Blood Bowl House Rules
Here is house rules for Blood Bowl 3rd edition written by Jervis
Johnson (first ones) or me. Some of my rules are very close to ones
suggested by Jervis or other persons.
The idea of allowing coaches to include players in their team who have
already accumulated SPPs is rather a good one. However to stop players
exploiting this ability in a boring manner to, say, give all of their Chaos
Warriors the block skill, I'd suggest that each veteran you take for your
team after the first is not allowed to take a skill you've already
chosen for another veteran player in the team (i.e. all the vet's have to have
One SPR (not SPP) costs 30K and is limited to normal skills (not
doubles) and secret weapon skill. Slow learners need 50K for that one
skill (big guys and vampires). Rating of veteran is the normal rating
for such a player - money used is not counted. -Kalle
You are only allowed to include one of each
Star Player in your team. You couldn't have more than one Morg, for
example, let alone four Count Luthor Von Drakenborgs! On the other hand
there is no upper limit on the total number of Star Players allowed in the
team, just so long as they are all different. In addition, ignore the bit
on the card which tells you which teams the Star Player will play for; this
is replaced by the new mixed race team rules. Only one -rule does not
apply to secret weapon star players.
In addition, star players are now allowed to gain new SPRs. In
starplayer statistics sheet, there is listed total number
of SPRs star player already has, and star player automatically has that many SPPs,
and start to earn more from that number -Kalle
Each teams is now limited to ONE star player! If he is killed,
bad luck. If any teams already has more than one bough star player, it
may not buy new ones, but this rule has no other effect. Deathrollers
and Fungus are not counted. -Kalle
I'VE GOT MY EYE ON YOU
Add this rule to the end of the rules on fouling. In order for it to
work you will need a new counter; anything will do, bottle caps, small
coins, a bunch of keys, etc., but the best possible "I've Got My Eye On
You" marker is a painted referee model. Whatever, once you've got a
counter, put it beside the pitch when you set up. Only one is ever need
The first time a coach commits a foul, he must hand the "I've Got My Eye
On You" counter to the opposing coach, who should place it on their
re-roll track. As long as the opposing coach has the counter, any of
your players that will be sent off if they make a foul and they don't
roll a double on the dice, instead of only if they do roll a
The opposing coach is allowed to keep hold of the counter until his own
team commits a foul, at which point he must hand it over to his
opponent, who can then place it on his re-roll track. In addition the
counter must be returned to the side of the board (i.e. so that neither
coach has it) when a half ends or an illegal procedure call is made
against the coach with the counter. In the case of the Illegal Procedure
call the counter is lost in addition to any other effect the call has.
A couple of you have commented that the background notes on the
Hobgoblins makes great play about how stupid they are, but that this
really isn't reflected in the rules. This is a fair comment, and
something that obviously ought to be rectified! Therefore I'm going to
impose the following rule on the Studio League for a trail period:
"Hobgoblins Blood Bowl players are noted for their stupidity, although
it has to be said that this isn't a trait of the Hobgoblin race as a
whole. (In fact most other races in the Warhammer consider Hobgoblins to
be sneaky gits who will stab you in the back as soon as look at you, and
will only fight if the odds are heavily stacked in their favour. This is
actually rather an accurate character assessment, and as a result only
the _really_ stupid ones get conned into playing Blood Bowl!) To reflect
this the coach of a team that includes any Hobgoblins most roll a D6 for
each Hobgoblin player at the start of the match. On a roll of 2-6 the
player can be used normally, but on a roll of 1 the player has either
arrived late because he's forgotten about the match, or is having
trouble tying up his boot-laces, or is doing something equally stupid,
with the result that he may not be used during the first drive of the
If the hobgoblin player is pro, he may try to use pro-skill to
reroll this result, and if succesful, he can take part in the match,
but cannot move in the first turn when he chuckles in the place 'ooo I
wus clever...' (Note that this is excpetion to rule that pro skill can
only be used during your own team turn) -Kalle
To stay in original idea, only stunty players (e.g. halflings,
goblins and some mutants) are allowed to take right stuff
skill. In addition, only players allowed to throw team-mates are Big
Guys Ogre, Treeman, Minotaur, Rat-Ogre and Troll.-Kalle
Werewolves are rather selfish, and whenever they are to give
the ball away (hand-off or pass), the action can not be taken
unless you roll 4-6 on a die roll.
