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Another way to play with your BloodBowl miniatures !
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7/21/2019 Blitzball Eng
http://slidepdf.com/reader/full/blitzball-eng 1/17
• PRESENTATION page 1
• PLAYERS page 2
• EXAMPLE : BEGINNING OF A PHASE page 3
• END OF GAME page 4
• PICKING UP THE BALL page 4
• PASSING THE BALL page 4
• EXAMPLE OF ACTIVATION page 5
• KICKING THE BALL page 6
• BOUNCE OF THE BALL page 7
• MOVING A PLAYER page 8
• TACKLING A PLAYER page 9
•SHOOTING (FIELD GOAL) page 12
• TOUCHDOWN !! page 13
• STYLES OF PLAYS page 14
• BLOODBOWL PITCH page 15
• GOLIATHS page 16
• DEFLECTED BLOWS page 16
7/21/2019 Blitzball Eng
http://slidepdf.com/reader/full/blitzball-eng 2/17
■ Game theme
BlitzBall it's like a simplified BloodBowl between 2
coaches (you and your opponent).
■ Match sequence
A game is a succession of Phases. A Phase always
begins by a Kick-Off, and ends if a team scores(TouchDown or Field Goal).
■ Phase sequence
A Phase is a succession of activations, alternately
carried out by each coach. The coach with the ball
begins the 1st activation, followed by the other, etc...
/ There are 5 modes for each activation :
◦ Standard. Up to 3 players are activated.
◦ Pass. Any player can be activated. Only one actionis allowed : "Pass". Every Throwing test, Catching
test, or Trajectory test, can be re-rolled once.
◦ Movement. Any player can be activated, except
those who are adjacent to opponents. Only one action
is allowed : "Move". For every player the Movement
Skill is increased by 2.
◦ Kick. Only the ball carrier is activated. Only one
action is allowed : "Kick". This mode is MANDATORY
for the 1st activation of any Phase. The Control test
has a +2 bonus.Moreover, benched players of the kicking team can
enter the pitch, in the 20 yards zone of their own
team, at the beginning of the activation.
◦ Defense. Any player can be activated. Every
attempt to tackle the ball carrier has a +2 bonus.
Every Initiative test has a +2 bonus. This mode is
forbidden if the ball is free (when the activation
begins). This mode is allowed only for the coach
without the ball. FIRST, in order to use this mode, this
coach must roll a certain number of D6. It is a
success if at least one D6 shows 5 or more. For the1st attempt of the Phase, 1 D6 is rolled.In case of failure : 1. The Movement mode must be used.
2. The dice used for this test are put in reserve, in order to
use them again the next time this coach will attempt to use
the Defense mode in the same Phase.
/ Mixing different modes for the same activation is not
allowed.
/ A given player can be activated several times in the
same Phase, but only once per activation.
■ List of actions
Any activated player can (1 choice) :
◦ Move.
◦ Move and / or Pass.
◦ Move and / or Kick.
◦ Move and / or Pick up.
◦ Move, then Tackle (Blitz).
◦ Tackle.
◦ Pick up, then Pass.◦ Pick up, then Kick.
◦ Shoot (Field Goal attempt).
/ "Move and / or Pass" means :
EITHER Move.
OR Pass.
OR Move, then Pass.
OR Pass, then Move.
Same thing for "Move and / or Kick", etc...
■ Scoring
The team with the highest final score is the winner.There are several ways to score :
/ If a player has the ball and is located in the
opposing Endzone : this is a TouchDown for his
team, scoring 5 ou 7 points. End of Phase.
/ If a player kicks the ball between the opposing
poles : this is a Field Goal for his team, scoring 3
points. End of Phase.
/ For each opponent permanently eliminated (except
Leader), thanks to a tackle : 2 points.
/ For each Leader of the opposing team permanently
eliminated, thanks to a tackle :
5 points for the opponent !
If a Leader initiates a tackle, and if he is eliminated
during this tackle : no points are awarded for the loss
of this Leader.
■ Sudden stop for an activation (turnover)
◦ If an Agility test, a Control test, an Initiative test,
or a Trajectory test fails.
◦ If a TouchBack occurs.◦ If a Field Goal fails.
◦ If the ball leaves the field.
◦ If a kick leads to an offside foul.
/ After a possible bounce of the ball, or after the ball
was possibly given to an opponent, the opposing
coach begins a new activation.
1 BLITZBALL : PRESENTATION
CATCHING RL
TRAJECTORY RL
THROWING RL
ACTION : PASS
PASS
MODE
Use this card to
show that your
team is in Pass
mode.
For those who want to use the
pitch of BloodBowl, see page 15.
7/21/2019 Blitzball Eng
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■ Number of players
Each coach has a roster of 12 players :
◦ Up to 3 Leaders (L).
◦ Up to 6 Receivers (R).
◦ Up to 6 Marauders (M).
◦ Up to 5 Blockers (B).
