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The Crush!

Blitz Bowl Podcast


League Campaign Rules
Version: 2.5 (Updated December 18, 2020)

Welcome to a new season!

During the next 12 weeks your teams will be squaring off on the pitch; competing for glory and a
chance to play in the big leagues.

Blitz Bowl is a proving ground. Every season, new players take to the field to test their mettle against
other would-be pros. Your players need to be tested if they want to play in the professional leagues;
they are expendable and you are encouraged to put them in harm's way!

As the coach of these would-be all stars, you will become more experienced as the season wears on.
Each game you play will gain you some amount of XP, depending on whether you won or lost, and
how many points you scored. As you progress in the season, you and your opponents will become
better coaches and unlock new ways to make your team play better, faster, and stronger!

The fundamentals of Blitz Bowl remain the same- score challenge cards and touchdowns, crush your
opponents, bask in the glory of victory.

Season Information:
● Season Schedule: 12 week season, 1 game(s) per week
● Coaches start the season with 0 XP
● Playoffs:
○ Single-elimination
○ Double Experience
○ The overtime rules from Season 2’s League Rules will be used during playoff games
that would end in a tie.

Table of Contents:
1. Pre-Game/Post-Game Sequence
2. Coaching Titles and Abilities
3. Starting Bonus Plays and Blue Chip Rookies
4. Lineman Upgrades
Pre-Game/Post-Game Sequence
1) Compare Coaching Titles.
a) If Coaching Titles are the same:
i) Determine First Player and Board Side
(1) Roll-off using a D8 (if tied, reroll). The player with the higher number wins the roll-off.
(2) The player who won the roll-off then chooses whether they would like to go FIRST or
SECOND.
(3) The player who will be going second chooses the BOARD and SIDE.
(4) The player going first then sets up their players, followed by the player going
second.
b) If Coaching Titles are different:
i) Home Field Advantage Rule: If one coach’s title is lower than another’s, the coach with
a lower title may choose to go first or second AND which board they wish to use.
2) Each coach completes their relevant Coaching Abilities according to the following steps:
i) The player who is going first in the game makes the first selection of Starting Bonus
Plays, then coaches alternate selecting Coaching Bonus Plays until all Bonus Plays
have been selected.
ii) Repeat this process when selecting Blue Chip Rookie(s).

3) Play a game according to Season 2 Errata/FAQ Document (and/or The Crush! Q4.5 Rules
Document). NOTE: When/if a conflict occurs, the official FAQ/Errata document takes
precedence.

4) Postgame:
a) Report score to league commissioner (#results channel)- usually the winner does this.
b) Creative postgame write-ups are encouraged (but not required)!
c) XP will be updated in the League Table.

5) League Table/XP Updated:


a) League table standings are based on W/L records
b) XP points are awarded to each coach (these values are doubled during Playoff Games):
i) Winning Coach: 3XP
ii) Losing Coach: 1XP
iii) Tie Game: Both coaches get 2XP
iv) Per full 10 points scored during the entire season: 1 XP

6)
Coaching Titles and Abilities
Coaching Titles and Abilities are based on cumulative experience gained over the course of the
season. Each time a coach plays a league game they may use their abilities. A coach gains all
abilities for their current level, and all previous levels.

Abilities are selected before each match, and information about your abilities should be public. We
recommend printing the Coaching Bonus Plays sheets at the end of this document and having those
on the table during the match.

Title Total XP Abilities

Green 0 No Bonus

Freshman 1-5 Inspirational Coach: Begin the game with a Raw Talent
bonus play.

Experienced 6-10 Choose 1 Starting Bonus Play from the Experienced


column (according to your chosen style).

Veteran 11-25 Choose 1 Starting Bonus Play from the Veteran column
(according to your chosen style).

Master 26-50 Team Lineman Upgrade.

Star 51-80 Start the game with one Blue Chip Rookie.

Hall of Fame 81+ Choose 1 Starting Bonus Play from the Hall of Fame
column (according to your chosen style).
Starting Bonus Plays and Blue Chip Rookies
Prior to the season’s first game, each coach will need to decide on which Coaching Style they will
use throughout the duration of the season: Offensive, Defensive, or Dirty. This will determine the
types of bonus plays available to them during the season, and the benefit of their Blue Chip Rookie
upgrade.

