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by Mythril Wyrm

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Guide and Walkthrough by Mythril WyrmDonate directly to the author of this contribution

Version: 1.66 | Updated: 03/25/2021
Highest Rated Guide



These are the controls used on the Blood Bowl pitch.

LA = Left Analog

RA = Right Analog

U/D/L/R = Up/Down/Left/Right on D-pad

Validate or select choice.
Cancel or deselect choice.
Open the action menu.
End turn. Will trigger a confirmation prompt if any players can still act.
R1Select next player.
L1Select previous player.
R2Zoom the camera out.
L2Zoom the camera in.
LAMove the cursor.
RAAdjust the camera angle.
L3Switch to coach view.
R3Change the camera mode.
RCast a spell with the Wizard.
UView team cards and weather conditions.
DOpen or close the dice log.
U, D, L, RView the selected player's skills.
OptionsOpen or close the options menu.
Touch PadShow controls.


The basic die of Blood Bowl is the six-sided die, or D6. This is used to determine the success or failure of most actions, with an attribute of x meaning that the player must roll one of the top x numbers on the die to succeed at the action. For example, if a player's Agility is 3, the player will succeed at any Agility-based actions on a roll of 4-6. Players' skills can also have an influence on die rolls.

Nothing is certain in Blood Bowl, however. Regardless of other factors, a roll of 1 is an automatic failure and a roll of 6 is an automatic success.

Player Statistics

Blood Bowl players have four statistics (or attributes) that dictate what they're capable of doing and how well they're capable of doing it.

MA = Movement Allowance

This determines how many squares the player can move in one turn. Standing up after being knocked down uses 3 points of Movement Allowance, and a player can move up to 2 squares beyond his or her normal limit (3 with the Sprint skill) when Going For It.

ST = Strength

This determines how many block dice are used when the player blocks or is blocked by an opposing player. If the player's Strength is equal to the opposing player's, one die is rolled. If one of the players is stronger, two dice are rolled and the stronger player's coach chooses the result. If one of the players is at least twice as strong as the other, three dice are rolled and the stronger player's coach chooses the result.

AG = Agility

This determines how good the player is at picking up, passing, catching, and intercepting the ball, and dodging when moving out of opposing players' tackle zones (i.e. the eight squares adjacent to a player).

AV = Armour Value

This determines how likely the player is to be stunned, KO'd, or suffer a casualty (i.e. injury or death). Every time a player is knocked down, a 2D6 Armour roll is made, and the player suffers an injury if the result is higher than his or her Armour Value.

Player Actions


Moving is accomplished by simply selecting a player and then selecting a destination (which can be any unoccupied square on the pitch within the player's movement range). Players will follow the safest available path to their destination, and will be able to reach it automatically unless they're moving out of an opposing player's tackle zone and fail an Agility roll, or they're Going For It and roll a 1 on a D6.


Blocking refers to going to head-to-head with an opposing player and trying to knock that player down and/or back. Blocks may only be thrown against opposing players who start their turn adjacent to the attacker (unless that player is performing a Blitz). When a block is thrown, the number of block dice rolled and which coach gets to choose the result depends on the players' Strength, as explained above. Block dice are special six-sided dice that can yield the following results:

Defender Down – The defender is pushed back and knocked down.

Defender Stumbles – The defender is pushed back and knocked down. A player with the Dodge skill is only pushed back.

Defender Pushed Back – The defender is pushed back.

Both Down – Both the attacker and the defender are knocked down. A player with the Block skill is unaffected.

Attacker Down – The attacker is knocked down.

"Defender Pushed Back" is the only result that appears twice on each block die, so there is a 1/3 chance of getting this result and a 1/6 chance of getting each of the others. Any time a defender is pushed back by a block, the attacker has the option of following up (i.e. moving into the square the defender vacates) unless the defender has the Fend skill.

Blocking is the most common way for players to be knocked down, which causes them to lose their tackle zones and prevents them from providing support bonuses until they stand up.


Players can support their teammates during a block. To do so, they must be standing, they must be adjacent to the opposing blocker, and they must not be in any other opposing player's tackle zones. The attacker and defender each receive a +1 Strength bonus per teammate who supports them.

Support is a passive action and can be provided multiple times per turn.