/ At the beginning of the match, each coach chooses
12 players (as he sees fit). The team cannot be
modified.
Here is an example of team :
◦ 2 Leaders (L).
◦ 3 Receivers (R).
◦ 3 Marauders (M).
◦ 4 Blockers (B).
/ At the beginning of any Phase, each coach
chooses only 9 players (as he sees fit). There are
exactly 9 players onto the pitch. The remaining
players (3 players) are on the bench, waiting for the
next occasion to enter the pitch.
/ When a player is wounded, he becomes
temporarily unavailable. It is possible that a team is
not able to field 9 players.
■ Benched players entering the field
Benched players can enter the field in two
circumstances :
• At the beginning of each Phase.
• At the beginning of an activation under Kick Mode,
only if it is an activation of their own coach.
/ For each benched player who is suffering of
concussion, 1 D6 is rolled by his coach.
If the result is 4 or more, the player may be fielded
on the pitch (as his coach sees fit). Otherwise, a new
attempt will be made later.
/ A player who is not suffering of concussion may be
fielded on the pitch (as his coach sees fit), without
rolling any die.
■ Profiles
Each player has his own profile, according to his
position (Leader, Blocker, etc...).
M : Movement 1 / Movement 2 .
B : Brutality .
R : Resilience .
A : Agility .
P : Passing .
C : Control .
I : Initiative .
2
■ Skill tests
The Skills R, A, C, and I are thresholds to reach or to
beat. They are used when players carry out "Skill
tests" : Resilience test, Initiative test, etc...
/ Procedure : one D6 is rolled for the player involved in
the test. The test is successful if the D6 is equal or
higher than the player's skill which is related to the test.
/ For any Skill test, these modifiers are always applied
to the roll : ◦ -1, for each opponent without the ball, and
adjacent to the player involved in the test.
◦ +1, if there is at least 1 teammate without the
ball, and adjacent to the player involved in
the test.
/ Exception : Resilience tests ignore modifiers.
/ If a Skill test fails, and if the player involved in the test
has the ball : the ball bounces.
/ If a Skill test is failed by a player : his action, or theremainder of his action, is cancelled.
■ Profiles for each position
■ Re-rolls
In some cases, dice can be re-rolled.
If several dice are used for a test,
ALL dice must be re-rolled.
Skills R, A, C, or I :
a low number is better for the player.
PLAYERS
■ Inspiration given by a teammate.
When a player carries out an Initiative test, his coach can,
just BEFORE this test, choose ONE teammate, within 2
spaces from the first player.
If this teammate carries out successfully a Control test, then
the Initiative test will have a +2 bonus.
M B R A P C
3/1 1 6+ 2+ 4 2+
I
3+Leader
M B R A P C
8/1 2 5+ 3+
26+
I
2+Receiver
M B R A P C
3/1 5 3+ 6+ 1 7+
I
5+Blocker
5/3 3 3+ 4+ 3 4+ 4+Marauder
M B R A P C I
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LR R
M
B
M
B
B
BR M
B
L
M
20 yards zone.
Kick-offs are carried out
from this zone.
First, the kicking team is set up onto the pitch, in its own 20
yards zone. Then the receiving team is set up.
Exception : in case of short kick (respectively long kick),
when all the receiving team is set up, up to 3 players of the
kicking team (respectively 2 players), without the ball, may
be moved by their coach, anywhere in the field. These
players are called "chasers".
B
M
For a Kick-Off, players of the receiving team cannot
be placed in the 30 yards zone of the kicking team.
Chasers : moved just
before the Kick-Off.
The Kick-Off is a…kick. So all
rules about kicks are applied to
Kick-Offs (see further).
M
B
RB
3
EXAMPLE : BEGINNING
OF A PHASE ( by a Kick-Off )
LR R
M
B
M
B
B
BR M
B
L
M
M
B
RB
Landing position for the ball, after
the Kick-Off of the blue team
(after 2 bounces).
Now it's time for the red team to play.
BlitzBall pitch
The pitch has 13 columns,
and 20 lines.
At each edge, a line is called
"Endzone".
The 20 yds Zone includes :
the 20 yds line, the 15 yds
line, the 10 yds line, AND the
Endzone.
The 30 yds zone contains the
20 yds zone and has 6 lines.
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■ Involved players
The ball carrier throws the ball to a teammate.
■ Procedure
3 tests must be carried out.
1. Throwing test. First the ball is thrown : i.e. the ball
carrier carries out an Agility test.
2. Trajectory test. If the throw is successful, then a
Trajectory test is carried out. First, a threshold is found
in the Trajectory table. It depends on two things : the
pass distance and the Passing skill of the ball carrier.
Then the coach rolls 1 D6. The test is successful if the
D6 is equal or higher than the threshold found in the
table.
If the ball carrier has already moved (i.e. action "Move
then Pass"), the test suffers a -2 malus.
