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Contents
1 2 Introduction . . . . . . . . . . . . . . . . . . . . . . The New Rules! . . . . . . . . . . . . . . . . . . . 2.1 The New Field. . . . . . . . . . . . . . . . . 3 Playing the Game! . . . . . . . . . . . . . . . . . . 3.1 The Kickoff . . . . . . . . . . . . . . . . . . 3.2 Passing and Shooting for Goal . . . . . . . 3.3 The Goal Keeper and Saving Shots at Goal 3.4 Freekicks and Penalties . . . . . . . . . . . 3.5 Corner and Goal Kicks. . . . . . . . . . . . 4 New Skills and Skill Modications . . . . . . . . . . 4.1 Redundant Skills . . . . . . . . . . . . . . . 4.2 New Skill Descriptions . . . . . . . . . . . . 5 New Game Pieces and Special Play Cards . . . . 5.1 New Game Pieces . . . . . . . . . . . . . . 5.2 Special Play Cards . . . . . . . . . . . . . . 6 The Teams . . . . . . . . . . . . . . . . . . . . . . Index . . . . . . . . . . . . . . . . . . . . . . . . . . . . Goal Template . . . . . . . . . . . . . . . . . . . . . . . Centre Circle Template . . . . . . . . . . . . . . . . . . . Penalty Area Template . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2 4 4 6 6 6 8 13 14 14 14 14 18 18 18 19 21 25 26 27
1 Introduction
Deep in the annuls of Blood Bowl history there is a small recording of a team known simply as the Albion Wanderers. In the days of chaos and confusion after the collapse of the NAF, this team is rumoured to have given up Blood Bowl in favour of a game where the ball is kicked instead of carried - football! In fact if one travels across the Sea of Claws you will nd an entire league known as the Albion Football league or FA for short. A brief description of the game was published in the SPIKE! Magazine. An abridged version of this is printed here. The game consists of the normal Blood Bowl eld, but with two rectangular frames at either end, to which the ball, now round, is kicked towards and preferably through to score a point or goal. The player guarding these goals assumes some higher status as players blocking this goal keeper are often sent off by the referee. Having said that, there is no shortage of the rough and tumble we have come to expect in the traditional form of the game. There is little handling of the ball in fact it appeared that any player handling the ball, whilst not penalized, was severely harassed by the crowds and blocks against this player seemed all that much rougher. All in all if this game reaches the Empire it will surely catch on. The following pages detail the new rules, and any changes to the existing 3rd edition Blood Bowl rules that are required to convert the game of fantasy American football the that ever popular version played around the world known as soccer! It was back in 1995 when I was enjoying playing a Skaven team in a small Blood Bowl league with some friends when the comment how about Blood Bowl soccer? came up. In the conversation that ensued a few ideas sprang out and it became more apparent that this was not such a silly idea! I drafted out some rules converting the Blood Bowl rules to soccer rules. We played the game, more importantly the game worked! This is the third edition of these rules. They were rst published on the internet courtesy of the Blood Bowl Mailing List in 1995. Unfortunately the original version has been lost. Since then there has been two revisions. After the rst rewrite, the game was thoroughly play tested in the U.S. under the existing league rules. A special thanks should go to the following players of the URI Gaming Club - Mark, Kevin, Mike, Pete, and Chris who play tested the game and via the cyber-space postman asked questions and gave the useful suggestions which culminated in this, the third revision. Enjoy! Martin Howard, November 1996.
Other than a few minor typographical and layout changes, these rules are identical to those which in 1996 I submitted to the Games Workshops Citadel Journal for publication. Even though Games Workshop liked the idea they thought the rules too extreme for publication. I might be tempted to tidy these rules up for as a fourth version for the 4th Edition of Blood Bowl and resubmit them, this time to the new publication from Games Workshop, the Blood Bowl Magazine. However, I must pointout that, apparently, the act of submission passed the copywrite from me to Games Workshop. Martin Howard, May 2001. Its nearly 8 years ago since I submitted the rules to Games Workshop, and nearly 10 years ago since the rst rules were published! Ive nally decided to re-publish the rules using all the latest technologies. Inside you will nd photos of the Blood Bowl Soccer eld, the various new templates and game-play examples. There are no differences from the previous edition, other than one or two corrections and the ironing out of a couple of inconsistencies. Since the last release, the 4th edition of the Blood Bowl rules has been published. I have not played these new rules, but I gather that the actual game-play has not changed. These rules should, therefore, be completely compatible with any changes made to the 4th edition rules. Martin Howard, February 2004.
