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 1) League Structure
  "Official rules" and changes
We play after the current official rules set, which can be found here. We also add the three new races, Chaos Pact, Underworld and Slann.
The BBRC regularly announces changes to the official rules - there is an annual rules review. We will always implement those and accommodate our league to the current rules - not during a running season though, between seasons.
For instance, Ogres are no longer allowed on Dwarf teams, so we retired all Ogres on active Dwarf teams, refunding the original price.
  3rd place match
The match for third place counts as a semi-final for purposes as The Gate and Winnings.
  Bountiesthis rule overrides the Official Rules
When a season is running a team participating in that season may put some of its money on any player participating in the season as a bounty. After each played match a team can put up to 50k on bounties - no more.
If a player with a bounty on his head dies (and is not healed/regenerated), the opposing team gets the reward. If the player retires, the bounty money is lost forever in the stockpile of the greedy league commission, hehe.
To avoid loads of small insignificant bounties, the minimum bounty on a player is set at 20 kgp.
  Financial help for the batteredthis rule overrides the Official Rules
When a team starts a match with less than 11 players on the roster (not counting journeymen), it will after the match receive more winnings to help rebuilding the team. +10k winnings for each missing player (so being able to field nine permanent players gives +20k). Starting season 34: This rule is only valid for teams with 200.000$ or less in their treasury.
  League structure: Brackets & Groups
A coach can only enter with one team in a season.
Before season start the participating teams are first divided into brackets: the upper and lower bracket - determined by their team value with their treasury added. The brackets are then divided into groups, so that teams with low TV go in the lower bracket groups and thus do not play the monster teams in the opening rounds, as high TV teams go into upper brackets groups.
The TV border for being in the lower or upper bracket may change from season to season, as it depends on the dispersion of the participating teams' TV.
Number of groups depends on the number of competing teams. Usually groups consist of 7-10 teams.
All teams in a group play each other once in a fixed schedule (if number of teams in some groups are odd, we might put in an extra round, where teams play each other across groups, and points and scores still count towards group sorting. Such a round is designated a "cross-over").
  League structure: End of group play
The winner of each group is entitled to erase the "M" (miss next match) from one player on the roster before going to the PO (must be done before match pairings are conducted).
If more than two teams from a group go to PO, then also the runner-up can erase an "M", and the group winner receives an extra random prize MVP.
Last place of each group is allowed to put 20k gp (generously donated by the league commission) as bounty money on a player who took/still takes part in that season.
  League structure: Play-offs
The best teams of each group go through to either semi-finals, quarter- or 1/8-finals (the numbers of teams to enter PO are depending on the number of participating teams). The chance of advancing to the PO from an upper bracket group should be higher than from a lower bracket group.
Pairing teams for PO matches relies on the element of chance - it's decided by lot (brackets are only used for group play). Preferably, teams from the same group (in the opening rounds) cannot play each other in a play-off round if avoidable.
And in the first PO round (usually 1/8-finals or quater finals), you cannot play against the team you just played in the (optional) cross-over round just before the end of group play.
  Mercenaries in the Play-offsthis rule overrides the Official Rules
Teams who have made it to the play-offs, up to and including the final, are allowed to hire Mercenaries as for a normal league game. Stars are still not allowed.
  Miss-next waived
At beginning of season, no player can start with a "miss next match" from an injury received in a previous season. Erase all the "M"s on the team roster, just before first round.
  Points and Group sorting
A won match gives you 2 points, a tie 1 point, a lost match 0 points.
Groups are sorted by points. Then by TD score (first best net score then most scored TDs). Then by casualty score (first net score, then most inflicted).
  Starting new team midseason
You are allowed to restart your team from scratch during a running season. It actually means that all players and coaching staff retire, fan factor, re-rolls and money reset, and you start buying players and coaching staff as if starting a new team. So the team's name and the race stay unchanged, and its history continues. Points and scores already earned in the season are NOT reset. If the team is about to restart, it is not allowed to spend money on bounties just before that.
  Stat decrease/increase
No stat characteristic can be decreased/increased more than two points from its starting value - not even by a skill. It may go two points up, then one down because of an injury, and then one up again (but cannot then go further up until it has dropped again).
No stat characteristic can go below a value of 1. Any effect that would take it below 1 is ignored (ie. the best decrease for a Treeman is -AG ;-)).