3. Catching test. If the Trajectory test is a success, the
ball is given to the teammate. Then a Catching test is
carried out : i.e. the teammate carries out an Agility
test.
/ If the distance between the ball carrier and his
teammate is less than or equal to 2, the Throwing test
is automatically successful. Moreover, 1 re-roll is
allowed for the Catching test.
/ If a natural '6' is rolled for the Trajectory test, the
Trajectory test and the Catching test are automatically
successful, no matter the possible modifiers. Moreover,
this '6' leads to a "Run after Catching" (RC) : the new
ball carrier is allowed to immediately move 1 space
(making a diagonal move between two adjacent
opponents is not allowed). This special move is "free" :
that means the new ball carrier will act in the remainder
of the activation as if this special move never occurred.
Likewise, this special move ignores the activation
mode.
/ If the Trajectory test fails, the ball bounces from the
teammate.
PASSING THE BALL 4
■ Duration of a game
The game ends when a team reaches a certain
number of points (between 10 and 40 points), or
when a given period is reached. The period can be a
precise number of Phases (between 12 and 20
Phases), or a precise number of minutes (30, 60, or
90 minutes).
■ Sudden stop for a match
If a coach is not able to field at least 4 players at the
beginning of a Phase, he immediately loses the
game (the score is ignored).
/ If both coaches are not able to field at least 4
players, the game ends, and the team with the
highest score is the winner. Otherwise it's a tie.
END OF GAME
PICKING UP THE BALL
■ Circumstances
If the ball is free, in other words if the ball is in a
space without player, players from both teams can
pick up the ball.
/ In order to pick up the ball, a player must be in a
space adjacent to the space containing the ball.
/ EITHER the Procedure 1 is used. The player
carries out an Agility test. If the test is successful,
the ball is given to the player.
/ OR the Procedure 2 is used (allowed only if there is
no opponent adjacent to the ball). The player carries
out an Initiative test . If the test is successful, the
ball is given to the player.
2+ 3+ 4+ 5+ 6+ 6+ 6+ 6+ 6+ 6+ 6+ 6+ 6+ 6+
1+ 2+ 3+ 4+ 4+ 5+ 6+ 6+ 6+ 6+ 6+ 6+ 6+ 6+
1+ 2+ 2+ 2+ 3+ 3+ 4+ 4+ 4+ 5+ 5+ 6+ 6+ 6+
1+ 1+ 2+ 2+ 2+ 2+ 3+ 3+ 3+ 4+ 4+ 4+ 4+ 5+
1 2 3 4 5 6 7 8 9 10 11 12 13 14+
1
2
3
4
Distance between the ball carrier and his teammate
Passing skill
of the
ball carrier
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L
B
M
5
L
M M
B
R B
The team with the ball begins an activation (in Standard
mode, so up to 3 players will be activated).
Option 1 : passing the ball to the Receiver. But the Catching
test will suffer a -2 malus, because 2 opponents are
adjacent to the Receiver.
So this is a risky option.
Option 2 : moving the ball carrier, then passing the ball to
the Marauder.
Option 2 is chosen.
B
B
L
M M
BR
B
The ball carrier carries out an Initiative test. This test is successful, so
the ball carrier can jump (as the knight in chess).
The Throwing test is an automatic success because the pass distance
is less than or equal to 2.
Now the Trajectory test : the coach rolls 1 D6. Normally, At this
distance, a result of 1 or more is needed. But the ball carrier has moved
before the pass. So a result of 3 or more is needed. the D6 gives 4 : the
test is successful.
Then, the Catching test for the Marauder.
The D6 gives 3. The coach substracts 1 because there is an opponent
who is adjacent to the Marauder. The total is 2.
The test fails, because the Agility skill of the Marauder is "4+".
The distance between the Leader and the Marauder is less than or
equal to 2, so 1 re-roll is allowed for the Catching test.
The D6 is re-rolled and gives 5. 5 - 1 = 4. The total is 4. Success !
B
B
L
M M
B
R B
B
B
The Marauder is activated and moved.
Because an opponent is adjacent to his starting position, the
Marauder must use his 2nd Movement skill (3 here).
1
2
B
B
B
M
B
B
3
EXAMPLE OF ACTIVATION
Finally, the blue coach
moves a Blocker, in
order to support the new
ball carrier against a
possible tackle.
M
M
M
M
R
B
B
B
M B R A P C
3/1 1 6+ 2+ 4 2+
I
3+Leader
5/3 3 3+ 4+ 3 4+ 4+Marauder
M B R A P C I
B
B
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■ The action "Kick"
Kicking the ball (using a foot) means : sending the
ball toward a line located in front of the ball carrier's
line. In this case, the ball carrier is called a "kicker".
■ Procedure
1) Type of kick. The kicker's coach chooses : eithera short kick, or a long kick, or an extreme kick. Also
he chooses between a direct kick, a left cross field
kick, and a right cross field kick.
