Subject: OBERWALD '96 (Finally!!)
From: dfmaki@makivel.synapse.net (Dean Maki)
Date: Tue, 25 Jun 96 23:48:13 EDT
Organization: The BloodDome


    OnLine BloodBowl Enthusiasts' Reference With Assembled League Doctrines
				(OBERWALD)

			  The Chucking Fans Edition
			   (v1.09 - June 25, 1996)


0.0 ADMINISTRATIVE
    0.1  What this document is all about
    0.2  How to get a copy of this document
    0.3  OBERWALD Supplements
    0.4  Legal Stuff
    0.5  New This Edition

1.0 NON RULES STUFF
    1.1  The Future Of Blood Bowl
    1.2  Where To Get Merchandise
&   1.3  Metal Norse and Human Minis

2.0 GENERAL
    2.1  Actions
    2.2  Apothecaries
    2.3  Forfeiting a Match
    2.4  Fouling
    2.5  The Kickoff and Kickoff Table
    2.6  Rerolls
    2.7  Tournament Prizes
    2.8  Turn Overs
    2.9  Winnings

3.0 STARS AND BIG GUYS

4.0 SKILLS
	  
5.0 CARDS

6.0 INTERESTING VARIANTS
    6.1  Apothecary
&   6.2  Coaches
    6.3  Freebooters
&   6.4  I Got My Eye On You
    6.5  Injuries and Death
&        6.5.1  Sigurd's Injury Rule
&   6.6 Other Fouling Variants
    6.7  Passing
    6.8  Rerolls
    6.9  Star Player Rolls
    6.10 Squig Ball Rules

7.0 STATISTICS
    7.1 The Block Chart
    7.2 The Agility Chart

8.0 BLOOD BOWL WHITE DWARF ARTICLES

9.0 ON LINE RESOURCES


0.0 ADMINISTRATIVE
==================

    0.1  What this document is all about
    ====================================

	 This document is a collection of "house" and quasi-official rulings
	 for the table top fantasy football game Blood Bowl.  It has been 
	 produced by fans of the game, and is in no way a list of "official" 
	 rulings.  Rather, this document reflects the collected net.wisdom, 
	 and what works well for the contributors.

	 Where possible, the source is credited with particular points.  
	 Those credited as [GWUK] are responses from the Games Workshop 
	 (UK) Studio League.  Those credited as [WD] come from the FAQ
	 presented in White Dwarf 182.

	 Jervis Johnson, the game's designer, has done us a great favour by
	 looking over a previous edition of the OBERWALD and telling us
	 where we got it right and where I was a blind hobgoblin.  I encourage
	 you, wherever you are, to now stand and give Jervis a round of 
	 applause, as a show of appreciation.  Those points which Jervis has 
	 confirmed to be correct are marked [JJ].  Unmarked entries are, for 
	 the most part, rules interpretations he could live with, but not 
	 necessarily the 'most correct'.
	 
	 Some points appear more than once throughout the document.  If a 
	 point is applicable to two different topics, it will appear under
	 each heading.

	 The OBERWALD is maintained by Dean Maki.  Any changes, comments, 
	 etc can be sent to him at dfmaki@makivel.synapse.net.

	 The version number (ie v0.01.1) is broken down as such:
 
	       v0 - which major revision
	      .01 - which posting (first, second, etc)

	 Corrections from the previous posted edition are marked with a 
	 * in the left hand margin.  Additions are marked with a &.  Reversals
	 from the previous edition are marked with a =>.

       
    0.2  How to get a copy of this document.
    ========================================

	 This document will be posted periodically to rec.games.board and 
	 BBOWL-L.

	 The current copy of the OBERWALD is also kept at majordomo@cs.utk.edu.
	 Send a message there with the following in the body:    
			   
			   GET BBOWL-L OBERWALD.TXT

	  Also, check out the other On Line resources mentioned at the end 
	  of this document.


    0.3 OBERWALD Supplements
    ========================
 
	  In addition to this document, there are several OBERWALD
	  Supplements.  This main document covers the 'Vanilla' rules for
	  Blood Bowl and Death Zone, and suggests some variants.
 
	  The supplements are:
 
		 The Stars:  A collection of official and unofficial
			     Star Players
 
	   Alternate Races:  A collection of alternate races created by
			     coaches on the 'net
 
	  From the Journal:  Encapsulated versions of articles appearing
			     originally in the Citadel Journal
 
	       New Big Uns:  Jervis Johnson's new rules for Star Players
			     and Rookie Big Uns


    0.4 Legal Stuff
    ===============

	  Blood Bowl, Death Zone and other references are trademarks of
	  Games Workshop, and are used without permission.

	  Distribute freely in any form.  


    0.5 New This Edition
    ====================

	  A few more points clarified by Jervis.
	  Non Rules Stuff added
	  Coaching and Fouling Variants!


