Waiting for opponent to join…
Share this code with your opponent
PRE-GAME SEQUENCE
- FAN FACTOR Both coaches roll a D3 and add it to their number of Dedicated Fans. This becomes each team's Fan Factor for the game.
- THE WEATHER Both coaches roll a D6 and add the results together, then consult the Weather table.
- TAKE ON JOURNEYMEN If a team cannot field 7 players for a league game, the team takes on Journeymen players to make up the numbers.
- INDUCEMENTS Both coaches decide if they will purchase any Inducements for the game ahead (Prayers to Nuffle, Star Players, etc.).
- PRAYERS TO NUFFLE If one team now has a lower CTV than the other, it may roll on the Prayers to Nuffle table.
- DETERMINE KICKING TEAM Flip a coin or roll dice. The winner chooses who kicks off and who receives on the opening drive.
This will save the result to game history and end the session.
Share this with your opponent — they’ll type it to join
ON YOUR TURN
- Activate players one at a time — each gets one action
- Actions: Move / Block / Blitz / Pass / Hand-Off / Throw Team-Mate / Foul / Special
- Resolve the action and roll any required dice
- Turn ends when all players activated, or a Turnover occurs
Max 8 turns per team per half. The turn marker advances on every turn whether you scored or not. Only one Blitz, one Pass, one Hand-Off, and one Foul per turn.
PLAYER STATUS
- Active / Standing — normal Tackle Zone
- Prone (face down) — no Tackle Zone; costs 3 MA to stand up
- Stunned (face down, token) — flip to Prone at start of own activation; cannot act this turn
- Distracted — activation ends immediately after declaring action (Really Stupid / Bone Head failure)
TURNOVERS — TURN ENDS IMMEDIATELY
- Your player is Knocked Down for any reason
- Failed Pick Up attempt
- Failed Rush attempt
- Failed Catch (on a pass or when ball bounces)
- Ball carrier is Knocked Down
- Player is Sent Off
- Thrown player (Right Stuff) fails to land while holding the ball
After a Turnover, your opponent’s turn begins. Your KO’d / injured player stays where they are until the end of the drive.
NUMBER OF DICE
| SITUATION | DICE | WHO CHOOSES |
|---|---|---|
| Equal Strength | 1 | Active player |
| Attacker stronger | 2 | Attacker |
| Attacker 2× stronger | 3 | Attacker |
| Defender stronger | 2 | DEFENDER |
| Defender 2× stronger | 3 | DEFENDER |
ASSISTS (count before rolling)
- Offensive +1 ST: each unmarked teammate marking the target
- Defensive +1 ST: each unmarked opponent marking the blocker
- A player is marked if any opponent stands in their Tackle Zone
- Guard skill: always provides assists regardless of being marked
BLITZ ACTION
Only one Blitz per turn. The player may move before and/or after the Block. Counts as that player’s activation.
BLOCK DICE RESULTS
Blocker is Knocked Down. Turnover.
Both players Knocked Down. Block skill: blocker may choose not to fall (opponent still falls).
Target pushed 1 square. Blocker may Follow-Up into the vacated square.
Target has Dodge: becomes Push Back. Otherwise: treated as POW!
Apply Push Back, then target is Knocked Down.
Push Back: the pushed player’s coach chooses which adjacent square to go to (cannot go back through the blocker). The blocker may then Follow-Up into the vacated square.
D8 DIRECTION CHART
SCATTER TYPES
- DEVIATION (Kick-Off only)
- Roll D8 for direction + D6 for distance. Ball travels that many squares in that direction.
- SCATTER ×3 (Inaccurate Pass, failed TTM)
- Roll D8 three times. Ball moves 1 square per roll.
- BOUNCE / SCATTER ×1 (dropped ball, normal bounce)
- Roll D8 once. Ball moves 1 square.
OUT OF BOUNDS (ball hits the crowd)
- Ball placed on the last in-bounds square it crossed (on the pitch side of the line)
- Roll D6 — crowd throws ball that many squares directly inward
- If it lands in the crowd again, repeat from step 2
- If a player occupies the landing square: AG test to Catch (no marking modifier here)
- Otherwise: ball Bounces (Scatter ×1)
KICK LANDS IN CROWD
Kicking team may re-kick from the halfway line. No Kick-Off Event on a re-kick.
PLAYER PUSHED INTO CROWD
Player placed in Reserves box. Roll 2D6 vs AV; if broken, roll Injury. Ball-carrier dropping the ball here causes a Bounce ×1 from the sideline.
