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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

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Another way to play with your BloodBowl miniatures !

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Page 1: Blitzball Eng

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

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■ 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.

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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

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.