1.0 NON RULES STUFF
===================

     1.1 The Future Of Blood Bowl
     ============================

     Blood Bowl has been put on the back burner for the time being due to
     manpower considerations at Games Workshop.  This means that 3rd edition
     Treeman and Blunderbus players will not be available in stores, nor will 
     a 3rd edition metal Human team.

     Blood Bowl will still receive support articles from the Citadel Journal.
     These articles offer new, optional rules.  In the past we have seen
     mixed race teams, new coaches and goblin squig hunters, among others.
     Be warned, however, that these rules are _strictly_ optional, and may or
     may not be written with Jervis Johnson's nod of approval.

     There is talk of a 4th edition of Blood Bowl which will keep the basics
     of 3rd edition, but clean up some of the problems which have cropped up
     since 3rd edition was released.  It may be that 4th edition may be 
     released in an 'Update Sheet' version for owners of 3rd edition.

&    Currently (as of June, 1996) Jervis has had to put the Studio League on
&    hold as they playtest some new (and Top Secret!) stuff.  His new rules
&    (IGMEOY and new Rookie Big Uns) work well for him as an early prototype
&    and in principle take the game in the direction he wants it to go.  He
&    realizes that they need quite a lot of fine-tuning, and is hoping for
&    the opportunity to do so in the near future.  Stay Tuned!


     1.2 Where To Get Merchandise
     ============================

     Blood Bowl merchandise is still being sold in some stores.  However,
     stock may be drying up, so what you see in the stores may be all that
     they can get.

     You can also get Blood Bowl box sets or minatures from Games Workshop
     Mail Order.  2nd edition Blood Bowl minatures are also available from
     GWUK Mail Order.

     To contact GW Mail Order, call:

       GW Canada:  (905)795-8091      FAX:  (905)795-2961
       GW UK    :  011-441-773-713213

       There is a GW US number, as well.  It should appear in the US version
       of White Dwarf.  If somebody mails it to me, I'll include it in the
       next version.

       When ordering from GWUK, you may need a model number or page number
       from one of their catalogs.  GWUK Mail Order may be able to provide
       you a catalog for a fee.  Alternatively, you can try the
       following WWW page:

		    http://www.cs.utk.edu/~cowell/min/bb/bb.html

       This site contains scanned images of all of the old Blood Bowl
       minatures from the GWUK catalog.


&      1.3 Metal Norse and Human Minis
&      ===============================
&
&      Many of you have seen the Norse and Human teams sculpted by Gary
&      Morely displayed in White Dwarf.  These models are as yet not
&      available to the public.  However, it is possible that the teams
&      will be released if there is enough demand.  Send a letter (snail-
&      mail) to Allan Merritt at the Design Studio and let your voice be
&      heard!  Allan's the one who decides what gets released, and when.


2.0 GENERAL
===========

     Blood Bowl articles and rules appearing in GW Mail Order and Citadel
     Journal are strictly optional and are not necessarily endorsed by
     Jervis Johnson.

     Blood Bowl teams live in a world governed by a six sided die.  For most
     player actions, an unmodified roll of "1" is always a failure; an
     unmodified roll of "6" is always a success.  [An exception is Hypnotic
     Gaze against an AG 6 player, which will never succeed since the 
     target's AG must be EXCEEDED on d6.]  [JJ]

&    You may not voluntarily block your own players. [JJ]

&    You may intentionally throw or hand off the ball into the crowd.  [JJ]

     Players may intercept throw ins if the ball crosses the player's square.  
     [GWUK]  Pass Block may be used for this.  Only one player per team may
     attempt an interception.  If successful, this does not count as an 
     Interception for Star Player Points.  

     Goblin fanatic collapses cause turnovers.  [GWUK]  This may be rerolled.

     If a Deathroller is knocked over, roll against AV 10.  If you penetrate 
     and kill the driver, the Deathroller is not repaired.  Any other result 
     (including not penetrating the armour) removes the machine from the 
     game, but it will return next match.  [GWUK]

     Players with 26 SPPs are still considered position players; they do not 
     count against the 4 stars you may hire, but they do count against limits 
     like 2 mummies or 4 blitzers.  [GWUK]

     No Star Player Points are awarded if a player is injured on a failed 
     Dodge or Go For It. [WD]  [JJ]

     When a player is pushed back into the stands, roll only on the Injury 
     table.  If this results in a Badly Hurt, Serious Injury or Death, then
     award Star Player Points to whoever knocked this player into the crowd.
     [WD]

     You can trade or sell Special Play Cards to your opponent.  [JJ]

     You are under no obligation to play all your Special Play Cards.  You 
     can accept a cash donation (bribe) for not playing a Special Play Card.  
     Such transactions are not necessarily binding!  [JJ]   

     Either player involved in a hand off may make the hand off action.
     This means that a player may take a hand off from a player who has
     been "Mindblow"-ed and a player with Blunderbuss may accecpt the
     handoff and still fire that turn.  [JJ]

     The blocker must choose wether or not to follow up before making the
     armour roll against his victim.  [JJ]

