Blood Bowl Reference Guide

pistachio

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I have uploaded the first version of my newly created Blood Bowl Reference Guide. I would love to collect feedback from people on how to improve this document, especially if you find any errors that need to be fixed. My email address is in the bottom left corner on the last page of the downloadable PDF. This is the best way to reach me for corrections.

Building this Reference Guide was a big part of how I re-learned Blood Bowl after a 25 year hiatus. I hadn't played since Second Edition back in the late 1980s. I'm no expert, so I suspect there will be some errors that I will need to correct.

http://bit.ly/bbrefguide

Thank you.
 

pistachio

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I just uploaded a revision to the PDF.

v0.91 (6 February 2017)

* Incorporated the Games Workshop Death Zone Season One Errata – the revised Pre-Match Sequence on Page 1
* Typo: “Before Turnover switcher to…” to “switches” on Page 1
* Renamed Scattered Ball to Inaccurate Pass and fixed typo from D6 to D8 on Page 3
* Fixed the Armor Roll Modifiers for Fouls on Page 4
* Added a mention of the two additional Special Play Cards decks (Magical Memorabilia and Heroic Feats) on Page 4
* Fixed the description of the Thick Skill skill on Page 5
* Added link to Games Workshop Blood Bowl errata files on Page 6
 

pistachio

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I just uploaded a revision to the PDF.


v0.93 (11 February 2017)

- Added a one-page quick reference page for advanced players
- Fixed a variety of typos and ambiguities submitted by Brandon Alderman
 

pistachio

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I just uploaded a new version of the PDF at http://bit.ly/bbrefguide

v0.95 (23 February 2017)

* Added a variety of corrections submitted by Darren Olson & Tim Harr from the Two Dice Uphill Podcast
* Added a variety of corrections submitted by Steve (not sure which one) from the Both Down Podcast
* Added text to clarify that the Post-Match section in the Sequence of Play is for League play only
* Changed the name of the Blocking section to Blocking & Blitzing so that it’s easier to find Blitz rules while scanning through as a new player
* Added note in Improvements that rolling doubles on 2D6 allows for greater skill options
* Added note than a player conceding the match must give their MVP roll to the other player and they get no winnings
* Clarified that Dodge modifiers are calculated based on the square moving into, not from
* Clarified that an Interception attempt roll takes place before the Pass attempt roll
* Clarified that all Casualties are out for remainder of the match
* Clarified that a Blitz action costs 1 MA at the start of the action
* Clarified that you can stand and Blitz
* Clarified that Blitz actions do not require a Block
* Clarified that a Blitz action Follow Up does not count against Movement Allowance
* Clarified that players can lose their tackle zones due to game effects
* Clarified that you can make two Go For It attempts per Action
* Clarified that if a pass is unsuccessful and not a fumble or the intended destination is empty, it is an Inaccurate Pass
* Clarified that If the ball lands in a square occupied by a standing player, an attempt to catch the ball must be made
* Clarified that each coach rolls a D6 to determine the number of Special Play Cards they receive
* Clarified that a hand-off not caught by moving team after ball comes to rest is a Turnover
* Added a note about the Human Nobility and Savage Orcs test teams added to the My Dugout smartphone app
* Fixed miscellaneous typos
* Minor layout tweaks

v0.94 (12 February 2017)

* Added a variety of corrections submitted by Twelfman from the Anything But A One! Podcast
 

Nikolai II

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I don't know how many posts of these were visible before, but I've approved all of them now to be sure.
 

Reading Rambo

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Awesome stuff! Thank you for the link.

One thing I'm curious about is in the skills section. It says only extraordinary skills may be used while prone or stunned, yet the only skills I can think of that are used while prone are Jump Up ( agility) and Disturbing Presence (mutation). I might be forgetting some but my point is those aren't extraordinary skills and I can't think of an extraordinary skill that is used while prone/stunned
 

Plum

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In the rules and scoring section, it says that "a team scores when one of their players is standing in the opposing player’s End Zone with the ball on their turn at the end of an Action", and mentions that you can score on your opponent's turn if your player is pushed into the end zone with the ball.

Does this mean that if your opponent fumbles the ball on their turn and it scatters onto your player who is already in the end zone, that it's not actually a touchdown until you start your own turn? What if it happened on turn 16 and you have no more turns? I always assumed that the touchdown happened instantly, though I can't actually remember this ever happening in my games
 

Street

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In the rules and scoring section, it says that "a team scores when one of their players is standing in the opposing player’s End Zone with the ball on their turn at the end of an Action", and mentions that you can score on your opponent's turn if your player is pushed into the end zone with the ball.