One player may Blitz each turn. The Blitz must be declared at the start of the player's turn, and allows him or her to move before and/or after blocking. A player can even Blitz after recovering from a knockdown.


A Foul is an attack against a prone player, one of which can be made each turn. Either before or after moving, a player may attack an adjacent opponent who has been knocked down, adding 1 to the 2D6 roll for each teammate adjacent to the target and subtracting 1 for each opposing teammate adjacent to the target (provided these players are standing and not in any opposing player's tackle zones). If the target's Armour Value is lower than the result, he or she suffers an injury.

If the player initiating the Foul rolls doubles, he or she is caught by the referee and sent off the pitch.

Passing, Intercepting, and Hand-Offs

Normally, players who are holding the ball will keep control of it until they are knocked down, but they may also voluntarily pass the ball to a teammate. Only one pass can be thrown per turn, and the passing player can move before making the pass.

First, the passing player must choose a target (i.e. receiver) for the pass. The passing player then makes an Agility roll to throw the ball. The farther the ball has to travel, the less likely the pass is to succeed; there is a +1 bonus to the passing player's Agility roll for quick passes, a -1 penalty for long passes, and a -2 penalty for long bombs. The result of this roll determines what happens next:

  • If the final result is a 1 or less, the pass is fumbled. The passing player drops the ball in an adjacent square.
  • If the final result is greater than 1 but not high enough to succeed, the pass is inaccurate. The ball lands 1-3 squares away from the receiver.
  • If the final result is high enough to succeed, the pass is accurate. The receiver can catch the ball with a successful Agility roll.

If any opposing players are in the path of a pass, the opposing coach may have one player attempt an interception. This player makes an Agility roll with a -2 penalty; if successful, he or she intercepts the pass and gains control of the ball.

If any opposing players have tackle zones on a player who is attempting to pass, catch, or intercept the ball, each one imposes a -1 penalty to the roll (unless the player attempting the action has the Nerves Of Steel skill).

Passing to an adjacent teammate is considered a hand-off and requires only the receiver to make an Agility roll.

Special Actions

Some players have special actions that they can use under the right circumstances. You'll be prompted to use some; others have to be used by selecting the player and opening the action menu.

Player Advancement

As players participate in matches, they earn SPP (Star Player Points) that allow them to level up, learn new skills, and potentially raise their statistics. The maximum level a player can reach is 7.

There are several ways for players to earn SPP. They earn 1 for throwing a pass, 2 for intercepting a pass or inflicting an injury on an opposing player, 3 for scoring a touchdown, and 5 for earning an MVP award.

Upon earning enough SPP to gain a level, a player can be leveled up after the match. The rewards for doing so depend on the player's class and the results of a 2D6 roll.

2-9New skill
10Raise MA or AV by 1
11Raise AG by 1 or new skill
12Raise ST by 1 or new skill
Doubles (1-1, 2-2, etc.)New skill from any category

Players also age at the rate of 1 year per 8 matches, and just like real-life professional athletes, they eventually have to retire. Players have a 40% chance to retire after playing for 13 years, which increases to 60% the following year and 100% the year after that. In other words, no player will have the chance to take part in more than 120 matches before retiring, so if you have several high-level players on your team who are nearing retirement age, it's time to start training some rookies.


Players who are knocked down or targeted for a Foul have a chance of being injured. If the Armour roll is higher than the player's Armour Value, a 2D6 roll determines what happens to the player.

2-7StunnedThe player is knocked down and cannot stand up on the following turn. Stunned players lie facedown on the pitch with stars circling above them.
8-9KOThe player leaves the pitch and is moved to the pit. There is 1/2 chance that he or she recovers at the beginning of each drive (i.e. after halftime or a touchdown).
10-12CasualtyThe player leaves the pitch for the rest of the game. Two dice are rolled (a D6 for the tens digit and a D8 for the ones digit) to determine the nature of the player's injury.

The Injury table (above) is also used if a player is crowdsurfed (i.e. pushed off the pitch and into the crowd), but the Armour roll is skipped. The Casualty table (below) is used if the result of the roll on the Injury table is a 10 or higher.