     The blocker must choose wether or not to follow up before making the
     scatter roll when blocking the ball carrier. [JJ]

     Only one skill may be used to modify any die roll.  eg. If you have 
     Dirty Player and Mighty Blow, you must choose which one you are using
     before you make your foul action. [WD] [JJ]

     Gaining control of a bouncing or scattering ball is a CATCH roll.
     The Catch skill will allow a reroll, Sure Hands will not. [JJ]

     Failing to Pick Up The Ball ends your turn immediately, regardless of
     where the ball scatters and who finally may end up holding it. [JJ]

     The moving team attempting and failing to Catch a bouncing ball will 
     end the turn if, after all the bouncing is done, the moving team is not
     in possession of the ball.  [JJ]

     A player is not obligated to pick up the ball if he enters its square.
     If the player choses not to pick up the ball, it will scatter.  [JJ]

     A player is not obligated to try to catch a bouncing ball.  If the 
     player choses not to catch the ball, it will scatter.  [JJ]

     You may only freeboot players or coaches who would normally play for
     your team.  A third Highelf Lion Warrior, a fifth Star Player or a 
     second wizard or apothecary won't normally play for your team, and thus
     cannot be freebooted. [JJ]

     Players contribute their list price for Team Rating purposes, even if
     this is not the price actually paid. [JJ]

     The accumulated Star Player Points for a non-star player who has been
     Peaked still contribute to team rating. [JJ]

     You do not need to make a dodge roll when you follow up after any kind
     of block, including a Blitz or Frenzy. [JJ]

     Even though the hand off is a 'free action' which may be taken at 'any
     time during your turn' you cannot hand off when the ball carrier is 
     about to be hit by a Diving Tackle, or as the ball carrier is falling
     down. [JJ]

     A coin toss is made again at the beginning of Overtime.  If playing
     multiple sudden death overtimes, a coin toss is made at the start of
     each odd numbered overtime.  [JJ]

     All players take up one square, regardless of the size of their base,
     either when standing or when prone.  [JJ]

     Chaos Dwarves hire normal wizards, not alchemists.

     AG 7 or higher has no advantage over AG 6 on the Agility table.  As a
     house rule, you may wish to extend the upper limit.  i.e AG 7 has base
     0+, etc., with an unmodified roll of 1 alays failing.  [JJ]

     Only "pure" interceptions count for Star Player Points.  Catching
     innaccurate passes throw by your opponent or flubbed catches do not
     earn points.  [JJ]

     Special play cards which have wording such as "player automatically
     fails his roll" allow for a skill or team reroll to be used.  However
     this second roll will automatically fail as well.  [JJ]

     Knocking down the Death Roller and removing it from the game does not
     award the blocker with a Casualty.  [JJ]

     Non Treeman players with less than 3 MA roll to get up in the same
     manner as Treeman players.  [JJ]


   2.1 Actions
   ===========

     The following are considered 'Actions' in Blood Bowl:

       Move:    The player moves any number of squares less than or equal
		to his MA, with two optional Go For Its.

       Block:   The player throws a block on an adjacent opponent.  You may
		not voluntarily block your own players.

       Blitz:   The player moves any number of squares less than or equal
		to his MA (with two optional Go For Its) and may make one 
		block during the move at the cost of 1 MA.  May not be used 
		by more than one player per team per turn.

       Pass:    The player moves any number of squares less than or equal
		to his MA (with two optional Go For Its).  At the end of 
		the move, the player throws the ball.  May not be used by
		more than one player per team per turn.

       Foul:    The player moves any number of squares less than or equal
		to his MA (with two optional Go For Its).  At the end of 
		the move, the player fouls a downed opponent.  May not be 
		used by more than one player per team per turn.

     Coaches must declare what kind of action each player is making as the
     player is activated.  [JJ]

     Players may not perform more than one action per turn.

     The Bomber throwing his bombs does not count as your Pass Action for 
     the turn. [JJ]

 
   2.2 Apothecaries
   ================

     Apothecaries cannot save players from crowd injuries.  They are not
     crazy enough to fight off a Blood Bowl crowd to save _anybody_.  [JJ]
     (Dammit Jim!  I'm a _doctor_, not a riot squad!)

     Apothecaries can prevent Injured in Practice, but are then unavailable 
     for the match.  [GWUK]

*    You may reroll the Apothecary roll only if the injury happened on your
*    turn.  [JJ]

     You can sell the services of your Apothecary to your opponent.  Undead
     players still may not use an Apothecary, even in this manner.

     The Apothecary must be used immediately after the injury he is healing 
     is inflicted.  You cannot save your Apothecary until the end of the 
     game and then choose which injury you wish to heal.  [JJ]

     Apothecaries may heal injuries of players and coaching staff. However,
     Apothecaries may not heal injuries suffered to themselves.[JJ]

     Apothecaries can only deal with one niggling injury.  If a player is 
     missing a game because of two or more niggling injuries, the Apothecary
     cannot help him.  [JJ]


   2.3 Forfeiting a Match
   ======================

     There are no set rules on how to handle the case when a coach decides 
     not to finish a game he started.  Your league should feel free to use 
     any or all of the following.