Does this mean that if your opponent fumbles the ball on their turn and it scatters onto your player who is already in the end zone, that it's not actually a touchdown until you start your own turn? What if it happened on turn 16 and you have no more turns? I always assumed that the touchdown happened instantly, though I can't actually remember this ever happening in my games

The push i believe is just an example. You would score instantly if you obtain the ball on a playerin the correct endzone during the opponents turn (If that be from already having it and getting pushed or a fumbled throw / pickup attempt scattering to them etc)
 

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Yep, the method doesn't matter, if you're holding the ball and in the endzone at any point in your opponent's turn then it's a TD (there's a specific section in CRP/LRB6 for it, presumably also BB2016 but I don't have my copy handy).
 

Plum

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Ah ok yeah that makes sense then - you get the touchdown immediately and if you DO have any turns left, then you lose one (since you can't kick the ball and play the next turn), potentially ending the game. And if you DON'T have any turns left, the game simply ends as usual.

Edit: great reference guide too, especially the super-summary at the end
 

Jav

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In the rules and scoring section, it says that "a team scores when one of their players is standing in the opposing player’s End Zone with the ball on their turn at the end of an Action", and mentions that you can score on your opponent's turn if your player is pushed into the end zone with the ball.

Does this mean that if your opponent fumbles the ball on their turn and it scatters onto your player who is already in the end zone, that it's not actually a touchdown until you start your own turn? What if it happened on turn 16 and you have no more turns? I always assumed that the touchdown happened instantly, though I can't actually remember this ever happening in my games

Does the way its worded "at the end of an Action" mean that you can enter the endzone with the ball, and move back out in the same move action in order to not score? I know that's how BB1 worked, but I always assumed it was a mistake. In BB2 it's an immediate score.

It's frustrating to see an opponent move the ball into the endzone they need to score on and then move back out just to get better stalling position...
 

St Cloud

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Does the way its worded "at the end of an Action" mean that you can enter the endzone with the ball, and move back out in the same move action in order to not score? I know that's how BB1 worked, but I always assumed it was a mistake. In BB2 it's an immediate score.

It's frustrating to see an opponent move the ball into the endzone they need to score on and then move back out just to get better stalling position...

No that is and was a bug.
 

pistachio

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I just uploaded a new version of the PDF at http://bit.ly/bbrefguide

v0.97 (28 February 2017)

* Changed design for improved legibility on non-color printers
* Re-organized Miscellaneous (Page 4) to make better use of space
* Added note in Improvements on Skills And Tables (Page 5) that rolling doubles on 2D6 allows for greater skill options
* Minor layout and design tweaks
 

Olber

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Thanks Pistachio, looks like a lot of work went into that! Hope you don't mind I've shared it with my league.
 

Nikolai II

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Does the way its worded "at the end of an Action" mean that you can enter the endzone with the ball, and move back out in the same move action in order to not score? I know that's how BB1 worked, but I always assumed it was a mistake. In BB2 it's an immediate score.

It's frustrating to see an opponent move the ball into the endzone they need to score on and then move back out just to get better stalling position...

It was how LRB5 worked and they missed the change for LRB6. Even with the changes to LRB6 it does still mean you can leave the endzone, but not voluntarily (nor can you pass or handoff out) - the "end of an action" is to cover things like dodge rolls to get in, GFI:s/leaps etc., but also if you are frenzy-blocking a sidestepper who is in the endzone, and they step out of the endzone but remain standing on your push. You have to follow them if you have moves remaining, and can thus leave the endzone and miss out on the TD still.
 

pistachio

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Hi everyone. I have uploaded a new version of my Blood Bowl Reference Guide.

Blood Bowl Reference Guide
http://bit.ly/bbrefguide

v0.98 (28 May 2017)

* Added references to new content in Death Zone Season Two
* Updated design with improved section headers
* Alphabetized the topics in Teams, Leagues, & Tournaments
* Added new GW release teams to list
* Added new test teams available in the My Dugout smartphone app
* Added Argue the Call to Fouling section
* Fixed several page number errors for Death Zone Season One
* Updated Underworld Renegades to Underworld Denizens
* Move bulleted text items to single text areas for ease of design updating
* Updated the link to the new version of the Blood Bowl Teams of Legend (v4)
* Indicated that the 4 minute time limit per coach is an optional rule
* Precision alignment of boxes, spaces, headers, etc.
 
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