Blitzball Eng

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Another way to play with your BloodBowl miniatures !...

Description

• PRESENTATION

page 1

• PLAYERS page 2 • EXAMPLE : BEGINNING OF A PHASE page 3 • END OF GAME

page 4

• PICKING UP THE BALL • PASSING THE BALL

page 4

page 4

• EXAMPLE OF ACTIVATION • KICKING THE BALL

page 6

• BOUNCE OF THE BALL • MOVING A PLAYER

page 5

page 7

page 8

• TACKLING A PLAYER page 9 •SHOOTING (FIELD GOAL) • TOUCHDOWN !!

page 12

page 13

• STYLES OF PLAYS

page 14

• BLOODBOWL PITCH page 15 • GOLIATHS

page 16

• DEFLECTED BLOWS

page 16

BLITZBALL : PRESENTATION ■ 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 :

■ 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).

1

/ "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...

◦ Standard. Up to 3 players are activated. ◦ Pass. Any player can be activated. Only one action is 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 the 1st 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.

■ 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.

/ 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.

PASS MODE

Use this card to show that your team is in Pass mode.

ACTION : PASS THROWING RL TRAJECTORY RL CATCHING RL

For those who want to use the pitch of BloodBowl, see page 15.

PLAYERS ■ 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).

Blocker

Receiver

/ 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.

2

■ Profiles for each position

Marauder

Leader

M

B

R

A

P

C

I

3/1

5

3+

6+

1

7+

5+

M

B

R

A

P

C

I

8/1

2

5+

3+

2

6+

2+

M

B

R

A

P

C

I

5/3

3

3+

4+

3

4+

4+

M

B

R

A

P

C

I

3/1

1

6+

2+

4

2+

3+

Skills R, A, C, or I : a low number is better for the player.

■ 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.

/ 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 .

/ 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 the remainder of his action, is cancelled.

■ 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.

■ Re-rolls In some cases, dice can be re-rolled. If several dice are used for a test, ALL dice must be re-rolled.

3 Chasers : moved just before the Kick-Off. 20 yards zone. Kick-offs are carried out from this zone.

B M R

M B

R

L

R

B

For a Kick-Off, players of the receiving team cannot be placed in the 30 yards zone of the kicking team.

M

The Kick-Off is a…kick. So all rules about kicks are applied to Kick-Offs (see further).

B

B B

EXAMPLE : BEGINNING OF A PHASE ( by a Kick-Off )

M R

B

B

M L

M

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

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.

M R

B

R

L

R

M B

B B M R

B

B

M L

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. M

END OF GAME

4

PASSING THE BALL

■ 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.

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.

■ 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.

/ 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.

/ 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.

Distance between the ball carrier and his teammate

Passing skill of the ball carrier

1

2

3

4

5

6

7

8

9

10

11

12

13 14+

1

2+

3+

4+

5+

6+

6+

6+

6+

6+

6+

6+

6+

6+

6+

2

1+

2+

3+

4+

4+

5+

6+

6+

6+

6+

6+

6+

6+

6+

3

1+

2+

2+

2+

3+

3+

4+

4+

4+

5+

5+

6+

6+

6+

4

1+

1+

2+

2+

2+

2+

3+

3+

3+

4+

4+

4+

4+

5+

5 M

B

R

A

P

C

I

3/1

1

6+

2+

4

2+

3+

EXAMPLE OF ACTIVATION B

B

Leader

L M

B

The team with the ball begins an activation (in Standard mode, so up to 3 players will be activated).

M

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.

B

Option 2 : moving the ball carrier, then passing the ball to the Marauder. B

M

R

Option 2 is chosen.

B The ball carrier carries out an Initiative test. This test is successful, so the ball carrier can jump (as the knight in chess).

1 L

B

B

L M

B

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.

M

B

B

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 !

M

R

B

Marauder

B

L

B

M

B

R

A

P

C

I

5/3

3

3+

4+

3

4+

4+

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).

M

2

B

M

B

M B R

B M

B

3

B M B R

B M

B

Finally, the blue coach moves a Blocker, in order to support the new ball carrier against a possible tackle.

KICKING THE BALL ■ 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 : either a 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.

6 ■ 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.

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.

Direct kick

Left cross field kick

/ 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).

kicker

L

Right cross field kick

7

Leader

M

B

R

A

P

C

I

3/1

1

6+

2+

4

2+

3+

■ Example of kick. ◦ The blue Leader announces a long direct kick.

R

L

M

R

B

B

B R M

B R

◦ 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 the threshold 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 Bposition 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.

BOUNCE OF THE BALL ■ 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 yellow arrows should be directed toward the Endzones.

/ The coach who began the current activation rolls 2 D6. The sum gives the space toward which the ball bounces.

11 / 12

5

2/3

8

7

6

10

9

4

/ 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.

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. 8%

11%

8%

14%

17%

14%

8%

11%

8%

Probability of bounce

8 ■ 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.

MOVING A PLAYER ■ 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.

/ 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.

/ 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.