  Team drop-out
We do not like coaches dropping out during a running season - if you want to play in the league, you agree to play all your matches in that season.
In case of the sad incident that a team must drop out, we prefer that another person takes over coaching it. Otherwise its played matches will be converted into "training" matches. This means that points and scores from those matches are deleted for league purposes - the SPP and money earned and injuries sustained from these matched are not deleted.
  Team help: Goblinsthis rule overrides the Official Rules
Being smaller in size and harder to keep track of, Goblin teams often manage to sneak an extra player from the reserves onto the field in the decisive matches. Goblin teams are allowed to set up 12 players in play-off matches.
  Team help: Halflingsthis rule overrides the Official Rules
Halflings are tender and loving persons. They take extra care of their Treemen and nurse their roots. As a consequence their Treemen are able to wrestle free their roots after a while, if they have taken root.
When a Treeman on a Halfling team has taken root, the roots will automatically loosen themselves after the team turn is over. When starting any action with a treeman, he first has to roll for take root (after declaring the action) as normal.
And just like Goblins, Halflings are allowed to set up 12 players in play-off matches.
  Team help: Ogresthis rule overrides the Official Rules
Being smaller in size and harder to keep track of, Snotlings often manage to sneak an extra player from the reserves onto the field in the decisive matches. Ogre teams are allowed to set up 12 players in play-off matches.
  Teams entering a seasonthis rule overrides the Official Rules
Teams assigned to a season must constitute of at least 11 players. If there arenīt enough players on the roster the rest will be automatically assigned as Journeymen just prior to the bracket divisions are decided.
  Variety of races
It is the commissioner's job to ensure that a season will not be crowded by the same type of team. Therefore you cannot join a season with any race you wish, since there might be enough of that race already. Existing teams have first priority according to taking up available spaces for their race. Consult the commish, when you wish to participate with a new team or want to join.
  Blocking Sequence
Before an announced block is carried out, execute Dump Off if the blocked player can and will.
Then determine the number of block dice according to assists. Roll for block and execute the result of the block dice. Choose whether or not to follow up. Then roll for armour (and injury) if a player was knocked over. Then roll for scatter if the ball carrier was knocked down or Strip Ball takes effect.
  Lost tackle zones and blocking
A standing player, who has lost his tackle zone (due to Really Stupid, Bone Head or Hypnotic Gaze) may now NOT lend assist to a block or a foul. He may not catch or pass (which excludes the use of dump off).
See also Lost tackle zones and catching.
  Mandatory skill use?
The only skill that must be used in a block is Frenzy (unless overruled by Multiple block) - any other skill is not mandatory. A player involved in a block can choose not to use eg. block, dodge or stand firm.
  Square occupation
Only players occupy squares. A square with the ball is not occupied, and you can therefore freely push a player into that square - the ball will then scatter 1 square (choose whether to follow-up or not before rolling for scatter).
  Subsequent/secondary pushing
If a player being blocked is pushed into another player (standing or prone), subsequent pushing takes place. All subsequent pushing is controlled by the active coach, unless the player to be pushed has side step and is standing. Using Stand Firm prevents subsequent pushing - all pushing then stops.
Subsequent pushing uses the normal rules for pushing concerning direction and available free squares and such.
Remember: if the three available squares are occupied, you can choose one of the three squares. Do not calculate what is "the easiest way to push" counting subsequent pushes. Resolve one push at a time in a series of pushes.
Strip Ball has no effect in secondary pushing, but Stand Firm and Side Step are in effect. Grab and Fend skills have no effect in subsequent pushing.
 Match flow
  Bribes and secret weapons
A player with secet weapon is sent off at the end of the drive. Therefore you must roll for bribe before rolling for KO recovery, which takes place just before setup.
  Casualty Score
Not only casualties from SPP-valid blocks count towards the total casualty scores of the match. We hence keep track of all casualties inflicted in a match for score and statistic purposes.
  Concedingthis rule overrides the Official Rules
When a coach decides to concede while not behind in TD score, the opposing team will be awarded TDs until having more TDs than the conceding team. Such extra TDs will not give any SPP (they will function as scored by player number 0 on the roster).
  Dice rolls "before the match"
If you have to roll a dice "before the match", these rolls are done after pre-match procedures.
