRODUCTION Blitz Bowl isa fist-paced sports game tat pits two teams against each other ina battle to achieve touchdowns,complete Challenges and score the most points through a mistue of sil luck and aggression! The game features a numberof elements that willbe familiar to fans of Blood Bowl, meaning thatthe two games are ideal companions to each other. Players should expect ro complete 2 game of Blt. Bowl within an hour (or considerably less once they have a good grasp of the rules) making fora thrilling quick play experience. IMPORTANT CONCEPTS COACHES AND PLAYERS In these rules the terms ‘coach’ and player’ are used in very specific ways. When the rules refer toa coach, they ae referring to you, the reader ofthis manual, and any other real hfe people who are playing the game. Ths feees up the term ‘player so whenever" player appears inthe rules i is refetring to one of the plastic player models that makes up a coach’ team ‘Similarly, the terms ‘team-mate’ and ‘opponent’ have specific meanings. A team-mate is player from the same team asthe one being referred to, while an opponents 2 player from the opposite team, THE PITCH “The pitch is the playing area on which the Crush takes place. I is divided ihto squares, each of which can contain up to one player (this means that players cannot move into or through occupied squares). Each ofthe eight squares around a given square are said robe adjacent tot ‘There ae several spécal features ofthe pitch, found on both sides ofthe board: ‘ Ateach end of the pitch, the last row of squares is called the end zone @. This is where the teams start, and where touchdowns are scored + In the middle of the pitch, players will ee either one or two trapdoors @. Whenever the ball comes into play, it will be thrown in through a trapdoor. Players can stand ‘on the trapdoor, but do so at their own risk! +The pitch also has a number ofblocked squares softalning statues ©, Plyers cannot move into these blocked squares, but the ball can be thrown over them. «There at five spaces along the edge ofthe board for Challenge cards @ ~one space forthe Challenge deck (marked with fll), one for discarded Challenge cards {oarked with QIRDQ) and three for ative Challenge cards (marked 1,2 and 3), These are explained on page 1 Cosa es Alc: Me ait-die + Nest tothe spaces for Challenge cards isthe Score geack @This is explained in Scoring Ponts, page 1. ‘The star with the numbers 1 to 8 around itis the bounce chart @. This is explained in Bouncing Ball, page 10 Satna eS - PLAYER CARDS: Each ofthe player types ina team has is vin player card For example, the Human team has four player cards: one for the Catcher, one for the Thrower, one for the Blitzer and one shared card for the three Linemen. A player card shows: d 1, The players type and team. 1 ower 2, How many players ofthat type aze in the team, 3, photograph ofthe player's miniature. 4. The player's Move, Throw and Armour values ‘The player's special ability, iit has one, CHALLENGE CARDS Eack standard Challenge card has two sides, following information, The front (Challenge side) ofeach Showing the card shows: 1. The naime ofthe Challenge (in other words, what the coaches are shouting from the sidelines), The condisions that must be met for ‘coach to claim the Challenge car. ‘The points scored for claiming. the card. Endgame Challenge cards have the same information, Dutalso state that they arean Endgame card The back (Bonus Play side) of each Challenge card shows: 1. The name of the Bons Py. 2. How the card ean be played ACOACH'S HAND During the gtme, coaches will have the chance to claim (Challenge cards and put them into ther hand, Once a card is ina coach's hand, hey can look at the Boris Play side ~ this is kept secret from the other coach until the card is played. THROW CHECKS AND ARMOUR CHECKS If cosch is told to make a Throw check or an Armour check fora player, chey roll D6 and compare the result to the player's Throw or Armour value (depending on which check {is being made). Ifthe results lower than the relevant value the check fails: otherwise, the check passes, Some rules will ‘modify the result ofa cheek ~ this is done before comparing the result to the Thrower Armour value, and multiple ‘modifiers