2) Kick test. In fact, the kicker carries out a Control
test. In case of short kick, 2 re-rolls are allowed. In
case of long kick, 1 re-roll is allowed.
If the test is successful, go to step 3.
3) Length of kick.
Short kick : the coach rolls 1 D6. The result is the
length of the kick.Long kick : the coach rolls 2 D6. The sum is the
length of the kick.
Extreme kick : the coach rolls 3 D6. The sum is the
length of the kick.
4) Direction of kick.
Direct kick : the ball is moved forward, along the
column occupoied by the kicker.
Cross field kick : the ball is moved forward, along
one of the diagonals occupied by the kicker (toward
the left or the right).
5) Bounce.
Short kick : the ball bounces 0, 1, or 2 times, as the
coach of the kicker sees fit.
Long or extreme kick : the ball bounces 2 times. The
2nd bounce is carried out from the space found by
the 1st bounce.
/ Finally a position is found after the bounce(s) : it is
called the landing position of the ball.
/ If the landing position is occupied by an
opponent : the ball is given to him automatically.
■ Kicks and offside fouls
/ A teammate of the kicker is offside if he is located
in front of the kicker.
/ If the landing position of the ball is occupied by an
offside player, or is adjacent to an offside player, this
is an offside foul, and the activation of the kicking
coach comes to an end (turnover). Moreover if an
offside player occupies the landing position, he is
removed from the pitch, and suffers a Wound test
(because the violent crowd is more than happy to
punish offside players).
■ Moving then kicking
If the ball carrier moves, then kicks the ball :
a) Extreme kicks are not allowed.
b) 1 re-roll is lost for the Control test.
■ Touchback
If the landing position is in the opponent's 20 yards
zone, the opponent may immediately claim a"touchback". In this case the current activation comes
to an end (turnover).
/ Constraint for a touchback : the ball must be in
possession of a player of the opposing coach, or within
2 spaces from a player of the opposing coach.
Moreover, this player should not be adjacent to a
teammate of the kicker.
6KICKING THE BALL
L
Left cross field
kick
Direct kick
kickerRight cross
field kick
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B
R
M
M
■ Example of kick.
◦ The blue Leader announces a long direct kick.
◦ Kick test. The blue Leader carries out a Control
test. His coach rolls one D6, and a '5' is rolled. He
substracts 1 because the Leader is adjacent to an
opponent. The total is 4. It is good because thethreshold to reach or to beat is 2 (Control skill for
the Leader).
◦ Length. It's a long kick. The coach rolls 2 D6 and
gets 7. The ball is moved forward 7 spaces, along
the column occupied by the kicker.
◦ Bounces. There are 2 bounces because it's a long
kick. Finally, the landing position is not a good
position because this position is adjacent to an
offside player (the blue Receiver).
Offside foul !The blue receiver is immediately removed from the
pitch, and suffers a wound test (due to vicious and
nasty Orcs cheerleaders).
Now it's time for the red coach to begins a new
activation.
7
■ Circumstances
Sometimes the ball bounces, due to tackles, kicks,
failures of some tests, etc...
A bounce template is used, where one can see
numbers between 2 and 12.
/ The coach who began the current activation rolls 2
D6. The sum gives the space toward which the ball
bounces.
/ When the ball bounces, it is moved 1 space only.
/ If the ball bounces toward a space occupied by a
player, then the ball is automatically given to this
player.
/ If the ball goes outside of the field (due to bounces or
too long kicks), the team which is responsible for that
exit is the team of the last player in possession of the
ball. So, the ball is given to the opposing team. The
screaming crowd throws the ball back into play : i.e.
the ball is given to the opponent who is the closest to
the exit space. If there are several eligible players, the
opposing coach chooses.Then the opposing coach begins a new activation.
9 4
7 6
10
8
5 2 / 311 / 12
The square "7" of the bounce template symbolizes
the space which contains the ball.
So a result "7" means :
the ball stays in its initial space.
11% 8%
17% 14%
8%
14%
11% 8%8%
Probability
of bounce
The yellow arrows should be directedtoward the Endzones.
L
B
B
R
R
R
B
B
BOUNCE OF THE BALL
M B R A P C
3/1 1 6+ 2+ 4 2+
I
3+Leader
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■ Modes of movement
There are 4 modes of movement :
a) Moving along the same column.
b) Moving along the same line.
c) Moving along the same diagonal.
d) Moving as the knight in chess. This is called a
jump.
/ When a player uses one of the 3 first modes of
movement (column, line, or diagonal), normally he
must move along the same straight path, without any
change of direction.
/ Feint. If a player wants to change the direction of
his trajectory, he must carry out an Initiative test,
before the move. If this test is successful, 1 change
of direction is allowed (only 1). For example, a
Receiver may moves 3 spaces along a column, then
2 spaces along a diagonal.
/ Feint and ball control. When the ball carrier uses
a feint, he must make a Control test at the end of
his movement (including a possible sprint). If the test
fails, the ball bounces.