  Forced pick-up and catch
When entering the square with the ball as part of voluntary moving, you must try to pick it up.
When the ball lands in or bounces into a square with a standing player (or it is handed to him), he must try to catch it - unless the player is not allowed to catch it, in which case it will scatter one square.
You can hand-off to an opponent.
You cannot hand-off to an empty square.
You cannot hand-off a bomb.
  Illegal Procedure
Illegal Procedure cannot be called before a dice has been rolled or a player moved at least one square (or a player's action ended in another way).
I you suffer an illegal procedure and whish to continue your turn, you must spend a re-roll even if you have already used a re-roll this turn. Only if you do not have any re-rolls left, the opponent gets a re-roll.
Mercenaries, Journeymen, Star Players and players who died in the match are eligible when rolling for MVP. Remember to write hired players down as players on the temporary roster on the match sheet - people tend to forget about them when rolling for MVP.
Players who never sat foot in the dugout or on the pitch are not eligible - ie. players who must miss the match due to injury.
  Optional League Rules
We do not use any of the optional league rules in the LRB.
This also means, that we do not use any of the special play cards.
  Overtimethis rule overrides the Official Rules
Group matches are not taken into overtime - only finals, semifinals and such.
Overtime is not played as "sudden death", but will go the total amounts of turns.
An overtime consists of 2x4 turns - ie. two small halves. Before first extra half, roll a dice to decide who kicks off (as at beginning of match). Of course, the other coach kicks off to the second extra half.
In an overtime half, you do not get back used re-rolls (not even leader re-rolls). Only unused re-rolls left over from normal play time will be usable. A Halfling Chef cannot steal/acquire re-rolls in an overtime half.
If the match still has tied TD score after extra time, the teams are too evenly matched - then roll dice to find the winner :-( . Each coach rolls a D6, the highest score wins - unused re-rolls adds +1 to the dice roll. Re-roll any ties, of course.
The team winning the shoot out will get an extra TD awarded (as if scored by a freebooter). This is mainly for calculation purposes for the website (you need more TDs than the opposition to be recognized as the winner).
  Perfect defence
When rolling the perfect defence result on the kick-off table, you reorganize the players on the field - it is not a completely new set-up where you can exchange the players on the field with players in the dug-out.
If you used the Kick skill in the scattering process on the kick off (remember that the kick-off effect takes place after the ball scatters, but before it lands), you must still place a player with Kick in a proper position on the field when rearranging your perfect defence.
You can only use team/leader re-rolls on a dice roll related to a player's performance in your turn. This excludes coaching staff rolls, random events, or rolls out of play - such as pre-match, before set-up or kick-off (such as KO-rolls).
When the spectators throw the ball back onto the pitch, place the throw-in template so its mark of the ball is over the square, the ball last was in/over before it went off field. That square is counted as number one, when counting the distance of the throw-in.
  Throw-in from a corner
If the ball leaves the pitch diagonally from a corner square, decide randomly how to place the throw-in template - ie: along the end line or the side line.
  Touch Down
A TD occurs when a model stands in the opposition's end zone holding the ball. When this happens the referee blows his whistle, and play stops immediately - even if the action in progress is not intended to end. This is a house rule.
All rolls concerning standing in the square have to be made. Eg, pushed into end zone by an opponent using strip ball, will not award a TD, if the ball was stripped from its holder (unless the ball bounces back to the pushed player, who catches it).
Regarding the use of Frenzy, it consist of two separate blocks, so if the model is standing in the end zone after all rolls for the first block has been made, the ref will stop the play awarding a TD.
If a player after using Diving Catch stands in the End Zone with ball, it is a TD.
If after a fumble or failed pick up a player stands in the end zone holding the ball, it is a TD (and not a turn-over).
If a player is standing in the end zone with the ball, after a Blitz on the kick off table has been executed and after the ball has come down, it is a TD! The receiving team does not get its turn, and the two teams set up again without moving the turn markers.
  Turn time limitthis rule overrides the Official Rules
We do not use the time limit for a coach to finish his turn. If a coach is taking unacceptably long time, it is OK to point it out and hurry on him/her.
Remember that the thrower will only earn a completion and 1 SPP if the throw was accurate, and the ball is in possession of the intended receiver standing in the targeted square as the ball comes to rest (even if caught after bouncing around first).