Starting Bonus Plays: Depending on your chosen Coaching Style and your current Title
(Experienced, Veteran, Hall of Fame) you may be able to choose one or more Starting Bonus Plays.
These are single use effects that are meant to showcase your talents as a coach. You can use any
method you like to record which Starting Bonus Plays you selected for each match, as long as that
information is clear and freely available to your opponent. NOTE: Starting Bonus Plays do not affect
your hand size limit of 3 cards.

Players choose their Starting Bonus Play(s) according to Step 2 of the Pre-game sequence above.

Blue Chip Rookies: This ability represents a coach’s ability to recruit the best possible rookies to
play in exhibition matches. Select one player to give the listed benefit to. That player has the listed
ability upgrade until that specific player is removed from the pitch due to injury or TD. Blue Chip
Rookies for Dirty Coaches have a re-roll they may use on one their own single Block or Throw check,
but may only use that ability once.

Coaching Titles and Abilities


Coaching Style
Experienced Veteran Star Hall of Fame
Offensive (OFF) Tight Spiral Distraction Blue Chip: Dodge
Jump Up Dump Off +1 Mv Running Play
Reserves Intervention Sprint
Throwing Play New Ball Step Aside
Safe Hands
Defensive (DEF) Defensive Play Blitz Blue Chip: Blocking Play
Hard Head Dump Off +1 Av Dodge
Jump Up Foul Sprint
Reserves Interference Step Aside
Wrestle
Dirty (DIR) Dirty Play Blitz Blue Chip: Dodge
Jump Up Distraction Re-roll Block or Enfeebling Play
Reserves Foul Throw Sprint
Rigged Trap Door Intervention (single use) Step Aside
New Ball
Coaching Abilities: Experienced

Tight Spiral: After selecting a target player for a Throw action, but before dice are
rolled, ignore all negative modifiers for this Throw action. OFF
Defensive Play: Play this card in front of you at the start of your turn. While it is there,
all blocks made by your players count as being assisted. Discard this card when any of
your players move at least 1 square closer to the opponent's end zone. DEF
Dirty Play: Play this card at the start of your turn. While it is there, when any block is
made by one of your players, roll a D6 along with the block dice. On a 6 the targeted
player is immediately injured and this card is discarded. Additionally, discard this card if
your team scores a touchdown. DIR
Hard Head: Play this card after failing an armor check for one of your players. That
player passes their armor check. DEF
Jump Up: Play this card at the beginning of your turn to make a free Stand Up action OFF, DEF,
with one of your players. DIR
OFF, DEF,
Reserves: Play this card at the start of your turn to make a free reserve action. DIR
Rigged Trap Door: Play this when a new ball enters play. Select the trapdoor the ball
will launch from (if applicable) and which scatter space it will land in. DIR
Throwing Play: Play this card in front of you at the start of your turn. While it is there,
add one to the result of any Throw checks made for your players. Discard this card
when any of your players makes a Block action, or your team scores a touchdown. OFF
Coaching Abilities: Veteran

Blitz: If a player makes a Mark action and they have already made a Run action this
turn, they can immediately make a free Block action. DEF, DIR
Distraction: When an opposing player completes a Mark action during their turn one
player on your team that they are now marking can immediately make a free Sidestep
action. OFF, DIR
Dump Off: Play this card when one of your players, who controls the ball, is Knocked
Down or Injured. Instead of scattering the ball from that player’s square, make a free
(short) Throw Action. OFF, DEF
Foul: As an action on your turn. Immediately injure a Prone player who is adjacent to
one of your Open players. DEF, DIR
Interference: Play this card when one of your players makes a Mark action. They can
move up to 4 squares instead of 2. DEF
Intervention: After an opponent completes a Run action. You can immediately make a
free Mark action with one of your Open players, as long as they move adjacent to the
opponent that just made the Run action. OFF, DIR
New Ball: Play this card at the start of your turn to immediately bring a second ball into
play following the rules for No Ball in Play and Multiple Balls. OFF, DIR
Safe Hands: Play this card when a player who is carrying the ball is Knocked Down. If
this player is Knocked Down while holding the ball, you can choose which adjacent
square the ball bounces into instead of rolling the B8. OFF
Wrestle: Play this card after one of your players is Knocked Down due to a Tackle
result, but before the armor check is made. The player who made the Block roll is also
Knocked Down.Then your player makes their armor check. DEF
Coaching Abilities: Hall of Fame