/ After the sprint, tackling, or passing the ball, etc...is allowed, like after any normal movement.

/ 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.

/ If based on the Resilience skill, a failed sprint test leads to the exit of the player, followed by a wound test for him.

/ 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 in chess, he must carry out an Initiative test, before the move. When a player jumps, he cannot use another mode of movement.

R

/ A player cannot end his move into a space occupied by another player.

M

B

R

/ 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.

■ Example Jump (as the knight in chess).

/ 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.

B W

/ A player cannot voluntarily exit the field. F

■ Example Movement not allowed.

TACKLING AN OPPONENT ■ 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 against the 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.

9 ■ 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 occupied by 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.

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. If Impact of tackler > Impact of defender : the coach of the tackler may chooses the result "The two players are knocked down".

Follow up move of 2 spaces allowed

Tackle table (2 D6) Sum

Result

4-

Tackler knocked down.

5

No effect.

6

No effect.

7à8

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.

10

■ 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.

1 R

M

B

B

/ If the Tackle table gives a result with two arrows,

R

R

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.

2

3

M

B

B

B

/ 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 push moves, 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 space occupied by the Receiver : this Receiver will be pushed back also. Wound table (2 D6) Sum

Result

4-

Serious injury.

5 to 9

Concussion. Come back 4+. Brutality ≤ 3 : Concussion. Come back 4+.

10 + Brutality ≥ 4 : Minor injury. No effect.

5

4 B

R

M

M B

B

■ 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.

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.

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. The test is successful because the Initiative skill of the Marauder is "4+". A total of 5 or 6 would be a success as well.

L

A

R

/ 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

B

B

B

M

Marauder

B

R

A

P

C

I

5/3

3

3+

4+

3

4+

4+

R

B

R

M

L

R

R

B

B

B

M M R

Blocker

/ 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.

R

M

/ 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 threatened by 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.

R

M

B

R

A

P

C

I

3/1

5

3+

6+

1

7+

5+

L

C R

R

R

R

B

B M R

Receiver

M

B

R

A

P

C

I

8/1

2

5+

3+

2

6+

2+

/ 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.

Middle of poles

SHOOTING ( FIELD GOAL )

12

Opposing poles

Difficulty. ◦ Distance between the kicker and the middle of the poles : 5. ◦ Lateral gap : 5. ◦ Total : 10. ◦ The difficulty is 10.

M

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.

Difficulty. ◦ Distance between the kicker and the middle of the poles : 7. ◦ Lateral gap : 2. ◦ Total : 9. ◦ The difficulty is 9.

The lateral gap is the distance between the kicker and the central column of the pitch. Here the lateral gap is 2.

13

TOUCHDOWN !! M

Central zone of the Endzone : it contains 3 spaces, with a different color.

M

R R

R

R

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.

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 is located in the central zone of his own Endzone.

M

R

M M

B

B

B

B

B L

■ 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't ground 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 closest red player from the exit spot). Then the red coach begins a new activation : he moves the red Receiver.

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).

Receiver

M

R M

R R

R M

B

B

R

A

P

C

I

8/1

2

5+

3+

2

6+

2+

R M

M

M

B

B

B

B L R

Marauder M

B

R

A

P

C

I

5/3

3

3+

4+

3

4+

4+

STYLES OF PLAYS (optional)

RUN 3

■ 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 this card is played during an activation, it affects every Marauder belonging to the coach who played this card.

■ 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.

Style of play

RUN 5

DEFENSIVE SUPPORT +2

MOVEMENT 5 / 1

BLOCKER

If he supports a teammate tackled by an opponent, the support given by this Blocker is worth +2 (instead of +1).

The Blocker can replace his Movement skills by 5 /1.

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.

Effects of a Style of Play card are never mandatory.

CATCHING RL FEINT +1 RL DEFENSIVE IMPACT +2

MARAUDER ● 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.

PASS 5 If this card is played during an activation, it affects every Leader belonging to the coach who played this card.

/ 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 card if: a. The opposing team scores a TouchDown, and b. The opposing team is ahead in the score after this TouchDown.

14

TRAJECTORY +2 JUMP +2

LEADER ● Every Trajectory test carried out by the Leader has a +2 bonus. ● Every Jump test carried out by the Leader has a +2 bonus.

AGGRESSIVE 1

If this card is played during an activation, it affects every Blocker belonging to the coach who played this card.

TACKLE +2 TACKLED OPPONENT : RES -2

BLOCKER ● 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 Resilience test : this test suffers a -2 malus.

15

USING THE BLOODBOWL PITCH (VARIANT) Central column

Middle of poles 20 yards zone

20 yards line here

30 yards line here

► 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.

BLOODBOWL

BLITZBALL

Blitzer

Blocker

Thrower

Leader

Catcher

Receiver

Lineman

Marauder

16

GOLIATHS (optional) Goliath M

B

R

A

P

C

I

1/0

7

2+

7+

1

7+

6+

■ 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 : the support 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.

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.

BLOODBOWL

BLITZBALL

Troll

Goliath

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