Range of Shot/Pass Save Modier Quick Pass/Shot Short Pass/Shot Long Pass/Shot Long Bomb -1 0 +1 +2
Distance Scattered (Random Direction) 1-2 squares 1-3 squares 1-4 squares 1-6 squares
game or by modifying a dice roll accordingly. The direction is found in the usual way. When shooting for goal, rst nominate the square on the goal template you are aiming for and then roll to shoot, applying any scattering that may occur. If the ball ends in the goal mouth then the goal keeper may attempt to save the ball if he is in a position to do so (see Saving Goal Shots). If the ball scatters on to a post square then it will rebound in a direction determined by the scatter template (centre placed over the square which the ball hit) for the same distance as an inaccurate shot of the same range would scatter. If the rebounding ball ends in the goal mouth then it is an automatic goal. Figure 3 shows the ball on the goal post. In this example scattering of 1 to 5 squares in the direction 5 will score. Likewise scattering of 1 to 2 squares in direction 8 will score, but scattering of 3 or more squares, in this case, would put the ball back into the eld of play. A ball rebounding off a post parallel to the to the end zone is assumed to actually be in the end zone (e.g. scattering in direction 4 in the example, gure 3). Any rebound scattering where the ball ends up outside the eld of play will result in goal-kick or corner-kick. Miss-kicks (fumbles) will scatter for one square in a random direction. A failed shot at goal counts as a turn-over.
Figure 6: The injured player is left on the eld at the base of the post
Goal keepers can save different parts of the goal more easily depending upon their size. There are three sizes of goal keeper, which are listed in table 2. If LARGE (ogres, trolls, treemen, minotaurs etc.) MEDIUM (skaven, humans, elves, orcs, hobgoblins, undead, chaos, etc.) SMALL (dwarfs, halings, goblins, snotlings etc.) Table 2: Goal Keeper Sizes
the keeper is on the goal line (i.e. in the end zone) then a large goal keeper is assumed to take up 3 goal squares, a medium sized goal keeper 2 squares, and a small goal keeper 1 square. Figure 7 shows this more clearly. These are the goal squares a keeper can defend directly. The goal keeper save at +1 on any of the squares they are assumed to cover. Saves are at +0 modier in any adjacent square, -1 modier two squares from the keeper and so on. For example a medium sized goal keeper on the goal line at the centre of the goal can as described in gure 8. These modiers are additive, i.e. a shot taken at long range ending on a square in the goal mouth, assumed to be covered by the keeper will give a +2 save modier.
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Figure 7: A large keeper takes up the orange squares, a medium keeper covers the blue and a small keeper takes up the yellow squares
Figure 8: Save modiers for a medium keeper positioned on the goal line at the centre of the goal
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Figure 9: The area that can be saved is reduced and the best save modier removed for every square a keeper is off his line The further in-eld the goal keeper goes the less goal area he can defend. On the end zone, in the centre square, a keeper may save the whole goal, the next square into the eld reduces the effective savable area by one square all round (now the goal mouth). A further square into the eld will reduce this by the same amount again, and so on until the keeper is in such a position that none of the goal can be saved. The highest save modier is also removed each for every square a moved into the eld. For example, the orc keeper in gure 9 is two squares off his line. The +1 modier goes and the savable area is reduced, meaning that the shot at goal has -1 save modier (plus any other shot modiers etc). If the ball ends in the goal mouth then the goal keeper may attempt to save the ball if he is in a position to do so. The goal keeper may attempt to save a shot at goal if the balls nal position (after scattering) is not further than one square from the keeper. Skills such as diving save will modify this distance. Goal keepers may intercept the ball in the usual way, however a goal keeper may not attempt to intercept and then save the same shot if the interception failed. Interception is useful when the ball is targeted at an unreachable part of the goal.