	  - Forfeit all winnings for this match
	  - Lose d6 Fan Factor, up to half current Fan Factor
	  - Pitch Invasion!  All players on forfeiting team take
	    an injury roll (no armour roll required) as irate
	    fans take out their frustrations.  Apothecaries may
	    not heal any injuries, and players may not
	    regenerate.
	  - Pitch Invasion!  All coaches on forfeiting team take
	    an injury roll (no armour roll required) as above.
	  - Roll 2d6 for each player and coach on the team.  On a
	    2 or a 12 the player or coach quits the team in disgust.

     Do NOT be gentle.  The game, after all, is called _BLOOD_Bowl.

     Having said that, however, you should allow a team which cannot field 
     three players to forfeit without penalty.  They have suffered enough.

     It should be noted that Jervis Johnson simply didn't allow teams in the
     Studio League to forfiet, as the team would have been ripped apart in
     the ensuing riot!


   2.4 Fouling
   ===========

     Blatant fouls aren't called after you get the ref. [JJ]

     You may argue the call on a blatant foul.  [JJ]

     You may go for it to commit a foul.  [JJ]

     Bonuses for assists while fouling affect only the armour roll, 
     not the injury roll.  Mighty Blow and Dirty Player affect both
     armour and injury rolls, and give their plusses in addition to the
     +1 to penetrate armour.  [JJ]


   2.5 The Kickoff and Kickoff Table
   =================================

     Coaches must field 11 players for each kickoff if they are able, or 
     all available players if fewer than 11 are able to make the kickoff.  
     Eleven is the sacred number of Nuffle, and shall never be compromised 
     unless unpreventable by circumstances.  [JJ]

     On the kickoff, place the ball in the target square.  Roll on the 
     kickoff table.  Scatter the ball the appropriate number of squares.  
     Handle bounces, touchbacks, catch attempts.  Begin the first turn 
     (or Blitz turn).  [JJ]

     If an opponent kicks to you to start the half, then pit traps or burst 
     ball on the ball carrier on your second turn, you receive a new 
     kickoff.  Move your turn counter to turn 3.  Your opponent's next turn 
     is turn 3 (not 2).  [GWUK]

     If a ball bounces out of bounds or into the other half because a player 
     failed to catch the kickoff, this is a touchback.  [JJ]

     Players on the bench may be hurt in a pitch invasion. [GWUK]

     You may not reroll any rolls from the Kickoff Table. [JJ]


   2.6 Rerolls
   ===========

     A coach may use rerolls during his opponent's turn for his own player's 
     actions.  [GWUK]

     Halfling Chefs will steal team rerolls, then trophy rerolls, but not 
     leader rerolls.  [GWUK]

     Trophy rerolls don't add to team rating.  [JJ]

     Unused 2nd half rerolls can be used in overtime.  [JJ]

     Rerolls contribute their list price for Team Rating purposes, not the
     actual price paid.  [JJ]

&    Leader rerolls and rerolls gained from the Kick Off Table and Special
&    Play cards may be used in the second half if you team has been Doom
&    And Gloomed. [JJ]

&    You may use your second half rerolls in Overtime if you have been
&    Doom and Gloomed, as Doom and Gloom does not carry into OT.  [JJ]

&    The Special Play Card "Spy" may be used to prevent the use of _any_
&    reroll, including skill rerolls.  [JJ]


   2.7 Tournament Prizes
   =====================

     The wizard from the Dungeonbowl prize adds to your team rating.  [JJ]

     Said wizard is subject to a better offer or any sideline incidents, but 
     is replaced next game.  [GWUK]

     Tournament prize money is awarded in addition to normal winnings. [GWUK]

     Trophy rerolls don't add to team rating.  [JJ]

     Tournament prizes may be Robbed!, but not used for Kidnap Rival Coach.  
     They may also be part of a (very) Large Donation.  [GWUK]


   2.8 Turn Overs
   ==============

     The following will cause a Turn Over:  [JJ]

     Hitting the four minute time limit
     Getting caught on Illegal Procedure and not spending a Reroll or 
	  successfully arguing the call
     Failing on an attempt to pick up the ball
     Failing on a Go For It
     Falling down on a Block attempt
     Falling down on a Dodge attempt
     Getting caught Fouling (doubles on Armour Roll) and not successfully 
	  arguing the call
     Touchdown Scored
     Throwing a pass which, after all the bouncing is done, is not caught 
	  by a member of your team.
     The Ball Carrier on the moving team is knocked down for ANY reason.
     The Ball Carrier on the moving team drops the ball for ANY reason.
     A Ball and Chain fanatic collapses. [GWUK]
     Many special play cards will cause a Turn Over.
&    Special play cards which cause a member of the moving team to fall down
&         or leave the pitch cause a turnover unless otherwise stated on the
&         card.  
     The coach has activated all his players and does not wish to play
	  a Special Play Card
     The coach declares his turn over.
     A Bombardier knocks over a player on his own team.