WHEN A PLAYER IS UNDER THE BALL
If any player occupies the square where the ball lands, that player may attempt to Catch it (AG test, −1 per marking player). Natural 6 = always catches. Natural 1 = always fails. If an opponent catches it: Turnover.
KICK-OFF STEPS
- Kicking team sets up (min 3 on the Line of Scrimmage)
- Receiving team sets up
- Nominate kicker and target square (must be in opponent’s half)
- Deviation: D8 direction + D6 distance from target
- Both coaches roll a D6 and add them together → Kick-Off Event table
- Ball lands: player under it may Catch; otherwise Bounces (×1)
KICK-OFF EVENTS (2D6)
| 2D6 | EVENT |
|---|---|
| 2 | GET THE REF — Each team gains one free Bribe. |
| 3 | TIME-OUT — If kicking team’s turn marker is 6–8, both markers go back 1. Otherwise advance both by 1. |
| 4 | SOLID DEFENCE — D3+3 open players on the kicking team may set up again. |
| 5 | HIGH KICK — 1 open player on the receiving team may be placed in the square where the ball lands. |
| 6 | CHEERING FANS — Both coaches roll D6 + Cheerleaders. Higher (or equal) gains +1 Offensive Assist on first Block. |
| 7 | BRILLIANT COACHING — Both coaches roll D6 + Assistant Coaches. Higher (or equal) gains an extra Team Re-roll for the Drive. |
| 8 | CHANGING WEATHER — Re-roll on the Weather Table. If Perfect Conditions: ball Scatters ×3 before landing. |
| 9 | QUICK SNAP — D3+3 open players on the receiving team may move 1 square (may cross into opponent’s half). |
| 10 | CHARGE! — D3+3 open players on the kicking team may perform a Move Action. 1 may Blitz, 1 may Throw Team-Mate. Knocked Down = ends Charge! |
| 11 | DODGY SNACK — Both roll D6; lowest (or equal) randomly picks 1 player and rolls D6: 2+ = −1 MA & AV; 1 = removed to Reserves. |
| 12 | PITCH INVASION — Both roll D6 + Fan Factor; lowest (or equal): D3 random players become Prone and Stunned. |
Both players roll a D6 at the start of the game; add results together.
| 2D6 | CONDITION & EFFECT |
|---|---|
| 2 | SWELTERING HEAT — At end of each Drive, roll D3. Each coach randomly removes that many players from the pitch to Reserves. Those players cannot set up for the next Drive. |
| 3 | VERY SUNNY — −1 to all Passing Ability tests. |
| 4–10 | PERFECT CONDITIONS — No additional effects. |
| 11 | POURING RAIN — −1 to Pick Up, Catch, and Intercept tests. |
| 12 | BLIZZARD — −1 to all Rush attempts. Only Quick Pass (3 sq) or Short Pass (6 sq) allowed. |
PA TEST MODIFIERS
| RANGE | SQUARES | MOD |
|---|---|---|
| Quick | ≤3 | 0 |
| Short | ≤6 | −1 |
| Long | ≤10 | −2 |
| Long Bomb | ≤13 | −3 |
| Per marking player | — | −1 |
Natural 6 = always Accurate regardless of modifiers.
Natural 1 = always Fumble (Turnover).
Modifier result of 1 (not a natural 1) = still a Fumble.
OUTCOMES
- Accurate Pass
- PA test passed. Ball lands in the target square.
- Inaccurate Pass
- PA test failed. Ball Scatters ×3 from the target square.
- Fumble
- Ball Bounces from the thrower’s square. Turnover.
INTERCEPTION
Any standing opposition player whose Tackle Zone covers a square along the passing arc may attempt to intercept:
| SITUATION | AG MOD |
|---|---|
| Accurate pass | −3 |
| Inaccurate pass | −2 |
| Per marking player | −1 |
Natural 6 = always intercepts. Natural 1 = always fails.
CATCH
- Accurate pass, not intercepted: AG test (−1 per marking player)
- Ball bounces onto player: AG test with extra −1
- Natural 6 = always catches; natural 1 = always drops
- Failure: ball Bounces. Opponent catches it = Turnover
- Prone / Stunned / Distracted: auto-fail Catch
PROCEDURE WHEN KNOCKED DOWN
- Roll 2D6 vs player’s AV. Must exceed AV to break armour (equal = no break). Fail → player Stunned only, no further roll.