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The position of the goal keeper after saving the ball will be in the end zone directly inline with where the ball ended on the goal template. If this square is occupied then the keeper may be placed in the square directly into the eld from this point. If this square is also occupied then it is assumed that the goal keeper was physically unable to reach the ball. Under certain circumstances skills such as Goalies leap and Diving Save allow the keeper to dive or jump over other players. It is therefore important to keep the end zone in front of the goal free from players other than the goal keeper. Opposing tackle zones on the goal keeper in his original position (before attempting to save a shot) will affect the ability to save a shot. The ball is considered to be in the goal keepers control if the save is successful even if prone. Punched or sted saves the ball will scatter. Saves are made against agility.
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Curving Kick Passing skill. A player with this skill to attempt to kick around other players to avoid interception attempts. The ball can be kicked up to 2 squares diagonally from kicker before going straight to a target square. Ball may move diagonally at beginning of kick, at end of kick or both so long as it doesnt travel more than 2 squares diagonally from its forward direction. Diving Header Agility Skill. When a player is in the goal box he may move up to one square (as for Diving Tackle) to shoot the ball at goal. The player may not do this if he already has the ball, only if the ball ends in an adjacent square in the goal box as a result of inaccurate pass etc. Diving Save Goal keeper skill. The goal keeper may move or dive an extra square to save a shot at goal. The goal keeper will end in a prone position, but no injury roll is made. The goal keeper is assumed to have control of the ball in this prone position (unless the ball was sted). The goal keeper may dive over prone players. Dribble Agility skill. This is the works the same way as the Catch Skill in the normal Blood Bowl game. Extra Arms Goal keeper skill/Physical ability. This skill is the same as extra arms in the standard Blood Bowl, but may only be taken by goal keepers. The bonuses apply to saving. Extra Legs Physical ability. This replaces the extra arms skill found in the normal Blood Bowl game. Fist Goal keeper skill. Fisting or punching the ball away instead of catching the ball is easier, but it is not necessarily a safer option. The ball will scatter 3 times 15
using the d8 scatter template from the goal keepers position. Fisting gives +1 modier to save. Goal Kick Goal keeper skill. This allows a goal keeper to re-roll inaccurate and fumbled goal kicks. Goalies Leap Goal keeper skill. This skill enables a goal keeper to leap over another player to save a shot at goal. The ball must, if the other player was not there, be in a savable position. This skill may be combined with Diving save. Growth Physical ability. This gives a +1 to save for goal keepers, and a +1 to intercept for players. Hold Off Strength skill. This skill allows a player to negate a tackle zone effect. If the player has strength 5 or greater then he can attempt to negate a further tackle zone on roll of 4+. Long Arms Goal keeper/Physical ability. Any player with this attribute can save with a +1 modier. Pass/Shot Block General skill. This is the same as Pass Block in normal Blood Bowl, but extended to include the fact it may be done against shots as well as passes. Pass/Shot Save Goal keeper skill. This skill is much the same as Pass Block in normal Blood Bowl. This skill allows a goal keeper to move up to 3 squares to save a ball by either catching at -2 or sting (if the goal keeper has the Fist skill) at -1 modier.
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Penalty Kick Passing skill. Players with this skill may re-roll inaccurate or fumbled penalty shots. The goal keeper receives a -1 save modier when attempting to save penalty shots taken by players with this skill. Safe Hands Goal keeper skill. The goal keeper may re-roll a failed save. Shoot Passing skill. This allows a player to re-roll shots and passes. It is basically the same as the Pass skill in normal Blood Bowl. Sliding Tackle General skill. The player can attempt to get ball from opposing player in an adjacent square without throwing a block. Steal Ball General skill. The player may re-roll any failed attempt to get the ball after pushing back opposing player with ball during a block. This skill represents how good a player is at tackling the ball away from another player. Strong Kick Passing skill. This is the same as Strong Arm in Blood Bowl. Super Kick Passing skill. This skill is the same as Hail Mary Pass in normal Blood Bowl. This kick scatters the same way a long bomb scatters. Trap Ball Agility skill. This is the same a Diving Catch in Blood Bowl. Tricky Kick Agility skill. This gives a modication of -1 to any attempt to steel the ball off a player after a push back during a block action. 17
Volley Agility skill. The player does not have to control the ball before passing or shooting. With this skill is it is possible to pass twice in a single turn rather than only once. A player with this skill may choose to Dribble and maintain the ball OR do an immediate pass or shot. This skill cant be used more than once in a single turn.