/ Feint and adjacent opponents. When the ball
carrier uses a feint, he cannot enter a space which is
adjacent to opponents.
/ Jump. If a player wants to move as the knight inchess, he must carry out an Initiative test, before
the move. When a player jumps, he cannot use
another mode of movement.
/ A player cannot end his move into a space
occupied by another player.
/ When a player uses one of the 3 first modes of
movement (column, line, or diagonal), with a
possible change of direction, he must move under
these constraints :
a) Moving through an opponent is not allowed.b) Making a diagonal move between two adjacent
opponents is not allowed.
c) The Movement skills must be respected.
/ If a player ends his move into a space which
contains the ball, then the ball bounces.
If the ball goes outside of the field, this player is
considered as the last player in possession of the
ball.
/ A player cannot voluntarily exit the field.
■ Reduced move for the ball carrier
If the starting position of the ball carrier is adjacent
to at least 1 opponent : the ball carier must use his
2nd Movement skill.
/ The rule of "Reduced move" doesn't apply to
jumps.
■ Sprint
A player may attempt to sprint, when the normal
movement of this player is ended.
In order to do a sprint, either an Initiative test, or a
Resilience test is made (as the coach sees fit).
If the test is successful, the player may move 1
additional space, in any direction. The direction of
the sprint doesn't depend on the movement already
performed by the player.
Making a diagonal move between two adjacent
opponents is not allowed.
/ After the sprint, tackling, or passing the ball, etc...is
allowed, like after any normal movement.
/ If based on the Resilience skill, a failed sprint test
leads to the exit of the player, followed by a wound
test for him.
8
B
W
F
■ Example
Movement not allowed.
MOVING A PLAYER
R
M B
R
■ Example
Jump(as the knight in chess).
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If Impact of tackler > Impact of defender :
the coach of the tackler may
chooses the result
"The two players are knocked down".
9
■ Threatened player
A player is threatened if : he is adjacent to an
opponent which is not in possession of the ball.
■ The tackle
A player without the ball can tackle an adjacent
opponent (which has the ball or not).
/ Normally, 2 players are involved : the tackler and
the defender. But other players can be used as
supports.
/ A teammate of the tackler is a support for the
tackle if :
a) This teammate doesn't have the ball.
b) AND he is adjacent to the defender.
c) AND he is not threatened by any other player.
/ A teammate of the defender is a support againstthe tackle if :
a) This teammate doesn't have the ball.
b) AND he is adjacent to the tackler.
c) AND he is not threatened by any other player.
■ Procedure
1) The tackler adds 1 to his Brutality skill for each
of its supports. The total is called Impact of tackler.
Same thing for the defender.
Note that the Impact of the tackler is increased by 1
if the defenser has the ball.
Then the two Impacts are compared.If the Impact of the tackler is higher, then the
difference between the two Impacts becomes a
positive modifier for the tackle.
If the Impact of the defender is higher, then the
difference between the two Impacts becomes a
negative modifier against the tackle.
2) The coach of the tackler rolls 2 D6, and adds or
substracts the modifier found in the previous step.
The total is read in the Tackle table.
Depending on the dice, the defender or the tackler
can be pushed back or knocked down.If a player is knocked down, he is removed from the
field. From now on, he waits for the next occasion to
enter the pitch (if he is not seriously injured).
3) If the ball carrier is knocked down, first he is
removed from the pitch. Then the ball bounces from
the space occupied by the ball carrier, and the
activation goes on.
■ Pushed back players
If the defender is pushed back, he is moved toward
an adjacent space chosen by the coach of the
tackler. There are only 3 spaces available for the
push move (see diagrams further).
/ Among the 3 available spaces, the opposing coach
must choose an empty space or a space occupiedby a teammate of the defender.
If all the available spaces are occupied by
teammates of the tackler, the defender is knocked
down.
/ A pushed back player can push a teammate, as if
he was himself a tackler. The direction of the push
move is always chosen by the coach of the tackler.
/ A player which is pushed back outside of the
pitch is considered knocked down.
/ Note that a pushed back defender can move
diagonally between 2 adjacent opponents. The rule
of the Reduced move doesn't apply to the push
move. No sprint is allowed.
/ Movement skills are ignored when a player is
pushed back.
■ The Blitz
"Blitz" means : moving, then tackling an opponent.
In order to perform a Blitz, a player must carries out
an Initiative test, before he moves.
/ If a player wants to make a feint (or a jump) and
also a Blitz : he must carry out 2 successful
Initiative tests.
Tackle table (2 D6)
Sum Result
4 - Tackler knocked down.
5 No effect.
6 No effect.
7 à 8 Defender pushed back.
9 à 10
Defender pushed back.
Then, if he has the ball,the ball bounces.
11 +Defender pushed back.
Then he is knocked down.