can apply tothe same roll. However, before any modifiersare applied, roll of 1 always fails and a roll of 6 alvvays succeeds, RE-ROLLING DICE Some rules will allow a coach to‘te-roll, This ers the coach, pick up the dice they just rolled and roll again. IF they rolled ‘multiple dic, they must re-rollall of them. A re-oll cannot be used on the same dice roll more than once ~ you cant reall reroll OPEN PLAYERS A player who is standing, and who isnot adjacent to any opponent, is Open, In this diagram, both players sre Open. MARKED PLAYERS Ifaplayeris standing adjacent ro an opponent and neither is Prone, they are Marked by each other. A player can mack, and be marked by, multiple opponents at once- Marking has a number of ‘effects inthe game, which are explained lrer in the rile. Inthis diagram, both players ate Marked, PRONE PLAYERS ei A player who is layingon the ground is Prone. Prone player cannot matk other players, Inthis diagram, the Human player is Prone and the Ore player is Open. DUGOUT PLAYERS A player will sometimes be placed in their teams Dugout — this represents the player either waiting return to play after scoring. touchdown, or recovering from theit injures so as fo take to the field once more. First, the coaches decide who will control each team. Then cach Goch ARE ic players, matching colgured sere taker oin and dice and cam payer cards, They place hee Bea er ccigis roanat ten etait becaslyrefetenced Neat lip one ofthe team coins o determine whch coach Ges Gaejnn TO conch coces aera they want to use and places the game board in the cente ofthe table with that side face up it doesnot mater which way around the board is placed, so lng there ian end one aieetiyin font oFkota coaches A Dugoutisplaced at cach end ofthe game board ©) ‘Now shufile the deck of 24 standard Challenge cards and place itChallenge-side up next tothe board adjacent othe ME Feo ©) cs dead at the top thre cand, Chalengeide “up, onto the active Challenge card spaces — the top card of the deckis deal onto the’ space, the next onto the‘ space and the last onto the’ space @. Challenge cards play no partin Epic tn Boe conches Hive éoppleted teint iurns0 oie Gaaepatded ual he snr th second oud ‘Nex the coach that won the os sets up their team in theirend doe then the other coach does the me @) Each cach then pus their Sore maker onthe U space ofthe Score rack @B and le acicar it €)snrteEoe— Ur ned itr Finally plce abl on the rspdoor © (note tha ihe colour ted shoe of hell does notte the Ell oor belong to elther team, andl al follow the sre rules If the coaches ar using thee ofthe board that has two trapdoors the coch who wom the torsrllsa Ds On esl of 12.003 the lisplaced onthe eapdoor to her fon 4, sor itis plicedon the trapdoor o their right. Pape eit) shear, COMMENTARY WITH JIM JOHNSON: UNDERSTANDING YOUR TEAM Each team consists of six players~ three Linemen, who sre deen al-oand players but dono have any epi tell ide eagle he on BADE peat ures tiaswes ibis cay upand throwing the ball, and a Blitzer, who is good at HdLaedtNng peel wan fa aed arb d cachet ou gat glo acs fect his pia HE eater a Black Orc Blocker, a hulking brute who is slow but deadly Paying ro the is of your difeent layers levis owaung ig OBJECT OF THE GAME ‘During a game of Blite Bowl, the teams are trying to score ‘as many points as possible. The most straightforward way of doing this is by scoring touchdowns ~ thats, running the ball, {nto the other team's end zone ~but coaches should also bear {in mind the Challenge cards atthe side ofthe board, because GAME SEQUENCE The game proceeds across a arable number of rounds Ik cach round both coaches takea single tur wih hee team, beginning with the couch who setup thee team fist (coach ‘Ny followed by the other coach coach B). Ae completing a ‘round, start a new one, and keep on playing rounds like this tnt the game ends (ee Winning the Game, page 32) ROUND OF PLAY iy bid lenny of eran Otenye 0 cars pols ‘ends when one coach’ scores ten points higher than their rival coach's or when the Challenge cards run out Either way, the team with the highest score wins! Ifthe scores are tied ‘when the Challenge cards runout the game ends ina draw. ‘When i isa coach's turn, they make three