- Armour broken: roll 2D6 on the Injury Table below.
- Casualty result: opponent rolls D16 on the Casualty Table.
INJURY TABLE (2D6)
| 2D6 | RESULT |
|---|---|
| 2–7 | STUNNED — Face down with token. Flip to Prone at start of own activation; cannot act that turn. |
| 8–9 | KNOCKED OUT (KO) — Off to the KO box. Roll D6 at end of each Drive: 4+ = back to Reserves. |
| 10–12 | CASUALTY — Roll D16 on the Casualty Table. Regeneration: roll D6 first; on 4+ player goes to Reserves instead. |
STUNTY INJURY TABLE (2D6)
Used for players with the Stunty trait:
| 2D6 | RESULT |
|---|---|
| 2–6 | STUNNED |
| 7–8 | KNOCKED OUT |
| 9 | BADLY HURT — No Casualty roll needed. |
| 10–12 | CASUALTY |
CASUALTY TABLE (D16)
| D16 | RESULT |
|---|---|
| 1–8 | BADLY HURT — No lasting effect. Returns next game. |
| 9–10 | SERIOUSLY HURT — Miss Next Game (MNG). |
| 11–12 | SERIOUS INJURY — Niggling Injury + Miss Next Game. |
| 13–14 | LASTING INJURY — Characteristic reduction + MNG. Roll D6: 1–2 = −1 AV / 3 = −1 MV / 4 = −1 PA / 5 = −1 AG / 6 = −1 ST |
| 15–16 | DEAD — Removed from roster permanently. |
KEY SKILL MODIFIERS
- Mighty Blow (+1): +1 to Armour or Injury roll (choose after rolling)
- Dirty Player (+1): same, but Foul actions only
- Claws: natural 8+ on Armour = always breaks armour
- Thick Skull: KO only on 9+; result of 8 = Stunned instead
- Decay: +1 to the Casualty roll result
- Regeneration: roll D6 before Casualty roll; 4+ = goes to Reserves instead. Opponent still earns SPP.
END OF EACH DRIVE
- KO Recovery: roll D6 for each player in the KO box. 4+ → back to Reserves for the next drive.
- Players who are still Prone/Stunned on the pitch remain there.
- Set up for next drive. The team that was receiving now kicks in the 2nd half.
APOTHECARY (if available)
- Use immediately after a Casualty roll, before the result is applied.
- Re-roll the D16 Casualty result; use whichever result is better for you.
- Can reduce a Casualty to Badly Hurt (no lasting effect).
- Cannot reverse DEAD without a special inducement.
POST-GAME SEQUENCE
- Extra time / penalty shoot-out (if needed)
- Winnings: (FF1 + FF2) ÷ 2 + TDs + 1 (no stalling) × 10,000 gp
- Update Dedicated Fans (Win: D6 ≥ DF → +1 / Loss: D6 < DF → −1)
- Expensive Mistakes (if treasury ≥ 100k)
- Award Star Player Points (SPP):
ACHIEVEMENT SPP Completion (accurate pass caught by teammate) 1 Throw Team-Mate (superb throw, lands on feet) 1 Interception 2 Casualty (block causes Casualty result) 3 Touchdown 4 Most Valuable Player (1 random from 6 nominees) 4
Star Players are hired as temporary inducements for scrimmage games only — not season games. They do not affect season rosters or treasury. The in-game picker has all 50 stars across 5 tiers; a few examples are shown here.