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Cantona Kick Random Event. This card can be played on an opposing player who is about to commit a foul action. The player reacts badly to the crowds reaction and lashes out. The player is immediately sent off and banned for the remainder of the game, and the team loses 1d6 x 100000gp of gate takings. Bribe the Goalkeeper! Random Event. Play this card on the opposing team when their goalkeeper is about to make a save. It is discovered that the goalkeeper has been bribed into throwing the match and deliberately dives in the opposite direction letting the ball head unopposed towards goal. Not only does the keeper not make any save, but after the match disappears with any team winnings. On a roll of 6 he will never return to the team!
6 The Teams
These are all the Blood Bowl teams converted for the soccer variant. No star players have been converted since that can be easily done with the skills listed above. The re-roll counter costs can be found in the Blood Bowl and Death Zone rule books.
Chaos Skills Safe Hands, Goal Kick Horns Shoot Steal Ball
Player Goal Keeper Chaos Beastmen Beastmen Forward Chaos Warrior Defender
MV 6 6 6 5
ST 3 3 3 4
AG 3 3 3 3
AV 8 8 8 9
Player Goal Keeper (Hobgoblin) Hobgoblin Mid-Fielder Hobgoblin Forward Dwarf Defender
Chaos Dwarfs Skills Safe Hands, Goal Kick None Dribble, Shoot Block, Tackle, Thick Skull, Steal Ball
MV 6 6 6 4
ST 3 3 3 3
AG 3 3 3 2
AV 7 7 7 9
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Dwarfs Skills Safe Hands, Goal Kick, Thick Skull Block, Thick Skull, Tackle Dribble, Shoot, Thick Skull Block, Thick Skull, Steal Ball Block, Thick Skull, Frenzy, Dauntless
MV 5 4 6 5 5
ST 3 3 3 3 3
AG 3 2 3 3 2
AV 9 9 8 9 8
Dark Elves Skills Safe Hands, Goal Kick None Shoot Block, Steal Ball Frenzy, Dodge, Jump Up
MV 6 6 7 6 7
ST 3 3 3 3 3
AG 4 4 4 4 4
AV 8 8 8 8 7
Goblins Skills Safe Hands, Goal Kick, Stunty, Right Stuff, Dodge Stunty, Right Stuff, Dodge Dribble, Shoot, Right Stuff, Stunty Steal Ball, Stunty, Right Stuff, Dodge
MV 6 6 6 4
ST 2 2 2 4
AG 3 3 3 2
AV 7 7 7 9
Halings Skills Dodge, Safe Hands, Goal Kick, Stunty, Right Stuff Dodge, Stunty, Right Stuff Dribble, Stunty, Right Stuff, Shoot Dodge, Stunty, Right Stuff, Steel Ball
MV 5 5 5 5
ST 2 2 2 3
AG 3 3 3 3
AV 6 6 6 6
Player Goal Keeper Mid-Fielder Phoenix Warrior Lion Warrior Dragon Warrior
High Elves Skills Safe Hands, Goal Kick None Dribble Shoot Block, Steal Ball
MV 6 6 6 8 7
ST 3 3 3 3 3
AG 4 4 4 4 4
AV 8 8 8 7 8
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Humans Skills Safe Hands, Goal Kick None Shoot, Dodge, Dribble Block, Steel Ball
MV 6 6 6 6
ST 3 3 2 3
AG 3 3 3 3
AV 8 7 7 8
Orcs Skills Safe Hands, Goal Kick None Dribble, Shoot None Block, Steal Ball