actions with the players in theie team (see Available Actions, page 8). From the second round onwards, a coach can claim one active Challenge ‘ard after making each action, provided the conditions listed ‘on the card have been met. See Challenge Cards on page 11 for more information, ‘A single round of Blitz Bowl proceeds inthe following sequence: + If there is no ball on the pitch, a new one enters play. + Emergency Reserves" Action x + Make an action + Claim Challenge card** Action + Make an action + Claim Challenge card”* Action 3 + Makean action + Claim Challenge card” ‘+ Refresh Challenge cards** +f there isno ball on the pitch, a new one enters play ‘+ Emergency Reserves" Action x + Makean action + Claim Challenge card” Action 2 + Make an action + Claim Challenge card"* Action 3 “+ Make an action + Claim Challenge card" + Refresh Challenge cards"* * Emergency Reserves are described on page 10, and only come into play if team has fewer than three players on the pitch Challenge cards are not used in the firs round ofthe game, so this step is skipped by both coaches in thet ist rurn. AVAILABLE ACTIONS ‘coach can divide their actions between their players however they wish, and a player can make more than one action in a turn. The only restriction is that a player cannot sake the same action more than once a turn. For example, the Human coach uses thei first action to Run with their Blitzer. They could not make another Run action with their Blitzer this turn, but the Blitzer could make another action for example, they could Mark an opponent. Note that the couch could still make Run actions with other players on their teem, as long as no player makes the same action more than once. “The actions a player can make are dependent on their ‘current status, as shown below. ‘Marked Players: ‘Block + sidestep Prone Players: + Stand Up Dugout Players: + Reserves FREE ACTIONS ‘Some player abilities and Bonus Playsallow a player to:make a free ation. This is done in the same way as a regular action, but does not count towards the total numberof actions that team can make during theit turn, Als, a player’ free action can be an action they have already made this tn, and making a free action does not prevent a player feom making ai action ofthat type laterin the wen For example, Human Catcher has the Catcher's Instincts ability which allows them to make a fre Rum action when they catch a town ballin the Humay tants turn the Calchercould make « Rum action, catch the ball thrown by 4 team-mate then make te ree Run ation (eventhough they've already made a Rum action this turn). This would also only count as using two oftheir team’s actions forthe fur. eee RUN ACTION ‘When a player makes « Run action their coach moves them aanumber of squares up t their Move value. A move can be rade into any adjacent square that i not occupied by another player (either standing ot Prone) or blocked (as described on page 4)and players cannot move off he pitch. Trapdoors do not block movement; players can move onto them freely, but as they ly open whencver a touchdown is scored so that anew ballcan enter play, they can be quite hazardous ~ you have been warned! In addition, when a player makes « Run action, thei move cannot tke them adjacent oan opponent. sgram, the Human Thrower is making a dash Jor the end zone, running total of 6 squares while not. wing adjacent toany ofthe Ore Linemen. COMMENTARY WITH JIM JOHNSON: RUN ACTIONS ‘unis arguably the most importantaction inthe game ~itlets players move around the board, and isthe only action thar lets players pick up the ball his is explained in Taking Possession ofthe Bll, page 10) However,thas an important restition in that running player cannot move adjacent roan opponent. This means thatifthe ball isnext to an opposing player, youll ned to clear them (witha Block action) before you can pick the bll up. Ofcourse ifyoue feeling lucky, you could also use a Mark action to move ‘onto the bal, which would make i bounce ina random ands weall know, Nufle fivours the bold! digestion MARK ACTION ‘A Mark ction sa move ofp 2 squares following thevules Foc inovlngdescbed abot when's pare makesshis action they mst nih etme adjcene tn opponent, Blac cet errata tea THROW