TACKLING AN OPPONENT
Follow up move of 2 spaces allowed
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10
R
M
BB
R
B
B
M
M
M
B
B
B
RB
2 3
45
R
■ Follow up moves
If the defender is pushed back or knocked down, the tackler
may follow up : he occupies the space vacated by the
defender. This is never mandatory.
The follow up movement is made AFTER all the push
movements triggered by the tackle, and AFTER the
bounces of the ball.
/ If the Tackle table gives a result with two arrows,
then an extra space is allowed for the follow up move for a
total of 2 spaces. In other words, the tackler occupies the
space vacated by the defender, then goes into another
space
/ Note that a player which makes a follow up move can
move diagonally between 2 adjacent opponents. The rule of
the Reduced move doesn't apply to the follow up move. No
sprint is allowed.
/ Movement skills are ignored when a player follows up.
■ Example of support during a tackle (figure 1)
A blue Blocker attempts to tackle a red Marauder.
The red Blocker cannot be a support because he is
threatened by 2 blue players. Also, one of the blue
Receivers cannot be a support because he is threatened by
the red Blocker.
The Red Receiver is a support for the defender.
■ Example of pushed back players (figure 2 et 3)
These figures show the 3 available spaces for the pushmoves, depending on the position of the tackler against the
position of the defender.
■ Example of pushed back players (figure 4 and 5)
A Marauder with the ball is tackled and pushed back by a
Blocker. In the figure 4, the defender will be pushed back
outside of the pitch (so he will be knocked down).
The ball will bounce from the space vacated by the
Marauder.
In the figure 5, the defender is pushed back, either in the
empty space, or in the space occupied by the Receiver. If,
for example, the defender is pushed back in the spaceoccupied by the Receiver : this Receiver will be pushed
back also.
1
■ Wounds and Resilience skill
When a player is knocked down, he is removed from
the pitch (becoming a benched player). Then he
must immediately make a Resilience test.
If the test is successful, the player is not wounded,
and he waits for the next occasion to enter the pitch.
If the test fails, he is wounded : his coach rolls 2 D6
and read the Wound table.
/ "Minor injury" : the shock was spectacular, nothing
more. The player is not too affected and waits for the
next occasion to enter the pitch.
/ "Concussion" : the shock was rough for this player !
When an occasion to enter the pitch occurs, 1 D6 is
rolled for each player suffering of concussion. If the
result is 4 or more, the player is allowed to come
back. Otherwise, he will attempt to come back in the
next occasion
/ "Serious injury." : the crowd screams and is more
than happy to see a serious injury, while the
medicine men attempt to save the player...This
player will never come back in the game.
Sum Result
4 - Serious injury.
5 to 9 Concussion. Come back 4+.
10 +
Brutality ≤ 3 :
Concussion. Come back 4+.
Wound table (2 D6)
Brutality ≥ 4 :
Minor injury. No effect.
If the Wound table is used for a Leader, and if the result is
"Serious injury", the opposing coach may re-roll the dice, in order
to avoid the 5 points awarded to the team of this Leader.
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11■ Example of tackle
The blue Marauder attempts a Blitz against a red
Blocker : in other words, he wants to move, then
tackle this red Blocker.
/ First the Marauder must make an Initiative test,
because he moves before the tackle. His coach rolls
1 D6 and gets a 3. He adds 1, thanks to the blue
Receiver next to the Marauder. The total is 4. Thetest is successful because the Initiative skill of the
Marauder is "4+". A total of 5 or 6 would be a
success as well.
/ The supports.
The tackler has 3 supports : 1 Blocker and 2
Receivers. Note that one Receiver is next to the ball
carrier. However, this Receiver is not threatened
because only players without the ball can threaten
opponents.
The defender doesn't have supports. The red
Receiver is not a support because he is threatenedby a blue Blocker.
/ Impact.
Brutality of the tackler = 3.
Number of supports for the tackler = 3.
Impact of the tackler = 6.
Brutality of the defender = 5.
Number of supports for the defender = 0.
Impact of the defender = 5.
Difference between Impacts : +1, for the tackler.
/ Tackle.The coach of the tackler rolls 2 D6 and gets 5. He
adds 1 (difference between Impacts). The final result
is 6 : "No effect" !
But this result comes with a red star : if the Impact of
the tackler is greater than the Impact of the
defender, the coach of the tackler may choose the
result "The two players are knocked down".
The coach of the tackler, after careful consideration,
chooses the result "The two players are knocked
down".
The two players are removed from the pitch.
/ Resilience test.
The Resilience test is successful for the knocked
down Blocker. He is not wounded, and he waits for
the next occasion to enter the pitch.
The Resilience test is failed by the knocked down
Marauder. So the Wound table is used, with 2 D6.
His coach gets the sum 8. This means "Concussion.
Come back 4+". When the next occasion to enter
the field will occur, his coach will roll 1 D6 to see if
the Marauder is allowed to come back.