11-38Badly HurtNo long term effect
41Broken jawMiss next game.
42Broken ribsMiss next game.
43Fractured armMiss next game.
44Fractured legMiss next game.
45Smashed handMiss next game.
46Gouged eyeMiss next game.
47Groin strainMiss next game.
48Pinched nerveMiss next game.
51Damaged backNiggling injury: adds 1 to all the player's injury rolls
52Smashed kneeNiggling injury: adds 1 to all the player's injury rolls
53Smashed ankleLoses 1 point in Movement Allowance.
54Smashed hipLoses 1 point in Movement Allowance.
55Fractured skullLoses 1 point in Armour Value.
56Serious ConcussionLoses 1 point in Armour Value.
57Broken neckLoses 1 point in Agility.
58Smashed collar boneLoses 1 point in Strength.
61-68DeadThe player is dead; he is permanently removed from the team.

Team Value

All of the players and staff on a Blood Bowl team contribute to its Team Value, which affects Petty Cash disbursals at the beginning of a match in League mode. Team Value is calculated as follows:

  • 1/1000 of each player's cost. When players level up, additional points are awarded as follows:
    • 20 points per skill learned in the normal category.
    • 30 points per skill learned in the double category.
    • 30 points per point of MV or AR earned.
    • 40 points per point of AG earned.
    • 50 points per point of ST earned.
  • 1/1000 of the cost of each re-roll owned.
  • 10 points per point of Fan Factor.
  • 50 points for an Apothecary.
  • 10 points per Cheerleader.
  • 10 points per Coach Assistant.
  • 1/1000 of the amount of gold over 150k in the team's treasury.


FAME stands for Fan Advantage ModifiEr. It applies in League mode matches and affects certain kick-off events and post-game gold earnings.

FAME is determined by comparing the numbers of fans who've turned out to support each team. These numbers are calculated by rolling 2D6, adding the team's Fan Factor, and multiplying the result by 1000. Both teams' numbers are then compared with the following results:

  • If a team has an equal or lesser number of fans in attendance than the opposing team, their FAME is 0.
  • If a team has a greater number of fans in attendance than the opposing team, their FAME is +1.
  • If a team has at least twice as many fans in attendance as the opposing team, their FAME is +2.

Match Format


In League mode, the Team Value of both teams that are competing in a match is compared and the coach of the team with the lesser Team Value receives a sum of Petty Cash proportional to the difference. All Petty Cash that is not used before the match is lost, and it can be spent on players, staff, and/or the Inducements in the table below.

Bloodweiser Babe (limit 2)50kThe team's players receive a +1 modifier to recover from a KO for this match.
Bribe (limit 3)100k1Each Bribe allows you to try and ignore one call by the referee to send off a player who has committed a Foul or who is armed with a secret weapon. Roll a D6: on a roll of 2 or more the Bribe is effective (preventing a Turnover if the player was to be sent off for committing a foul). On the roll of a 1 the Bribe is wasted and the call stands! Each Bribe may only be used once per game.
Extra Team Training (limit 3)100kEach extra team training session costs 100,000 gold pieces and allows the team to take one extra team re-roll that may be used for this match only.
Halfling Master Chef (limit 1)300k2Roll 3D6 at the start of each half to see what effect the chef's cooking has on the team. For each die that rolls 4 or more, the team is so inspired that they gain a Team Re-roll. Additionally, the opposing team is so distracted by the fantastic cooking smells emanating from their opponent's dug-out that they lose a Team Re-roll (but only if they have any to lose).
Igor (limit 1)100kAny team that cannot hire a permanent Apothecary can hire an Igor for the match. An Igor can only be used once per match to re-roll a failed Regeneration roll for a player.
MercenariesVariable3Recruit a player who occupies the position of your choice. On the other hand, he will have the Loner skill.
Star PlayersVariableThese are players with excellent characteristics and lots of skills. They can turn a match around single-handedly.
Wandering Apothecaries (limit 2)100kAn Apothecary is a healer wise in the ways of medicine and the healing arts who looks after the injured players in a Blood Bowl team – and so has a strenuous and full-time job! An Apothecary can re-roll one injury roll during a match.
Wizard (limit 1)150k

Once per game, the Wizard is allowed to cast either a fireball spell or a lightning bolt spell. Wizards may only cast spells at the start of their own turn before any player performs an Action OR immediately after their own team's turn has ended, even if it ended with a turnover.