Blocking Play: Play this card in front of you at the start of your turn. While it is there
players from your team can move adjacent to opponents during Run actions, but doing
so ends their move. Discard this card when any of your players make a Throw or
Sidestep action, or your team scores a touchdown. DEF
Dodge: Play this card when one of your players makes a Run action. For this action only
they may move adjacent to opponents as long as they do not end their move adjacent to OFF, DEF,
any of them. DIR
Curse of Rust: Play this card at the start of your turn. While it is there all your opponent
must subtract and additional 1 from any Armor checks they make for their players.
Discard this card if you score a touchdown, make a Throw action, or injure an opposing
player. DIR
Running Play: Play this card in front of you at the start of your turn. While it is there, if
three different players on your team make Run actions toward your opponent's end zone
on a single turn, you may make a Free Run action with a player that has not already
made a Run action this turn. Discard this card when you score a touchdown or make a
Block action. OFF
Sprint: Play this card when one of your players makes a Run action. For this action only, OFF, DEF,
they can move 2 extra squares. DIR
Step Aside: Play this card when one of your players is chosen as the target of a Block
action. The target can immediately make a free Sidestep action. The block action is OFF, DEF,
cancelled. DIR
Lineman Upgrades
During the course of a season coaches will improve and be able to get more out of their players.
Once a coach receives the “Master” title, or Week 7 of the season begins, the Lineman (or
equivalent) on a coaches’ team gain a skill according to which faction they belong to:
Faction Lineman Skill Description

Humans Helping Hand When a Human player makes a Block action, and a
Human lineman is assisting, the Blocking player
may reroll the Block roll.

Orcs Get Em’ When an Orc lineman makes an assisted block they
treat Smash results as Kerrunch’s.

Dwarves Full Court Press When this player completes a Run action (not a free
Run action), if they were adjacent to a friendly Dwarf
Lineman at the start of that Run action, that
Lineman (that they were adjacent to) may make a
Free Run action.

Chaos Crushing Headbutt Add the following to the Headbutt Skill: If this
free Block action results in Kerrunch! result, resolve
a Shove result prior to resolving the Kerrunch!
result. (FAQs: If the Shove would result in the
opposing player being Knocked Down, the
additional -1 is still applied from the Kerrrunch!)

Skaven Sneaky Stabbers When this player makes a block and is assisted roll
a D6 along with the block dice. On a 6 the targeted
player is immediately injured.

Goblins Greased Ball When a Goblin player drops the ball, the Goblin
coach may choose to bounce it a second time, after
seeing the first scatter result.

Elven Union Elven Grace This player may reroll their armor checks.

Dark Elves Move in the Shadows Dark Elf Lineman may make Sidestep actions that
do not result in them being Open.

Halflings Quantity and Quality When making a Reserve action, this player may be
(Hopefuls) placed in an open square within one space of their
endzone. If there are no opposing players on your
side of the field, this player may be placed within
two spaces of the endzone.

Undead Regeneration At the beginning of your turn, this player may make
(Zombies and a free Stand Up action.
Skeletons)
Nurgle Rotted Flesh (Rotter) If a Nurgle Rotter is Blocked by an opposing player
and the result of the block is a Miss, the player who
made the block action must make an armor check. If
failed, the blocking player is placed Prone.

Wood Elves Wide Receiver When this player is chosen as the target of a Throw
action, the Throwing player does not suffer a
negative modifier for making a Long Throw. All other
modifiers are applied as normal.

Ogres Hucking Brute (Ogres) Add the following to the Hulking Brute ability to
read: This player may make a special Throw action
targeting an unoccupied square when a Gnoblar is
adjacent to them. If successful, place the adjacent
Gnoblar player (and the ball if the Gnoblar had it) in
the target space. If the throw check is not
successful, the Gnoblar is placed Prone in the target
square. If the result is a fumble, the Gnoblar is
placed prone.

Lizardmen Hatchlings (Skink If there are no Skink Runners or Chameleon Skinks


Runners and on the pitch at the beginning of this coaches turn,
Chameleon Skink) they may make a free reserve action with one Skink
Runner or Chameleon Skink.

Credits:
Thank you to everyone on The Crush! Discord channel who helped with this version of the rules
document. Your feedback and editing were invaluable!

Opcubby (Partick) - Chaos


LanguiDude (Dan) - Skaven
NotDeadYet (Nick) - Undead
Oneunhappycow (Rylan) - Humans
Clg6000 (Christian) - Halflings
Gremdel (Sean) - Lizardman
Edible (Eric) - Goblins

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