   2.9 Winnings
   ============

     For purposes of Robbed! or Large Donation, winnings include Demo Game 
     and tournament prizes, but not Will, Merchandising, #1 with a Bullet.  
     [GWUK]


3.0  STARS AND BIG GUYS
=======================

     If you are using Star Players from sources other than the Blood Bowl
     or Death Zone boxes, multiple copies of a single star player on the 
     same team should cost extra.  For Tuern Redvenom, the first costs 
     150,000, the second costs 300,000, the third costs 450,000, the fourth 
     costs 600,000.  [GWUK]

     The Star Player Points printed on the Star Player Cards are for flavour
     only.  The do not count towards your team rating.  [JJ]

     All big guys take up one square, either when standing or when prone.
     [JJ]

     Treemen with 3 or more MA can stand up using 3 MA without rolling.


4.0  SKILLS
===========

     Big guys with throw teammate and strong arm may throw halflings and 
     goblins with the right stuff for long bomb ranges.  [GWUK]

     Big guys may throw teammate using Hail Mary Pass.  [JJ]

     Hail Mary Pass may not be used in a blizzard.  [JJ]

     Stunties may throw or be thrown for Short passes in a blizzard, even
     though they are treated as Long.  [JJ]

     Non-stunty players with the right stuff take a two-band range penalty 
     for the throw (short becomes long bomb, etc.)  [GWUK]

     Spikes physical ability may not be taken multiple times.  [JJ]

     Spikes may not raise a player's armour value above 10.  [JJ]

     A player may who has gained two points of MA will not receive an extra
     +1 MA if he gains the physical skill Very Long Legs.  [JJ]

     No characteristic may be permanently increased by more than 2.  [JJ]
 
     Sure feet may be used more than once a turn, but only once per extra 
     square entered.

     Strong arm _does not_ allow dump offs in the short range band. [JJ]

     You may Pass Block a Dump Off.

     You may not go for it on a pass block.  [JJ]

&    You may not Pass Block a Hand Off.  [JJ]

&    You may not Pass Block a Custard Pie, Stink Bomb or Bombardier's
&    Bombs.  [JJ]

&    Only one player with Pass Block may move under the range ruler but not
&    in the Tackle Zone of either the catcher or thrower.  Any number may be
&    moved into the Tackle Zone of the catcher or thrower.  [JJ]
    
     Diving Tackle may only be used on your opponents turn, and only once 
     per turn per player with Diving Tackle.  [WD]  [JJ]

     You may not Diving Tackle on an opponent's Pass Block action, Shadow, 
     or when, on your turn, you push an opposing player into the tackle zone
     of one of your players with Diving Tackle.  [JJ]

     A diving tackle which causes a push back _does not_ allow a player to 
     frenzy.  [JJ]

     It is a turnover if a diving tackle strips the ball from an opponent.  
     [JJ]

     A diving tackle _may not_ be a multiple block. [JJ]

     A player may multiple block, then frenzy against one of the targets.  
     [GWUK]

     Targets of a multiple block must fill squares through which one may 
     draw an unbroken path, but do not require each and every player to be 
     directly  adjacent to each and every other player.  [JJ]

     Players may give assists to a multiple block.  Each player may give one 
     assist only, and a player in the tackle zone of two targets may not 
     assist against either.  [JJ]

     A player may not be pushed back into a square occupied by another player 
     with stand firm.  This is still a push back for strip ball purposes. 
     [GWUK]
      
     For league play, players with Regeneration regenerate on a 4+.  [WD] [JJ]

     Undead players may not regenerate if their Necromancer has left
     the game for any reason.  [WD]  [JJ]

     Undead players playing for other teams cannot regenerate. [JJ]

     Trolls, Snow Trolls, Vampires and players who have gained the mutation 
     Regenerate do not need a Necromancer to regenerate. [JJ]

     Players may regenerate from injured in practice.  [JJ]

     Pro may be used to reroll armour rolls which don't penetrate or 
     unsatisfactory injury rolls.  [GWUK]  Pro cannot be used to reroll
     an injury by the fans.

     Dauntless may be used to match the summed strength of the targets of a 
     Multiple Block in a nasty combination of skills.  [JJ]

     The bonus for horns may be applied after any bonuses for dauntless.  
     [GWUK]

     Dauntless must be rolled before each block, including subsequent blocks 
     thrown by a Frenzying player.  [BB]

     A player may only Frenzy or continue a Frenzy if a PUSH BACK result is 
     rolled on the block dice.  If a block results in a No Result (both down 
     result/both have block) the Frenzy stops.  [BB]

     A player may Frenzy against an opponent who has Stand Firm. [JJ]

     A Frenzying player with Horns will receive a +1 on his ST when blitzing
     if he moves at least one square before his first block roll and makes a
     follow up move.  i.e. the player will not gain the +1 on extra blocks
     against a player with Stand Firm.  [JJ]

     A player is not obligated to, but may Go For It to continue a Frenzy.  
     Second (and third) Go For Its are optional. [JJ]

     A player holding a running Chainsaw may not use Frenzy.