They have some natural needs, and if there is a treeman on the
playing field, rolling a die: on 1, your werewolf drops the
ball and runs to the treeman (making the usual dodges). You can
pick the route as long as you end up near the treeman or as
close to it as you can get. If the ball was dropped or if
your wolf falls, a turnover takes place.
If you are beside a treeman when rolling 1, you do not move
(but you do drop the ball) and you lose you tackle zone until
the next turn.
If your wolf causes an injury (badly hurt or worse) to a member
of an undead team,
he grabs some of the remains and runs off for the rest of the
half to bury the bone. The poor undead cannot regenerate this
Secret weapons can be taken by any player as a new skill.
You must only roll a double as star player roll, pay for secret weapon
and here you go! Note that there is some severe limitations to this.
Weapon Cost Races
Chainsaw 20,000 Dwarf,Chaos Dwarf,Chaos,Human,Undead,Goblin
Blunderbuss 10,000 Dwarf, Chaos Dwarf
Poisoned dagger - Dark Elf, Skaven
Bombs 20,000 Goblin, Dwarf
Pogo Stick - Goblin
- Goblins: Can have any number of secret weapons instead
of one, and may take a secret weapon with star player roll
of 7 in addition to doubles (they are so desperate!).
- Dwarfs: Can have any number of secret weapons, but
are limited to one chainsaw.
- Other teams cannot have more than one secret weapon!
- Only Linemen (or equivalent) position may be given a secret
weapon. Big Guys cannot have a secret weapons.
- If the team has multiple secret weapons of the same type,
a separate roll is made for banning for each of them.
To make things more sensible, only natural roll of 11 or 12 cause
serious injury or killed result in damage table. Otherwise, all
results 10 or greater are treated as badly hurt.-Kalle
BAD HABITS RANDOM EVENT
Instead of losing one team re-roll, the team may instead lose their
fans while trying to improve their ways (very unsportmanlike). Coach
must roll d8 three times repeatly, and each roll under team's current
fan factor drops it by one. A roll of 8 never causes any loss in fan
factor even when fan factor is 9 or more. If the fan factor drops, it
affects the next rolls, too.-Kalle
It is clear, that when a team gains more fame and fans, new fans expect
that team to be efficient most of time. To reflect this, a -1
modifier is applied to fan factor table roll for each 10 points of Fan
Factor before the roll. Thus, a team with many fans must get many
casualties and touchdowns in each match or it cannot increase its fan
factor and old ones get bored to 'good team without results'.
Little Changes and Clarifications
- When determining winnings for a match, the winner adds +2
instead of +1. In a case of draw, both players add +1.
- Draw games are allowed in all games except for Play-Offs.
In tournament, both players gain 10 points for a draw.
- During kick-off, the ball is positioned to target square
before roll on kick-off table.
- Unless kick-off roll is 2 (riot) or 12 (pitch invasion),
the ball is kicked to that square, otherwise players set their
players again after riot or pitch invasion is over and new roll
on kick-off table is made. The players may recover during this
- During push-back, if a player is pushed into square
already occupied by other player, owner of that player is free to
choose where he is moved (within those normal 3 squares unless
player got skill side step)
- Team rating is counted without SPPs. Instead, add
+1.5 to player's rating for each SPR he has acquired,
rounding the team rating total down.
- Value of each player is dropped by one (1) for each
permanent injury he has suffered. Similary, rating is raised
by one if he has acquired a magic helmet. Example: An Orc
lineman has niggling injury. Its value is 4.
- Play quarter-finals in play-offs if there is more than
eight teams participating.-Jervis
- Regeneration works only on a roll of 4+ in league play
- Action is choosen only when it is conducted, like blitz
when the actual block is made. This is REVERSAL to official
rules clarifications from Jervis.
- Only player-inflicted casualties are calculated for final
results. This includes all casualties worth of SPP, and excludes
pitch invasion, failed dodge, random cards etc. All other should
be still noted on match record.
- Wild Animal frenzy is not counted as blitz unless
blitz is required to do it.
- Vampire lord is assumed to have 3 SPRs at the start. When a
new vampire replaces the lord, it gains AV +1 in addition to
removal of Off for a bite
- If kicking team has no players in field, the opponent
automatically gains a touchback.
- Peaked random card is disabled - if you draw it,
draw a replacement. Old peaked (non-bought-star) peaked
players can again start to gain SPPs if 30,000Gc is paid. All SPPs
'gained' while peaked are lost.
- Each team is limited to one bought star player!
This does not include Deathroller and Fungus
- Casualties inflicted to own players are not counted to any
- Handicap is counted without players
missing the entire match. Those players cannot be target of any
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