END OF THE TACKLE
BB
R
M
B
L R
M
R
BB
R MB
L R
M
R
B
R B
L R
M
R
R
/ Now a blue Receiver is activated by the blue
coach.
A 1st Initiative test is made with success by this
Receiver : so he can make a Feint.
Once after, a 2nd Initiative test is made with
success by this Receiver : so he can make a Blitz
against the ball carrier.
A
B
C
R
R
R
M B R A P C
8/1 2 5+ 3+ 2 6+
I
2+Receiver
M B R A P C
3/1 5 3+ 6+ 1 7+
I
5+Blocker
5/3 3 3+ 4+ 3 4+ 4+Marauder
M B R A P C I
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L
■ Shooting (Field Goal)
Shooting means kicking the ball between the opposing
poles.
/ Procedure :
1) The kicker makes a Kick test : i.e. he makes a
Control test.
If the test is successful, go to the next step.
2) The difficulty of the attempt is the sum of these
elements :• The distance between the kicker and the middle of
the poles.
• The lateral gap : the distance between the kicker and
the central column of the pitch.
3) The length of the kick is the sum of 3 D6.
The Field Goal attempt is good if the length of the
kick is equal or higher than the difficulty of the
attempt.
/ If the attempt is good, then the Phase comes to an
end. 3 points are awarded to the team of the kicker(Field Goal).
/ If the attempt fails, at this step, the ball is given to
any opponent (the opposing coach chooses). Moreover
the activation of the kicking coach comes to an end.
Then the opposing coach begins a new activation.
12
Opposing poles
Middle of
poles
The lateral gap is the distance between the
kicker and the central column of the pitch.
Here the lateral gap is 2.
M
Difficulty.
◦ Distance between the
kicker and the middle of the
poles : 5.
◦ Lateral gap : 5.
◦ Total : 10.
◦ The difficulty is 10.
SHOOTING ( FIELD GOAL )
Difficulty.
◦ Distance between the
kicker and the middle of
the poles : 7.
◦ Lateral gap : 2.
◦ Total : 9.
◦ The difficulty is 9.
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M
13
M
L
M
R
■ Example.
The blue Leader sends the ball to the blue Marauder, located in the
opposing Endzone.
The red coach leads 24 -10 in this game. So the blue coach doesn'tground the ball, because he wants a 7 points TouchDown.
So his objective is to move his Marauder into the central zone of the
opposing Endzone.
But a red Receiver blocks the road to the central Endzone...
The new ball carrier (the blue Marauder) is activated and makes an
Initiative test, in order to perform a Feint.
His coach rolls 1 D6 and gets 3. It's a failure because the roll is lower than
the Initiative skill of the blue Marauder (4+ here).
So the ball bounces, and...goes outside of the pitch.
The screaming crowd sends the ball to the red Receiver (it's the closestred player from the exit spot). Then the red coach begins a new activation
: he moves the red Receiver.
M
B
M
■ Scoring a Touchdown
In order to score a TouchDown, a
coach must put in the opposing
Endzone one of his own players in
possession of the ball, at the end of
one of his own activations. But this
is not enough. Also, the coach must
declare "ball is grounded !". If the
coach doesn't ground the ball, the
activation goes on.
/ Scoring a TouchDown in the central
zone of the Endzone is worth 7
points. Otherwise is worth 5 points.
Central zone of the
Endzone : it
contains 3 spaces,
with a different
color.
R
TOUCHDOWN !!
When an activation of a coach is
ended, the following constraints
apply :
1. Up to 4 of his own players are
located in his own Endzone.
2. Up to 1 of his own players islocated in the central zone of his own
Endzone.
If these constraints are violated,
players in excess are immediately
removed from the pitch (with wound
test, due to the violent crowd which
don't like cheaters).
B B
B B
RR
R
M
M
M
L
M
R
B
M
R
B B
B B
RR
R
M
R
M B R A P C
8/1 2 5+ 3+ 2 6+
I
2+
Receiver
5/3 3 3+ 4+ 3 4+ 4+
Marauder
M B R A P C I
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STYLES OF PLAYS (optional)
■ Customizing the style of play
A coach can choose a style of play for his team. The
choice cannot be modified later in the game.
There are 5 styles of play : ◦ Polyvalent (1 card).
◦ Aggressive (6 cards). ◦ Run (6 cards).
◦ Tactical (6 cards). ◦ Pass (6 cards).
■ Style of Play cards.When a coach chooses a style of play, he takes the 6
specific cards for this stye of play, plus the card named
"Polyvalent", for a total of 7 cards.
Exception : if a coach chooses the Polyvalent play, he
must take the card named "Polyvalent", plus 6 other
cards. In this case, up to 2 cards from the same style
of play are allowed.
/ A Style of Play card can be played at any time, during
an activation of its owner, or during an activation of the
opposing coach. When played during an activation,
such a card...• MUST be discarded at the end of this activation, if
this is an activation of its owner,
• and MAY be discarded at the end of this activation, if
this is an activation of the opposing coach.