     The Chainsaw adds +3 when its weilder is fouling or assisting in a foul.

     A coach with multiple Ball and Chain fanatics on the field must move all 
     fanatics before activating any other player on his team.  You cannot be
     called for Illegal Procedure if you have an unmoved fanatic and the only
     models you have moved are fanatics.  [JJ]

     For added mayhem, you may want to move multiple fanatics 'simultaneously'. 
     Pick a facing for each fanatic.  Roll for direction for each.  Pick a 
     facing for each one's second step.  Roll for direction for each, etc.

     A player may only Strip Ball if a PUSH BACK result is rolled on the 
     block dice.  If a block results in a No Result (both down result/both 
     have block) the blocked player holds onto the ball.  [JJ]

     A Stripped Ball scatters from the square the into which the blocked 
     player is pushed.  [JJ]

     The blocker must choose wether or not to follow up before the ball 
     scatters due to the Strip Ball skill.  [JJ]

     Strip ball will knock the ball loose from a player with Stand Firm 
     if a Push Back result is rolled.  [JJ]

     A player with Blundebuss may accecpt a hand off and still fire that
     turn.  [JJ]

     You may Shadow a player who has used Leap.  Your player will enter
     the square the opponent's player had occupied before the Leap.

     Leap does not 'ignore tacklezones'.  It is simply made with no modifiers
     to the die roll whatsoever.

     You may Diving Tackle a player who has used Leap to enter your player's
     tackle zone, providing he did not start the leap in that player's 
     tackle zone.
 
     Diving Tackle and Dump Off may be used by the blitzed player when Is
     It A TD? is played.

     Even though the hand off is a 'free action' which may be taken at 'any
     time during your turn' you cannot hand off when the ball carrier is 
     about to be hit by a Diving Tackle.  [JJ]

     If the ball carrier has Dump Off and is about to be hit by a Diving 
     Tackle, he may attempt a quick pass.  This counts as the passing
     action for the coach's turn, but will not result in a turnover if the 
     ball is not caught.  [JJ]

     Players who have gained the physical skill Stunty suffer a +1 on the
     injury dice in the same manner as halflings and goblins.  [JJ]

     Stunty should be limited to players with ST 2 or lower.  [JJ]

&    Stunty players only ignore dodge modifiers for Tackle Zones, not other
&    modifers such as Prehensile Tail.  [JJ]

     Piling On is a lengthy and methodical process which ends the player's
     action.  You may not, therefore Jump Up or spend 3 MA to stand up a 
     player when he has used Pile On as part of his Blitz action.  [JJ]

     The following is an unofficial skill.
     
       Poison Wind Globe (Secret Weapon) - Penalty Roll 9+.  This secret 
       weapon is thrown like a pass, and uses your pass action for the
       turn.  The globe will shatter in the square it lands in (no scatter).
       Players in the square hit are knocked over on a 3+, and in adjacent
       squares on a 5+.  During rainstorms or blizzards, subtract 1 from 
       the rolls.  Only one globe may be thrown between kickoffs.
     
      Used by this player:
 
       Marg Plaguewind  Skaven 7 3 3 7 Poison Wind Globe, Strong Arm   80K

     The following is a semi-official skill from Citadel Journal #9
 
       Kantona Kick - Penalty Roll 9+ on each kick.  Instead of making
       a block, use Kantona Kick against an adjacent opponent (or the
       crowd).  Roll a 1 die block:  
       
			   Player                    Crowd
       Defender Down   defender down, +3          Opponent loses
		       armour roll                1 Fan Factor
       Push Back       kicker down                no effect
       Attacker Down   kicker injured             kicker beaten by crowd
		       (no armour roll)           with Mighty Blow.
 
     Used by this player:
 
       Erik Kantona  Human 7 3 4 8 Block, Mighty Blow, Dirty Player   150K
							 Kantona Kick


5.0  CARDS
==========

     The earliest a special play card may be played is immediately after 
     both coaches decide wether or not to use the Apothecary to heal any 
     Niggling Injuries.

     Eye of the Eagle may be intercepted.  [JJ]

     Eye of the Eagle won't make a Hail Mary accurate. [JJ]

     A player may not benefit from multiple magic helmets.  [GWUK].  
     If you're feeling silly, allow a player with Two Heads to be 
     the only exception.