ACTION A player holding the ball can use this acron to throw it Pick 2 target square that i in range ofthe throws To see whether square isin range, place the throw ruler so that the curved end {sinine withthe edge ofthe player's base (as shown in the diagram); square isin range ifthe throw ruler can reach its centre: Note cha the throw rulers spit into two halves; ifthe he more distant half of the ruler, centre ofthe rarget square i this willbe long throw (and willbe harder to achieve). Also, if any part ofthe throw ruler between the thrower and the target square is touching. blocked square, ora square occupied by an (Open opponent: the throw is obstructed. inline with the players base. The grey shaded area is in shore range, whilst the red shaded area is in long ange. If the targer square is occupied by an Open team-mate who is adjacent tothe thrower, they automatically take possession of the ball (chs is called a hand-off). Otherwise, make a Throw check (see page s) forthe throwing player Subtract x feom the result for each ofthe following + Irisalong throw, + Iris an obstructed throw +The target square is occupied by a Marked player the check succeeds, the ball lands inthe target square. Ifthe target square is occupied by an Open or Marked player, they take possession ofthe ball. lfthe target square is occupied by ‘Prone player or the square is empry, the ball bounces (see Bouncing Ball, page 10) If the check fil, che ball bounces from the target square. Ifthe result is 1 of less after modifiers have been applied the throvwis fumbled a the ball instead bounces from the throwers squate, BLOCK ACTION When a player makes a Block action, their coach piel adjacent standing opponent (the target) and rolls Block dice. The result is chen resolved, depending on which ofthe symbols explained below was rolled. If this would move the target into an occupied or blocked ‘ square, or off the board, the target is Knocked Down instead Pe see page 10) Shove: Ifposible, the target is pushed one square Here, the Human coach has tolled a Shoveresultonthe | Block dice, This causes the Ore player tobe ‘moved backeone square, The target is Knocked Down (see page 10), Kerrunch!: The target is Knocked Down ‘see page 10). When the Armour check is made, subtract from the result ASSISTING A BLOCK Ifthe target of¢ Block action is also being Marked by one or more ofthe blocking players team-mates the block is assisted ‘This means that the blocking player's coach rolls wo Block dice instead of one, and chooses which result to use, Note that block cannor benefit fiom more than one assist—a maximum of ero Block dice ean be rolled COMMENTARY WITH JIM JOHNSON: ASSIST Coaches who are familiar with Blood Bowl, the classic ‘boatd game from which Blitz Bowl draws great deal of inspiration, might be looking fora rule thet lets them cancel ‘outassists, The short answer is tha there ist one! As ong, as aplayers adjacent to an opponent, and both players are standing they are marking each other, regardless of what i any other players are getting up to around them. KNOCKED DOWN Ifaplayer is Knocked Down, th square they are in, Lfthey are carrying the ball bounces (see ‘opposite), Then, their coach must make an Armour Check (see page s)for them. fit succeeds there is no further effect, bu if it fails the player is injured INJURED PLAYERS Ifa player is injured, they are removed from the game board and placed in their eam’ Dugout are placed Prone in the SIDESTEP ACTION A Sidestep action is a move of x square, following the rules for moving as described in Run Action on page 8, but when a player makes tis ction they must finish their move so that they are no longer Matked by any opponents. STAND UP ACTION ‘A Prone player may make a Stand Up action. Stand the player up in che square they are ocupying, RESERVES ACTION ‘Applayer who isin their team's Dugout can make a Reserves action. Set the player upin their teams end zone. They cannot be set up adjacent to an opponent unless there is no other option, and cannot be set up in a squate containing che bal EMERGENCY RESERVES 1fateam hasfewer than three players ‘on the board a the sartof theirtum, they gain one free Reserves action, which they must snake immediatly THE BALL