| NAME | FEE | MA | ST | AG | PA | AV | SKILLS & TRAITS / SPECIAL RULE |
|---|---|---|---|---|---|---|---|
| TIER I — GLORY SEEKERS (sample) | |||||||
| Helmut Wulf | 140k | 6 | 3 | 3+ | — | 9+ | Chainsaw, Loner (4+), No Ball, Pro, Secret Weapon, Stand Firm Old Pro — re-roll a single die in an Armour roll, once per game |
| Karla von Kill | 210k | 6 | 4 | 3+ | 3+ | 9+ | Block, Dauntless, Dodge, Jump Up, Loner (4+) Indomitable — on a successful Dauntless, double ST for that Block, once per game |
| Count Luthor von Drakenborg | 300k | 6 | 5 | 2+ | 3+ | 10+ | Block, Hypnotic Gaze, Loner (4+), Regeneration, Side Step Star of the Show — gain a Team Re-roll after scoring a touchdown |
| TIER III — VETERANS (sample) | |||||||
| Lucien & Valen Swift | 300k | 7 | 3 | 2+ | 2+ | 9+ | Accurate (V), Block (L), Loner (4+), Mighty Blow (L), Nerves of Steel (V), Pass (V), Safe Pass (V), Sure Hands (V), Tackle (L) Working In Tandem — hired as a pair; when adjacent each gets +1 to Block/Pass actions |
| TIER V — FU JERKS (sample) | |||||||
| Griff Oberwald | 300k | 7 | 4 | 2+ | 3+ | 9+ | Block, Dodge, Fend, Loner (3+), Sprint, Sure Feet Consummate Professional — +1 to any Agility test, once per game |
⚠ Stats sourced from bbtactics.com (BB2025 Season 3). Always verify against your physical rulebook. Full roster of all 50 stars is in the in-game ★ STAR PLAYER picker. Race eligibility is not enforced in scrimmage mode.
Applies to season league fixtures only. Scrimmages skip all of the below. The commissioner (admin) fills in the post-game form after each match.
STEP 1 — RECORD INJURIES
Each player flagged as a Casualty during the game is upgraded to one of three outcomes:
- Badly Hurt — no lasting effect; player is available next match.
- Seriously Hurt — player is MNG (misses next league match only); no stat loss, no lasting injury. Also excluded from Current Team Value (CTV) for the next game.
- Dead — player is permanently removed from the season roster.
KO players auto-recover after the match — no roll needed.
STEP 2 — SKILL ADVANCE (BB7s — no SPP)
Each team gets one advance per game. Choose:
- Option A — You choose which player (who played and survived) gains a random Primary skill. Roll twice, pick one. TV +10k.
- Option B — A player is chosen at random (who played and survived) and gains a random Secondary skill. Roll twice, pick one. TV +20k.
No Star Player Points are tracked in BB7s. There is no SPP table.
STEP 3 — COLLECT WINNINGS
Each team collects winnings independently:
- Combined Dedicated Fans = your fans + opponent’s fans (both contribute regardless of who won)
- Integer division — odd combined totals are rounded down before multiplying
- Winnings are immediately added to the team’s Treasury
Example: You have 3 fans, opponent has 2. You scored 2 TDs. Winnings = (3+2)÷2 + 2 = 4 × 10k = 40,000 GP.
STEP 4 — UPDATE DEDICATED FANS
- Win — Dedicated Fans +1 (max 7)
- Loss — Dedicated Fans −1 (min 1)
- Draw — no change
Dedicated Fans directly affect winnings for every future match — growing your fan base is a meaningful long-term advantage.
STEP 5 — EXPENSIVE MISTAKES
If a team’s Treasury is 100,000 GP or more after collecting winnings, roll D6 and consult the table below. This represents the chaos that follows a flush treasury.
| D6 | 100k–199k | 200k–299k | 300k–399k | 400k–499k | 500k–599k | 600k+ |
|---|---|---|---|---|---|---|
| 1 | Minor | Minor | Major | Major | Catastrophe | Catastrophe |
| 2 | Crisis | Minor | Minor | Major | Major | Catastrophe |
| 3 | Crisis | Crisis | Minor | Minor | Major | Major |
| 4 | Crisis | Crisis | Crisis | Minor | Minor | Major |
| 5 | Crisis | Crisis | Crisis | Crisis | Minor | Minor |
| 6 | Crisis | Crisis | Crisis | Crisis | Crisis | Minor |
- Crisis Averted — No gold lost.
- Minor Incident — Lose D3 × 10,000 GP.
- Major Incident — Halve Treasury, rounded down to nearest 5,000 GP.
- Catastrophe — Treasury is wiped; keep only 2D6 × 10,000 GP.
Treasury is valuable but risky to hoard. Spend it on players and re-rolls between seasons rather than sitting on it.
TV vs CTV — CURRENT TEAM VALUE
TV (Team Value) is the full value of all players, re-rolls, and staff. CTV (Current Team Value) is TV minus the value of any player currently MNG. Inducements and the Desperate Measures underdog calculation use CTV, not TV — so a badly injured team gets proportionally more help.
Blood Bowl and all associated imagery are trademarks of Games Workshop Ltd. This is an unofficial fan-made tool — not endorsed by, affiliated with, or approved by Games Workshop. Rules are summaries for convenience; always refer to the official 3rd Season rulebook for full detail.