A fumble occurs on a pass roll of 1 before or after modifications. A fumble with the ball always results in a turnover. Fumbling when trying to throw a team-mate only result in a turnover, if the thrown player has the ball and fails his landing roll.
  Lost tackle zones and catching
When having lost your tackle zone (because of hypnotic gaze or bone head/really stupid), you cannot use pass block, cannot try to intercept and cannot use skills which relates to your tackle zone (such as shadowing). If the ball (or a bomb) lands in your square, you may not try to catch it. The bomb will explode while the ball will bounce. See also Lost tackle zones and blocking.
  Pass range measuring
Ranges can be measured freely during a pass action. Place the template's "ring" over the centre of the square with the thrower, and the center line of the template must cross the centre of the target square. If the target square is partly under more than one band, the higher distance is used. If the target square partially extends further than the longest band, the pass cannot be attempted.
See also pass ranges chart.
  Pass sequence
First announce target (and roll for animosity and re-announce target if needed). The opposition may move Pass Block players. Then roll for interception. If interception is unsuccessful, roll for pass, then catch/bounce etc.
  Pass to empty squares
It is allowed to target an empty square on the field when passing. You cannot pass to an imaginary square outside the field. It is allowed to use Pass Block when the opponent passes the ball to an empty square.
  Scattering off field
An inaccurate pass scatters 3D8. The ball will not land and cannot be caught in between the D8 rolls.
If the ball at any time during rolling for scatter crosses the field's boundary, a throw-in takes place from the last square the ball was over in the scattering process.
 Season prizes
  Coach Trophy
Before season start the Coach Trophy will be awarded to a coach participating in that season. The holder of the trophy from the previous season announces the new holder and has to give a reason for the award. The new holder cannot be among the top three coaches of the previous season (and you cannot award the trophy to yourself ;-)).
If the previous holder does not participate in the new season (and has not announced his choice to the commish), the commish will select a coach.
The Trophy will give the coach's team +1 to its fan factor for that season only (if the trophy is present by the field). The +1 to FF is not written on the team roster and does not affect team value - it is represented by the trophy.
  Most lethal team & Most fair team
The season's Most Lethal Team is the team(s) that has inflicted most kills per match on average in a season and is rewarded with an extra random prize MVP.
The season's Fair Play Prize goes to the team(s) that has inflicted fewest casualties per match in a season, and the prize is also one extra random prize MVP.
  Season top scorer/ top killer prize
The season top scorer is the player(s) that scored most TD in that season. The list is ordered by most scored TD per match (per match refers to the team's number of played matched in the season). The team(s) with the season top scorer(s) will receive 10 kgp.
The same goes for seasonal top killer(s)
  The Final
The two teams participating in the final will automatically get +1 FF in the post match procedures. Do not roll for FF.
  The Winner
After the season, the winning team will receive plus one randomly placed MVP.
If the winning team participates in the next season, it will (if the trophy is present by the field) have +2 to its fan factor. The +2 to FF is not written on the team roster and does not affect team rating or FanFactor rolls - it is represented by the trophy.
 Skill clarifications
  Diving Catch
Note that it is allowed to pass to an empty square. An accurate pass landing in a square next to a diving catcher, is still an accurate pass and gives +1 to catch rolls.
  Diving Tackle
Diving Tackle can be used whenever a player tries to dodge away from you. So it is allowed to use diving tackle, even if the -2 modifier does not make the dodge roll fail, or if the dodger fails his dodge roll without the -2 modifier - ie falling over freely in that manner.
  Dump Off
This skill is triggered when an opponent is about to block you. The skill also works when you are about to be attacked with a special weapon like a chainsaw or dagger, but a wizard attack or an exploding bomb (or a thrown team-mate landing on top of you) will not let you use the skill.
Even if the victim is pushed back and knocked over, you have to follow up. You always follow up (unless the opponent is able to use the Fend skill)! Also if the victim gets pushed out of the pitch. Frenzy applies to both Block actions and Blitz actions - anytime you block another player.
Frenzy does not take effect when using Multiple Block or when attacking with a secret weapon. It only works on normal blocks.
If you have not used both GFI's and the victim is still standing, you must use your second GFI in order to throw the second block. The use of Sprint is optional.
Juggernaut only ignores StandFirm for the player being blitzed, not on players being secondary pushed.