TAKING POSSESSION OF THE BALL Thete area number of ways that «player ean take possession of the ball. When they do, the balls moved onto theie base to show that they are carrying i (some ofthe balls have a small peg that fits into the hole on the pla purpose), When the player moves, the ball moves with them. player keeps possession ofthe ball until they lose itin one of three ways: + They ate Knocked Down (see Knocked Down, eft. + They throw the ball (see Throw Action, page 9) + They score a touchdown (see Scoring, Touchdowns, opposite) MOVING ONTO THE BALL Ifa player moves onto the ball while making a Run action, they take possession of it Ifa player moves onto the bal in any other way ~for example, when making a Mark or Sidestep action, or when pushed by an opponent ~ the ball Bounces. BOUNCING BALL ‘When the ball bounces, it moves to an adjacent square, Roll the D8 and look atthe bounce chart printed on the game board to see which square it moves into, What happens next depends on the square the ball moves into, + Ifthe ball bounces into a square thats occupied by an Open player, that player takes possession ofthe ball + Ifthe ball bounces into a square occupied by a Marked or Prone player, it bounces again from the occupied square. + Ifthe ball bounces into an empty square it stops + Ifthe ball bounces into a blocked square, or off the board, ‘move clockwise around the bounce chart until valid square is reached, MULTIPLE BALLS In some special situations, more than one ball might be in play atonce. Only one ball can occupy a square,and each player can only carry one ball. Ifa player cerrying ball moves into a square containing another bal, that ball bounces. Ifa ball bounces into a square containing another {\ ~ball, ota player carrying another ball, it bounces again. NO BALL IN PLAY If there is no ball 6 the board atthe start of any turn,a new cone enters play, First, the trapdoor opens ~ ifthere isa player standing on the trapdoor square, they are immediately injured and placed in their team's Dugout! Then the balls placed in that square,and immediately bounces. fue OMe easing nde oF ae ted on i fy trapdoors, the coach whose tum it is rolls a1D6 atthe start of the turn, On a result of 1, 2 or 3 the ball will emerge from the trapdoor ttheilefson 4,5 oF 6is wll emerge from the trapdoor to their right. SCORING TOUCHDOWNS Toscore a touchdown, a player must end their action meeting the following three criteria + They mustbe in the other team’s end zone They must be holding the ball. + They must be Open: fa player scores a touchdown, the ball is removed from play and that player's team scores 3 points. In addition, the scoring player is hauled our of théarena (no doubt to be congratulated by their fellow aspirants) ands placed in their teams ‘Dugout. The team can complete their turn as normal, even thouigh there is no ballon the pitch —thisisa great chance to reposition and maybe make a block or two! SCORING POINTS ‘Teams score pointsby coring touchdowns and claiming Challenge cards. Each tam score is recorded by the position oftheir Score marker the Score track, Oncea teas score eaches 10 points, their tam coinisplaced on the 10 space and their Score marker isretdenedto0.The ‘same happens when thei score reaches 20 or 30. $0, for cxarple,a tear with a sore of 17 would have thei Score ‘markeron the 7 space and their coinon the +10 space. CHALLENGE CARDS 1In the first round ofthe game (each coach’ first curn, the rules for Challenge cards are no used —they come into effect from the second round onwards. ACTIVE CHALLENGE CARDS ‘The three Challenge cards in the spaces marked 13 are active, and can be claimed during ateamis tun. The card on top of the Challenge deck isnot active, although itis visible to both coaches this way they can see at least one card chat will become active next turn, Note that coaches are not allowed to look at the backs of any Challenge cards until they tke them {nto their hand. CLAIMING CHALLENGE CARDS After making an action with a player, a coach can claim one active Challenge card, provided the conditions listed on the card have been met. When a Challenge card is claimed by a coach, its points vale is added to their eam’ score and the coach takes the