Movement

A player may move a number of squares equal to his Movement Allowance. Players may move in any direction or combination of directions, including diagonally, as long as they do not enter a square that holds another player (from either team). Players do not have to use up all of the Movement Allowance in their turn; they don’t need to move at all if their coach does not want them to.

Tackle Zones

 

 

 

 

 

 

 

 

 

 

 

 

X

 

 

 

 

 

 

 

 

 

 

 

 

All standing players exert a tackle zone on the eight adjacent squares, as shown in the diagram at left.

The players tackle zone is shown by the shaded squares.

In order to leave a square that is in one or more tackle zones, a player must dodge out of the square. The player only has to dodge once to leave the square, no matter how many tackle zones are on it. Note that you must always make a Dodge roll when you leave a tackle zone, even if there aren’t any tackle zones on the square you are moving to.

Look up the players Agility on the Agility Table below to find the score required to successfully dodge out of the square. For example, if a player had Agility 3, he would need to roll a 4 or more to dodge out of the square. Roll a die, and add or subtract any modifiers that apply to the dice roll. A roll of one before modification always fails, and a roll of 6 before modification always succeeds.

If the final modified score equals or beats the required roll, the player may carry on moving (and dodging if required) until he has used up his full movement allowance. If the dice roll is less than the required total, then the player is knocked down in the square he was dodging to and a roll must be made to see if he was injured (see Knock Downs and Injures). If the player is knocked over then his team suffers a turnover and their team turn ends immediately.

Agility Table

Players AG

1

2

3

4

5

6

D6 Roll Required

6+

5+

4+

3+

2+

1+

Dodging Modifiers

Making a Dodge Roll +1

Per opposing tackle zone on the square the player is dodging TO -1

 

Going For It!

When a player takes a Move Pass or Blitz action, they may try to move one or two extra squares over and above the number that they are normally allowed to move – this is called ‘going for it’.

Roll a die for the player after they have moved each extra square. On a roll of 1 the player trips up and falls prone in the square that they moved to. On any other roll the player makes the move without mishap. If the player is knocked over then his team suffers a turnover and their team turn ends immediately.

A player that is taking a Blitz move may ‘go for it’ in order to make a block. Roll a die after declaring that they will make the block. On a roll of 1 the player falls prone as described above. . On any other roll the player makes the block without mishap. If the player is knocked over then his team suffers a turnover and their team turn ends immediately.

When Going-for-it is combined with a Dodge, Block or other skill roll, the Go-For-It is always rolled first. (ABBA)

Picking Up the Ball

If the player moves into a square in which the football is lying, they may attempt to pick it up, and – if they wish and are able – carry on moving.

Look up the players Agility on the Agility Table below to find the score required to successfully pick up the ball. Roll a dice, and add or subtract any modifiers that apply to the dice roll. A roll of one before modification always fails, and a roll of 6 before modification always succeeds.

If the final modified score equals or beats the required roll, then the player succeeds in picking up the ball. Place the ball on the players base to show that he has picked it up and carry on with the players turn. If the die roll is less than the required total, then the player drops the ball, which will scatter one square. If the drops the ball then his team suffers a turnover and their team turn ends immediately.

Agility Table

Players AG

1

2

3

4

5

6

D6 Roll Required

6+

5+

4+

3+

2+

1+

Pick-Up Modifiers

Picking up the ball +1

Per opposing tackle zone on the player -1

 

IMPORTANT: The Agility Table is used to work out the success or failure of a number of different actions in Blood Bowl including dodging, picking-up the ball, and throwing or catching the ball to name but a few. Each action has its own set of modifiers, and it is only these modifiers which apply to the die roll (i.e., do not use any of the dodging modifiers when attempting to pick up the ball).

Failing to Pick Up The Ball ends your turn immediately, regardless of where the ball scatters and who finally may end up holding it. [JJ]

A player is not obligated to pick up the ball if he enters its square. If the player chooses not to pick up the ball, it will scatter. [JJ]

 

Handing Off the Ball

A hand-off is a type of very short pass, where the ball is simply handed to a player that is n an adjacent square. A hand-off may be carried out at any time, even part way through another players move, and does not count as an action for either the player who hands off the ball or the player who receives it. However the ball may not be handed off more than once per team turn, and the ball may not be handed off in the opponent’s turn. A coach is allowed to both hand off and pass the ball in the same turn.

No die roll is required to see if the hand-off is on target – it automatically hits the target square. However, the player that the ball is handed to must roll to see if they catch the ball (see Catching the ball). The hand-off counts as an ‘accurate pass’, so the player that the ball is handed to receives the +1 modifier to his catch roll for an accurate pass.

Even though the hand off is a 'free action' which may be taken at 'any time during your turn' you cannot hand off when the ball carrier is about to be hit by a Diving Tackle, or as the ball carrier is falling down. [JJ]

Either player involved in a hand off may make the hand off action. This means that a player may take a hand off from a player who has been "Mindblow"-ed and a player with Blunderbuss may accept the handoff and still fire that turn. [JJ]

 


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