/ A coach can never play 2 Style of Play cards, or
more, during the same activation.
/ If a card affects a die roll, or an action, it must be
played just before this die roll or this action.
/ A coach can get back 1 discarded Style of Play cardif: a. The opposing team scores a TouchDown,
and b. The opposing team is ahead in the score after
this TouchDown.
■ Mixed play
A coach may choose 2 styles of play for his team. In
this case, he takes 3 cards for each chosen style of
play, plus the card named "Polyvalent", for a total of 7
cards.
RUN 5
BLOCKER
MOVEMENT 5 / 1
DEFENSIVE SUPPORT +2
Style of play
Each card affects only 1 type of player.
If this card is played during an activation,
it affects every Blocker belonging to the
coach who played this card.
The Blocker can replace his
Movement skills by 5 /1.
If he supports a
teammate tackled by
an opponent, the
support given by this
Blocker is worth +2
(instead of +1).
RUN 3
MARAUDER
DEFENSIVE IMPACT +2
FEINT +1 RL
CATCHING RL
● 1 re-roll is allowed for every Catching test carried out by
the Marauder.
● Every Feint test carried out by the Marauder has a +1
bonus. Moreover 1 re-roll is allowed for every Feint test
carried out by the Marauder.
● If an opponent attempts to tackle the Marauder :
the Marauder can add +2 to his own Impact.
14
TRAJECTORY +2
PASS 5
LEADER
JUMP +2
●
Every Trajectory test carried out by the Leaderhas a +2 bonus.
● Every Jump test carried out by the Leader
has a +2 bonus.
Effects of a Style of
Play card are never
mandatory.
If this card is played
during an activation,
it affects every
Marauder belonging
to the coach who
played this card.
If this card is
played during an
activation, it affects
every Leader
belonging to the
coach who played
this card.
AGGRESSIVE 1
BLOCKER
TACKLED OPPONENT : RES -2
TACKLE +2
● Every Tackle test carried out by the Blocker has a
+2 bonus. This bonus is a modifier to the dice roll,
and does not modify the Blocker's Impact.
● If the Blocker tackles an opponent, and if, due to
this tackle, this opponent must make a Resiliencetest : this test suffers a -2 malus.
If this card is
played during an
activation, it affects
every Blocker
belonging to the
coach who played
this card.
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USING THE BLOODBOWL PITCH (VARIANT)
20 yards line here
30 yards line here
20 yards zone
► Roster : 14 players.
◦ Up to 4 Leaders (L).
◦ Up to 7 Receivers (R).
◦ Up to 8 Marauders (M).
◦ Up to 6 Blockers (B).
► 11 players on the pitch
+ 3 benched players.
► Kick length : 1 more die.
Kick-Off : more chasers, depending
on the kick length.
So :
Short kick : 2 dice / 5 chasers.
Long kick : 3 dice / 3 chasers.
Extreme kick : 4 dice / 1 chaser.
Field Goal : 4 dice.
Central column
Middle of poles
BLOODBOWL BLITZBALL
Blitzer Blocker
Thrower Leader
Catcher Receiver
Lineman Marauder
15
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M B R A P C
1/0 7 2+ 7+ 1 7+
I
6+
Goliath
■ Goliath
The Goliath is a new type of players. Up to 2 Goliath
are allowed in each team.
/ Special rules.
• Fatal Blow .
If a Goliath tackles an opponent and if this opponent
must make a Wound test, due to the tackle : this
Wound test suffers a -2 malus.
• Bodyguard .
If a Goliath is used as support during a tackle : thesupport given by this Goliath is worth +2 (instead of
+1).
• Long Arm .
If an opponent enters a space adjacent to a Goliath :
this opponent must stop in this space. Jumps and
Follow Up moves ignore this special rule.
• Great Loss .
If a Goliath is permanently eliminated, thanks to a
tackle : 4 points are awarded to the opposing team.
GOLIATHS (optional)16
BLOODBOWL BLITZBALL
Troll Goliath
DEFLECTED BLOWS (optional)
■ Tackles and deflected blows
When he is tackled, and if he is helped by a teammate,
a player can avoid to be hit hard.
• Procedure.
1) The tackle is announced. The target of the tackle is
called the tackled player.
2) One teammate of the tackled player is chosen : this
teammate must be adjacent to the tackler.3) The tackled player makes a Deflection test ; in fact
he makes an Initiative test.
4) The tackle roll is made.
5) If the Deflection test was a success, the tackle roll is
applied to the chosen teammate.
6) If the Deflection test failed, +2 is added to the tackle
roll. Moreover the tackle roll is applied to both the
tackled player and the chosen teammate.
• During each activation of the opponent, only 1
deflection attempt is allowed .
Exception, if a team uses the Tactical style of play :during each activation of the opponent, 2 deflection
attempts are allowed for this team.