  Multiple Block
This skill only works on Block actions - not Blitz actions. It cannot be used in combination with Frenzy (but may override the otherwise mandatory use of Frenzy).
Procedure: declare a multiple block and its first target and resolve block sequence. If still standing you have the option of a second block: declare second target and resolve the second block (must be another opponent than the first target).
  Piling Onthis rule overrides the Official Rules
Piling On can alone be used to re-roll the injury roll. (Ie. NOT the armour roll).
This skill can only be used when the player performs the block himself, not if he is being blocked by another player.
Using Piling On ends the player's action if he is performing a Blitz (he cannot spend 3 movement points, but will stay prone until next turn).
You cannot use Piling On when knocked down yourself (as a consequence of a "both down" block result).
  Really Stupid/Bone Head
You do not have to roll for Bone Head/Really Stupid before intercepting or catching the ball or before executing Pass Block.
However, if the player failed his RS/BH roll last it was rolled for in the current drive, or if the player is currently hypnotic gazed, the player cannot use Pass Block nor try to intercept or catch or pass. See also lost tackle zones and blocking.
Regenerate is rolled for just after the sustained casualty. You have to choose whether or not to roll for apoth before regeneration - this is relevant for Trolls and Vampires.
Regeneration is rolled after the player is removed from the pitch, and the roll decides whether the player is placed in the dead&injured box or the reserves box. A Regeneration roll can only be re-rolled via an Igor.
  Side Step
Side Step also works on subsequent pushing. You have to be standing to use Side Step.
  Stand Firm
Effects from pushback results still applies against Stand Firm. So for instance Strip Ball and Frenzy can still be used as normal, though the Stand Firm model is not physically pushed.
Stand Firm also works on subsequent pushes when another player is pushed into the stand firm model.
In order to use Stand Firm, the player must be standing.
  Throw Team-mate
Throwing a team-mate requires that you are executing your pass action for the turn.
You cannot use Hail Mary Pass when throwing a team-mate. The Accurate, Pass and Strong Arm skills, however, will work.
A fumble is not necessarily a turn-over.
A turn over will only occur, if the thrown player had the ball and failed his landing roll or scatters off field, or if the thrown player lands on top of a standing team-mate (who is then knocked over and thus causing the turn-over).
 Special players
  Ball & Chain
During a Quick Snap, the Fanatic can be moved one square just like any other player - ie. do not use the throw-in template. A Fanatic earns SPP, because he throws blocks.
If a Fanatic is placed prone in his own turn, he will still automatically get at least KO'ed, but it will not be a turn-over, since he is not knocked down.
A Fanatic must follow up, unless hindered (eg. by Fend or Stand Firm).
When blocking a team-mate, disregard assists.
In theory it's allowed to use an apothecary to keep a KO'ed Ball&Chain player on the pitch stunned, but at the end of the player's next turn he is turned over (placed prone) and then a new injury roll is required.
Even if a Ball & Chain player walks off the pitc, it is not a turn over.
If a Ball&Chain player fails a go for it, he falls over in his square before rolling for movement.
You cannot use grab on players lying down.
A fumbled pass attempt with a bomb IS actually a turn-over (if the passing player is on the moving team), because the player is knocked down by the bomb's explosion.
You can decline to catch a bomb landing in your square (as opposed to the ball), in which case it will explode in your square.
Prone and stunned players can also take damage from a bomb, and if they are hit, they are treated as knocked down, and therefore it causes a turnover (if they are on the moving team).
  No permanent injuries to stars
Any injury (incl. death) inflicted on a star player is waived after the match. In other words: There will always be a Star Player with the same stats ready for the next match.
You cannot use apoth or igor on star players, and stars cannot be raised or affected by Nurgle's Rot.
  Special attacks
Some secret weapons allow you to make a special attack instead of blocking (during a Block or a Blitz action): Dagger and Chainsaw (or stab skill).
Casualties inflicted when attacking with a secret weapon do not give SPP; SPP are only awarded for casualties made by a block. But opponents get SPP for blocking those players.
But when attacking with a secret weapon it still counts as blocking in regards to skills triggered by a block (such as Foul Appearance or Dump Off). And when taking a blitz action, you still need to spend 1 MA in order to attack.
Injury rolls from Stab ignore all modifiers from any source - including nigglings inj. and Stunty (2007 Rules Review).

Current Champions
Coach Prize

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