     Magic Hand of Jark Longarm will intercept a safe throw, but not a 
     hail mary pass.  [GWUK]

     Players may regenerate from Injured in Practice.  [GWUK]

     Apothecaries can prevent Injured in Practice, but are then unavailable 
     for the match.  [GWUK]

     Blatant fouls aren't called after you get the ref.  [GWUK]  

     You may argue the call on a blatant foul.  [GWUK]

     For purposes of Robbed! or Large Donation, winnings include Demo Game 
     and tournament prizes, but not Will, Merchandising, or #1 with a 
     Bullet.  [GWUK]

     The card Duh, Where Am I? is poorly worded.  It should be played 
     after a player is knocked down and armour is NOT penetrated.

     The dazed player on the receiving end of a Duh, Where Am I? may be 
     stood up and take an action on the turn he is knocked down.

&    The dazed player on the receiving end of a Duh, Where Am I? can not score
&    a TD against his own team.  He may score against the opposing team if
&    he happens to be holding the ball in the endzone.  [JJ]

&    The dazed player on the receiving end of a Duh, Where Am I? gains no
&    Star Player Points for completed passes to opponents, causing casualties
&    to team mates, or intercepting a team mate's pass.  [JJ]

     A player may take a handoff from a player who has been "Mindblow"-ed.

     The accumulated Star Player Points for a non-star player who has been
     Peaked still contribute to team rating.  [JJ]

     Players hired through a Special Offer or That Kid's Got Talent 
     contribute their list price for Team Rating purposes, not the price 
     actually paid.  [JJ]

     Diving Tackle or Dump Off may be used by the blitzed player when Is
     It A TD? is played.

     If a player using a Sewer Map enters the field in an occupied square
     the occupying player is pushed back, as if hif from the square 
     indicated by the second scatter roll.

     Blood Bowl negotiators are not very bright.  If they call a Player
     Strike and you have no money in the treasury, they will play the match
     anyway.  [JJ]

&    Spy may be used to prevent the use of _any_ reroll, including skill
&    rerolls.  [JJ]

&    If your Away Fans have been banned, and you play Merchandising, you
&    receive 10,000 x your Fan Factor, as recorded on your roster, not
&    10,000 x 0, where 0 is your FF for the game.   [JJ]

&    Custard Pie and Stink Bomb may not be thrown by a player holding the
&    ball.  [JJ]

&    Custard Pie and Stink Bomb may not be Pass Blocked.  [JJ]


6.0 INTERESTING VARIANTS
========================

     This section is dedicated to "house rules" used by some leagues.  These
     "house rules" do not fall within the specific word of the rules, and
     some break them outright, but all may offer your league a little 
     spice.  Many of these have not had much testing.
     

   6.1 Apothecary
   ==============

     An unused Apothecary may heal a Serious Injury after the game, but 
     Death must be healed immediately after the injury roll.

     An unused Apothecary may attempt to remove a Niggling Injury 
     permanently.  This is a dangerous operation and the player will miss 
     time for rehabilitation.  After the match, roll a d6.  On a 1, the 
     injury is permanent and may never be removed.  On a 2-5 the operation 
     is ineffective.  On a 6 the Niggling Injury is removed permanently.  
     Regardless of the die roll, the player will miss 1 game.

   6.2 Coaches
   ===========

&     Coaches missing a game due to Sorry! or Sorry, Sir! special play cards
&     roll on the Serioius Injury Table.  This means that the coach could
&     pick up a Niggling Injury, which could prevent his participation in
&     future matches!   [may actually be used in the Studio League!]

&     [From Chet Zeshonski]  Allow teams to play without a Head Coach.  Such
&     a team may not Argue The Call, and is at a disadvantage on a Brilliant
&     Coaching result on the kickoff table.  Also, such a team may not hire
&     additional coaching staff.


   6.3 Freebooters
   ===============

     Allow teams to freeboot extra Apothecaries before playing a particularly
     nasty opponent.

     After a match, a coach may hire a player he freebooted for the player's
     list price.  The original "freeboot fee" is lost.

     A coach may freeboot a freebooter which played for his team previously.  
     If this player is not a Star Player, the regular "freeboot fee" is 
     charged, plus 1,000 gold coins for each Star Player Point earned.


&  6.4  I Got My Eye On You  [From Jervis Johnson]
&  ========================
&
&     When a team commits a foul, the coach takes the IGMEOY counter.  As long
&     as the team holds the IGMEOY counter, any player on that team which
&     commits a Foul will be ejected if he _does not_ roll doubles on the
&     Armour roll.  No team holds the IGMEOY counter at the beginning of each
&     half.  A team not holding the IGMEOY counter fouls as per the normal
&     rules.


   6.5 Injuries and Death
   ======================

     Allow only "natural" 11s and 12s on the injury roll to result in 
     Serious Injury or Death.  Injury rolls which are modified to 11+
     will result in a Badly Hurt result.

