Setting Up the Game

Each Coach should place a turn counter in their Turn Track, a Score counter in the Score Track, and the appropriate number of Team Re-Roll counters in their Re-Roll Track.

Flip a coin or roll a die to see who will set up first. The team that sets up first is called the kicking team because they will kick off the ball. The other team is called the receiving team, because they will receive the kick-off. Each coach may set up 11 players between their End-Zone and the half-way line, and within the following restrictions:

  1. The kicking team always sets up first.
  2. No more than two players may be set up in each wide zone (i.e., a maximum of four players may be split wide, two on each flank).
  3. At least three players must be set up next to the half-way line, on the Line of Scrimmage.
  4. Coaches must field 11 players for each kickoff if they are able, or all available players if fewer than 11 are able to make the kickoff. Eleven is the sacred number of Nuffle, and shall never be compromised unless unpreventable by circumstances. [JJ]

If one team does not have at least three players, to form a Line of Scrimmage, then it is a forfeit. (AH)

 

The Kick Off

After both teams have set up, the coach of the kicking team places the football in any square in the opponents half of the field, including the End Zone if he likes. The ball will then scatter in a random direction. Using the Scatter template, roll the D8 die once for the direction of scatter, then roll a D6 to see how many squares the ball will go.

Scatter Diagram

1

2

3

4

(ball)

5

6

7

8

Important Note: The kick-of is the only time that you roll a die to see how many squares the ball moves when it scatters. This is because kicks are very inaccurate. When rolling scatter for a missed pass, or when the ball bounces, the ball only moves one square per scatter roll.

A kick-off must land in the opponents half of the playing field. If the ball scatters off the field or into the kicking teams half, the receiving coach is awarded a ‘touchback’ and may give the ball to any player on his team. Assuming the ball lands in the receiving teams half of the field, then it will ether land in an empty square or a square occupied by a player. If the ball lands in an empty square it will bounce one more square (see Bouncing Balls on page 18). If the ball lands on a square occupied by a player, the player may try to catch the ball (see Catching the Ball, on page 18). Once the kick-off has been taken, you are ready to proceed to the first turn of the game.

On the kickoff, place the ball in the target square. Roll on the kickoff table. Scatter the ball the appropriate number of squares. Handle bounces, touchbacks, catch attempts. Begin the first turn (or Blitz turn). [JJ]

If an opponent kicks to you to start the half, then pit traps or burst ball on the ball carrier on your second turn, you receive a new kickoff. Move your turn counter to turn 3. Your opponent's next turn is turn 3 (not 2). [GWUK]

If a ball bounces out of bounds or into the other half because a player failed to catch the kickoff, this is a touchback. [JJ]

 

 The Kick-Off Table

All kinds of things can happen during a Blood Bowl match; one team or the other may make an inspired play, or raucous fans might throw a large heavy object (e.g., a rock!) at one of the opposing teams players, or even invade the field!

The Kick-Off Table is used to recreate these unforeseen but fairly common events. After both teams have set up, and the football is placed on the field, the coach of the kicking team rolls 2D6 and looks up the result on the Kick-Off Table. After applying any results called for, the kick-off proceeds as normal.

 

2D6 Result

Excitement

2

Riot - The riot holds the game up, and adds 1D6 Turns to the number so far elapsed in this half for each team. If this takes the number of turns to 8 or more for both teams, the half ends.

3

Get Da Ref - Each coach rolls 2D6 and adds the teams fan factor to the score; the high scorers fans decide the ref has been bought, and exact vengeance! His replacement is so intimidated that for the rest of the half he will not award penalties to the team, even if he spots them making a foul. If the score is tied, both teams fans get the ref, and he will not award penalties against either team!

4

Perfect Defence - The kicking teams coach may reorganize his players – in other words, he can set them up again. The receiving team must remain in the set-up chosen by their coach.

5

Cheering Fans - Each coach rolls 2D6 and adds their an factor and the number of cheerleaders in their team to the score. The side with the highest score gets a bonus Re-Roll this half. Re-roll any ties.

6

Bad Kick - The ball scatters 2D6 squares on the kick-off instead of only 1D6 squares.

7

Weather - The weather seems to be changing. Make a new roll on the Weather Table and apply this result to the rest of the match or until you get this result again

8

Quick Snap - The Offence start their drive a fraction before the defence are ready, catching the kicking team flat-footed. All the players on the receiving team are allowed to move one square. This is a free move, and may be made into any adjacent empty square, ignoring tackle zones. It may be used to enter the opposing half of the pitch.

9

Brilliant Coaching - Each coach rolls a D6 and adds the number of coaches n their team to the score (count both Head and assistant coaches). The side with the highest score gets a bonus Re-Roll this half. Re-roll any ties.

10

Blitz! - The kicking team gets a bonus team turn and may move before the receiving team. The bonus turn does not count towards their turn limit for the half, so the coach does not have to move his turn marker along a space, and cannot be called for Illegal Procedure

11

Throw a Rock - Each coach rolls 2D6 and adds the teams fan factor to the score; the high scorers fans are the ones that threw the rock. Decide randomly which player on the other team was hit (players in the Dugout are eligible) and roll for the effects of the injury straight away (no armour roll is required).

12

Pitch Invasion - Each coach rolls 2D6 and adds the teams fan factor to the score; the highest score wins injuring 1D6 randomly selected players on the losing team. Roll for the effects of the injuries straight away (no armour roll is required).

 

Players on the bench may be hurt in a pitch invasion. [GWUK]

You may not Re-Roll any rolls from the Kickoff Table. [JJ]

A pitch invasion is a crowd injury, and the apothecary cannot be used.


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