MV 5 5 5 4 6
ST 3 3 3 4 3
AG 3 3 3 2 3
AV 9 9 9 9 9
Skaven Skills Safe Hands, Goal Kick None Dodge, Shoot Block, Steal Ball
MV 7 7 9 7
ST 3 3 2 3
AG 3 3 4 3
AV 7 7 7 7
Player Goal Keeper Skeleton MidFielder Zombie MidFielders Ghoul Forward Wight Defenders Mummy
Undead Skills Safe Hands, Goal Kick, Regenerate Regenerate Regenerate Dodge, Shoot, Regenerate Block, Steal Ball, Regenerate Mighty Blow, Regenerate
MV 5 5 4 7 4 3
ST 3 3 3 3 4 5
AG 3 3 2 3 2 2
AV 9 9 8 7 9 9
Wood Elves Skills Safe Hands, Goal Kick None Dribble, Dodge Shoot Block, Steel Ball, Dodge, Leap
MV 7 7 9 7 8
ST 3 3 2 3 3
AG 4 4 4 4 4
AV 7 7 7 7 7
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Index
Back Heal, 14 Block, 14 Centre Circle, 4 Centre Circle Template, 18 Chaos, 19 Chaos Dwarfs, 19 Corner Kicks, 14 Curving Kick, 15 Dark Elves, 20 Diving Header, 15 Diving Save, 15 Dribble, 15 Dwarfs, 20 Extra Arms, 15 Extra Legs, 15 Field, 4 Centre Circle, 4 Goals, 4 Penalty Area, 4 Fist, 15 Fouls Freekicks, 13 Penalties, 13 Play the Advantage, 13 Freekicks, 13 Game Pieces, 18 Centre Circle, 18 Goal Box, 18 Goal Template, 18 Special Play Cards, 18 Goal Box Template, 18 Goal Keepers, 8 Blocking, 8 Goal Kicks, 14 Saving Shots, 8 Sizes, 10 22 Star Player Points, 8 Goal Kick, 16 Goal Kicks, 14 Goal Posts, 7 Goalies Leap, 16 Goals, 4 Goblins, 20 Growth, 16 Halings, 20 High Elves, 20 Hold Off, 16 Humans, 21 Kick Off, 6 Long Arms, 16 New Field, 4 Orcs, 21 Pass/Shot Block, 16 Pass/Shot Save, 16 Passing, 6 Penalties, 13 Penalty Area, 4 Penalty Kick, 17 Play the Advantage, 13 Redundant Skills, 14 Safe Hands, 17 Save Modiers, 7 Saving Shots, 8 Scattering Passes, 7 Shots, 7 Shoot, 17 Shooting, 6 Skaven, 21 Skill Descriptions, 14
Skills Agility Skills Diving Header, 15 Dribble, 15 Trap Ball, 17 Tricky Kick, 17 Volley, 18 General Skills Block, 14 Pass/Shot Block, 16 Sliding Tackle, 17 Steal Balll, 17 Goal Keeper Skills Diving Save, 15 Extra Arms, 15 Fist, 15 Goal Kick, 16 Goalies Leap, 16 Long Arms, 16 Pass/Shot Save, 16 Safe Hands, 17 Passing Skills Back Heal, 14 Curving Kick, 15 Penalty Kick, 17 Shoot, 17 Strong Kick, 17 Super Kick, 17 Physcial Abilities Long Arms, 16 Physical Abilities Extra Legs, 15 Growth, 16 Redundant Skills, 14 Skill Descriptions, 14 Strength Skills Hold Off, 16 Sliding Tackle, 17 Special Play Cards, 18 Bribe the Goalkeeper, 19 Cantona Kick, 19 Gazzas Knee, 18 Magic Wall, 18 23
Steal Ball, 17 Strong Kick, 17 Super Kick, 17 Teams, 19 Chaos, 19 Chaos Dwarfs, 19 Dark Elves, 20 Dwarfs, 20 Goblins, 20 Halings, 20 High Elves, 20 Humans, 21 Orcs, 21 Skaven, 21 Undead, 21 Wood Elves, 21 Trap Ball, 17 Tricky Kick, 17 Undead, 21 Volley, 18 Wood Elves, 21
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