Choose a target square anywhere on the pitch. Roll one die to hit each standing player (from either team) that is either in the target square or a square adjacent to it.
If the "to hit" roll is a 4 or more then the target is knocked down.
If it is a 3 or less he manages to dodge the fireball's blast.
Make an Armour roll (and possible Injury as well) for any player that is knocked down as if they had been knocked down by a player with the Mighty Blow skill.
If a player on the moving team is knocked down by a fireball, then the moving team does not suffer a turnover unless the player was carrying the ball at the time.

Lightning Bolt

Select a player standing anywhere on the pitch and roll a die.
If the roll is greater than or equal to 2, the player is struck by the lightning.
If the roll is a 1, then he managed to avoid the lightning.

1 Reduced to 50k for Goblin teams.

2 Reduced to 100k for Halfling teams.

3 The exact cost is 30k more than a standard player for the chosen position.

Once both coaches have made their purchases, the match begins.


A Blood Bowl match takes place on a field that's 26 squares long and 15 squares wide, with the last row on each end of the field being an end zone and the four columns on either side of the field being the lateral zones. There are two halves in a normal match, each of which consists of 8 rounds. The winner of the initial coin flip decides whether to play offence (receive the ball) or defence (kick the ball). The coaches of the defence and the offence then set up their formations one after the other, bearing in mind that they must have no more than two players in each lateral zone and at least three players on the halfway line.

Once both teams are in position, the kick-off occurs. It is very imprecise, and if the ball lands outside the offence's side of the field, a touchback occurs and the coach of the offence gets to decide which player receives the ball. The offence's turn begins once the kick-off and any triggered events resolve. The defence takes its turn when the offence ends its turn or a turnover is provoked, which will happen if:

  • One of their players is knocked down or sent off the pitch.
  • One of their players fails to receive the ball when it is passed or handed off.
  • One of their players fails to pick up the ball.
  • Their turn timer runs out.
  • A touchdown is scored.

Once both teams have taken their turns, the next round begins.

Each player may be used only once per turn. Players who are still able to act will be marked with a white circle; players who have acted will be marked with a red circle. Selecting a player and performing an action with him or her ends the previously selected player's action, so coaches should do everything they intend to do with each player before having the next one act.

Conclusion and Aftermath

The goal of a Blood Bowl match is to score touchdowns, which is accomplished by moving the player who is carrying the ball into the opposing team's end zone. Each touchdown is worth 1 point, and the team with the higher score at the end of the 2nd half is the winner.

In a Knockout competition, an 8-round overtime begins if both teams are tied at the end of the 2nd half. It is played as a "sudden death," and the first team to score a touchdown wins. If neither team has scored by the end of overtime, a series of penalty kicks begins. The teams alternate, and the first team to miss a kick loses the match.

When the match is over, both teams earn gold that they can use to hire more players and staff, and a randomly-selected player from each team is declared the MVP (possibly a dead player or a Star Player, neither of which will benefit from the SPP). The winning team may re-roll the die in an attempt to increase their gold earnings, and there is a chance that they will gain a Popularity Point and the losing team will lose one.

If a team chooses to forfeit a match, they earn no gold and lose a Popularity Point, and their MVP award is given to one of the opposing players instead.

Helpful Hints

To minimize your chances of provoking a turnover before your whole team acts, have your players perform the least risky actions first.

Star Players cannot earn SPP. If they're close to scoring a touchdown and a teammate is nearby, have them hand off or pass the ball to someone who needs the SPP.

Players do not earn SPP for pushing opponents off the pitch.

When trying to crowdsurf an opposing player, position one of your players parallel to the edge of the pitch (with the target between your player and the edge) and throw a block. This will ensure that the opposing player has no safe place to move when they get pushed back.

If the ball leaves the pitch, the fans will throw it in random directions until it lands on a square in the pitch. It may wind up landing far away from its last legal position.

Pay attention to your players' and the opposing players' skills, especially when setting your players up for offence. Players with skills that counter opposing players' skills should be placed adjacent to them if possible.

Big Guys may have high Strength, but almost all of them have skills such as Bone-Head, Really Stupid, and Wild Animal that cause them to waste actions and Loner to make re-rolls unreliable. Don't try to make them the linchpins of your team.

Re-rolls cost twice as much to purchase after a team is created. Budget for at least two with your starting gold.

Pressing the Options button or touch pad during a match will stop the turn timer. It's helpful if you need time to think during a single-player game.