card, adding ito their hand. Ifa coach has more than three Challenge cards in their hand atthe end oftheir tur (not counting any cards tha they have played infront of them) they must discard cards ftom their hhand anil they ae lefe with three, CLEAN SWEEPS ‘fa couch claims all three active Challenge cards in a single turn this ia Clean Sweep, and their team scores 2 bonus points as the crowd goes wild! REFRESHING CHALLENGE CARDS Arthe end of each player's turn, the active Challenge cards are refreshed. IFall theee cards are still present, the card on space 1 is discarded, Then, any remaining cards are moved along, the board to the lowest free number to fill any gaps, and new cards are drawn from the top of the Challenge deck to fill any remaining spaces stating with the lowest-numbered space. a this diagram, the card on space 2 has been claimed this turn, herefore the card on pace 1 isnot removed. ecard on space 3 is ayand the top card bf the Challenge deck is placed onto space 3. woe 6SLISHE 2 1) THE ENDGAME (Once both players ate familiar with how the game works, the Endgame rules can be introduced. These rules introduce the special Endgume Challenge cards, which make sure the game ‘ends ina suitably impressive way! Daring set-up, take the 16 Endgame Challenge cards and shuffle them, Then deal out 6a random, Challenge side up, onto the Challenge deck space next tothe board, The so remaining Endgame cards are returned to the box, and sre not ‘used. The 24 standard Challenge cards are then shuffled and placed on top ofthe 6 Endgame Challenge cards. This creates a ‘Challenge deck of 3 cards in total, che bottom 6 of which are Endgame Challenge cards. As soon as an Endgame Challenge card becomes active, the Endgame bas begun, From this point on,a Sudden Death, BONUS PLAYS The reverse of each Challenge card shows a Bonus Pay —aspecil one-off boost that the coach can use to gain an advantage. Each card states when it can be played, and during. ‘team’ rurn, ther coach can play any numberof Bonuis Play cards from their hand, discarding the Challenge card afer they Ihave done so (unless the card text tells them otherwise). The only restriction is that no duplicate cards canbe played inthe same turn; for example,a coach could not play two Inspiration Bonus Plays in thei tur, DISCARDING CHALLENGE CARDS ‘When a Challenge card is discarded, place it onto the designated space along the edge of the game board marked with @{RON), with ts Bonus Play side showing, WINNING THE GAME fone team’ scare exceeds thé other teamis score by 10 points, the game ends immediately and the team withthe higher score wins. This isa Sudden Death victory. Otherwise, once the lst Challenge is deale outand becomes active, ach team has one more tum, then the game ends and the tear withthe highest score wins. IFboth teams have the sume score, the game ends ina drave! victory cannot be won ~ the game will not end until he entire Challenge deck has been dealt out, As soon asthe last, card from the deck becomes active, each team has one more turn, then the game ends and the tear with the highest score wins. Ifboth teams have the same score, the game endsina draw, NEW TEAMS Ti pits Gatco ard oc fre ipod of tear: Dwarfs kaveny veh Union, Goblin and Chaos These teams are valle seperately from Games Workshop, sci lng thease slblabane Eerie Burt Sc Both ofthe eams include Blitz Bowl box withthe appropriate type and number of miniatures, as shown on the player cards. THE AVERLAND KNIGHTS Few Human teamsare as flamboyant as the Averland Knights, their bright yellow uniforms approaching Elven levels of ostentation. Mad Marius Leitdarf himself was an avid supporter ofthe team, saying ‘not even my egg yolks are a yellow as these guys!’ Despite their obsession with striking uniforms, the Averland Knights know their stuff, and have won numerous titles, including Avetland’s own Sunset Cup seven years in a row: One ofthe teams signature movesis the Blazing Sun —the Linemen dazale their opponents with reflected sunlight off polished shoulder pads, while Catchers and Throwers send the ball hurtling towards the end zone. Weather permitting it sometimes even works Lineman 2 Thrower THE IRONCRAG DECIMATORS . ‘A more brutal group of greenskins than the Ironctag Decimatots is hard to imagine. The Decimators chose their name after their coach, Muckimus Orkedia, discovered an ancient Tilean scroll in a privy, detailing the practice of decimation ~ dispatching of tenth of. fighting company as punishment for failure. Deciding this was the key toa sucessful Blood Bowl strategy; Muckimus trained his players to deliver decimation on the pitch ~ simultaneously crippling and demoralising the foe. So fa the play has brought considerable success, but this might have less to do.with philosophy and more ro do with the Orcs’ inability © work out hhow many casualties amount toa tenth, Be Lineman x Lineman 3 Blitzer Lineman 2 Thrower Black Ore Blocker 5 EA ae Yt We) ‘This box contains two teams of finely detailed Citadel Miniatures, representing the Human and Ore teams.The models come ‘unassembled and unpainted, although you will notice that the Orcs are red and the Humans ae yellow, meaning that even ifyou dont paint them, youll easily be abe to tell the teams apart a a glance! If you've never assembled plastic models before, don't + worry, just follow the step-by-step guides on these pages. Before you can assemble any of your players, you will ned to remove them from the plastic frames, Irs best to remove your players from the frames one at atime. Ifyou take everything off at once, it's very easy to lose pieces or get confused as to what goes where. Allof che miniatures inthis et have been designed so that the pieces push together snugly enough to stay together during play THE HUMAN TEAM 4 => Catcher WARNING, Smal pats Shar por Producto ages B+ ony. Aut assctanco and supervson required. ADVERTENCIA Paros poqueias: Putas aflacis. No apiopara ATTENTION, Petits elments, Pontes aces. Proll est aux enfaris de 8 ans e+ Asians a supervision Gun ahi requses. Black Ore Blocker Blitzer Lineman Lineman Bi Bowl © Capri Canis Worksop Limited 28.GW, Cares Worksop, ital nd lod Bow ae (and lt Bw and al sociated logs, lsat images names eevee, weapor and characte archer (Ror TM and (C) Cares Wvkabop Limited (No paths yen dy be epeticed pnd ae tral ic raed mn ot bay maroon: es ase ‘ecoing or heres eho the pir permeean of he pablihes Tilda pac tom MA ches on erp ytd i ole css ed ny Sr el pil Grocer sae rth Cataloguing in Publication Dt Acslgae reco forth ookis vale rom the ish Library cures wed forse purposes ‘Games Werkhop I Willow Rou Lenton, Notngham, NG 25, United Kingdom, ‘ated by Benda Gime Moning in China ROUND OF PLAY ‘A single round of Bliez Bowl proceeds in the following sequence: + Afthereis no ball on the pitch, a new oneenters play + Emergency Reserves + If there is no bal on the pitch, a new one enters play + Emergency Reserves" Action x Action x + Make an action + Make an action + Claim Challenge card”* + Claim Challenge card”* Action 2 + Make an action + Claim Challenge ceard** Action 2 + Make an action + Claim Challenge card”* Action 3 + Make an action + Claim Challenge card” Action + Make anaction + Claim Challenge card” + Refresh Challenge cards** ‘+ Refresh Challenge cards** ‘Emergency Reserves are described on page 10, and only come into play ifa team has fewer than three players on the pitch, Challenge catds are not used in the first round ofthe game, so this step is skipped by both coaches in their fist turn, Open PLaTERS: WaRKED PLAYERS: TsouT PLAYERS: ‘Run: Move the player a number + Block: Resolvea bléckagainstan_* Reserves: Set the player up in their of squares up their Move value. adjacent standing opponent team’s end zone “They cannot move ajacent + Sidestep: Move the player intoan toanopponent adacentsauaresotbatcheysseno MITT + Mark: Move the player up to2 longer Marked by any opponents. THROWING PENALTIES squares —they must end the move Foreach ofthe below conditions, adjacent to an opponent. PRONE PLATE subtract from the Throw check Throw (only carrying the ball) + Stand Up: The playerstandsupin + Itisalong throw “he player throws the ball the square they are accupying. + Teisan obstructed throw +The ergot squate is occupied by 8 Marked player. ee TS Pas eos he the blocking playercannot_ Knocked Down instead, ‘makeany mote actions this turn, mgm oS eS

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