Winning the Match

 

Blood Bowl is split into two halves of sixteen turns each (eight team turns per coach, per half). Each coach is responsible for keeping track of how many turns his team has used, and must move the marker along one space along the track provided on his Dugout at the start of each of his turns, as explained above. Play stops when both coaches have had eight turns each, giving the players a chance for a much needed rest, and for the coaches to replenish the teams complement of re-roll counters on the team re-roll track. Play restarts with another kick-off at the start of the second half.

The team with the most touchdowns at the end of the last turn of the second half is the winner. If the match is tied at the end of the second half, then it goes into ‘sudden death overtime’. Flip a coin to see who kicks off, then play a third series of eight turns per team. The first team to score wins the match. Neither team gets any re-roll counters back in overtime because they are too tired to use by this stage of the game.

A coin toss is made again at the beginning of Overtime. If playing multiple sudden death overtimes, a coin toss is made at the start of each odd numbered overtime. [JJ]

 

Scoring Touchdowns

A team scores a touchdown when one of their players ends an action in the opposing teams End Zone while holding the football. As soon as this happens, play stops, the crowd cheers and whistles, and cheerleaders dance about waving pom-poms. The coach of the scoring team has our permission to leap about and cheer a bit, too, while moving the score marker one space along the track.

Any player may enter either End Zone at any time, even if they are not carrying the ball. If the ball is thrown to them and they catch it, or are able to pick up the football while in their opponents End Zone, they score a touchdown. Note, however, that in order to score a touchdown the player must end his action standing in the End Zone; if the player failed to make a dodge roll, for example, and thus fell over in the End Zone then he would not score a touchdown.

 

Restarting the match

After a touchdown has been scored, and at the start of the second half, play is restarted and the match continues. Before the kick-off, however, each coach should roll one die for each KO’d player. On a roll of 4, 5 or 6 the player is fit enough to return to play, but on any other result they must stay in the KO’d box in the Dugout.

Both coaches may then set up any fit players just as they did at the start of the game. When play is restarted after a touchdown, the scoring team is always the one to kick-off. At the start of the second half, the kicking team is the one that did not kick-off at the start of the fist half.

 

Scoring in the Opponents Turn

In some rare cases, a team will score a touchdown in the opponents turn. For example, a player holding the ball could be pushed into the End Zone by a block. If this happens then the team scores a touchdown, but must move their turn marker one space along the turn track to represent the extra time the players spend celebrating this unusual method of scoring!

 

Conceding Defeat

A coach may give up on any of his own turns, losing one point of Fan Factor, and possibly any Star players with 51+ SPP (1-in-6). The Winning coach gets the Losers Gate Receipts and one extra MVP. (4thEd)


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