&    6.5.1 Sigurds Injury Rule:
&    --------------------------
&    Adopted by many, including the GW Studio League.  When rolling injury,
&    roll in the following table.  All modifiers apply.
&
&        1-7:  Stunned
&        8-9:  KO'd
&        10+:  An Injury!
&
&    If An Injury! is rolled, roll on the following table.  NO modifiers
&    apply.
&
&        1-3:  Badly Hurt
&        4-5:  Serious Injury
&          6:  Dead! Dead! Dead!
&
&    This corrects a flaw with the boxed rules where an injury roll with
&    modifiers caused more deaths than than it caused Badly Hurts and Serious
&    Injuries.  The rate of Casualties remains the same (and hense, the rate
&    of Star Player Points accumulated), but keeps the ration of BH:SI:Dead
&    3:2:1 (which is what it would be under the boxed rules withoug mods)
&    across the board.


&  6.6 Other Fouling Variants [From various sources]
&  ===========================
&
&     Bring assists for Fouling in line with assists for Blocking.  That is,
&     unless a player has Guard, he may not assist in a foul if he is standing
&     in the Tackle Zone of an opposing player.

&     Eject foulers on an Armour _or_ Injury roll of doubles.

&     When Ejected, roll a d6.  1-3: player misses this game.  4-5: player
&     misses next game.  6: player misses d3 games.


   6.7 Passing
   ===========

     Range penalties for passing increase the target number for an accurate
     pass, instead of subtracting from the result.  This will make a Long
     Bomb fumble as often as a Quick Pass.  All other modifiers affect the
     die roll.

     An inaccurate throw will scatter once for each range band it has 
     travelled.  An inaccurate Quick Pass will scatter 1 square, an 
     inaccurate Long Bomb will scatter 4.


   6.8 Rerolls
   ===========

      Rerolls can be used for absolutely _any_ roll, including coach rolls,
      fan rolls, and ball scatter.

      For added tension, rerolls may not be used in Overtime.


   6.9 Star Player Rolls
   =====================

      Add 10,000 to the listed cost for a player for each Star Player Roll
      he has gained.  This is used for Team Rating purposes only; you do 
      not have to pay it.

      Subtract 5,000 from the listed cost for each Niggling Injury a player
      has suffered.  Subtract 10,000 from the listed cost for each stat
      reduction a player has sufferd.  This is used for Team Rating purposes
      only; you do not get reimbursed.


   6.10 Squig Ball Rules
   ====================
 
      In this popular variant, the ball is a live Squig.  An unatended 
      'ball' will wander around the field at the start of each turn.  Roll
      for scatter three times.  The squig will never wander out of bounds.
      When the squig and a player occupy the same square, roll under the
      players AG or ST.  If you fail the player must make an armour roll.
      Falling down due to 'squig bite' does not cause a turn over unless 
      this prevents a necessary action to continue your turn (i.e.
      catching a pass/hand off etc.)  Injury rolls from 'squig bite' are at
      -1 to the die roll.


7.0 STATISTICS
==============

   7.1 The Block Chart
   ===================

   This chart shows the percentage chance for results on a variety of 
   different blocks using a varitey of different skills.

   [From Dan Becker]

	Results                               Skills  
   AD      Attacker Down                      BL = Block   
   BD      Both Down                          DO = Dodge   
   PB      Defender Push Back                 TA = Tackle  
   DD      Defender Down       
   NR      No result           
									       
   Streng.                                Defender (skills)                                              
   Diff./      Attack.    (none)        (BL)          (DO)         (BLDO)         
   BL Dice     (skill) AD BD PB DD   AD PB DD NR   AD BD PB DD   AD PB DD NR 
   < 2x 3D     (none)  42  1 54  3   70 26  3  0   42  1 57  1   70 29  1  0 
	       (BL)    42  0 54  4   42 26  3 28   42  0 57  1   42 29  1 28 
	       (TA)    42  1 54  3   70 26  3  0   42  1 54  3   70 26  3  0 
	       (BLTA)  42  0 54  4   42 26  3 28   42  0 54  4   42 26  3 28 
									   
   <    2D     (none)  31 14 44 11   44 44 11  0   31 14 53  3   44 53  3  0 
	       (BL)    31  0 44 25   31 44 11 14   31  0 53 17   31 53  3 14 
	       (TA)    31 14 44 11   44 44 11  0   31 14 44 11   44 44 11  0 
	       (BLTA)  31  0 44 25   31 44 11 14   31  0 44 25   31 44 11 14 
									   
   =    1      (none)  17 17 33 33   33 33 33  0   17 17 50 17   33 50 17  0 
	       (BL)    17  0 33 50   17 33 33 17   17  0 50 33   17 50 17 17 
	       (TA)    17 17 33 33   33 33 33  0   17 17 33 33   33 33 33  0 
	       (BLTA)  17  0 33 50   17 33 33 17   17  0 33 50   17 33 33 17 
									  
   >    2A     (none)   3  8 33 56   11 33 56  0    3  8 58 31   11 58 31  0 
	       (BL)     3  0 33 64    3 33 56  8    3  0 58 39    3 58 31  8 
	       (TA)     3  8 33 56   11 33 56  0    3  8 33 56   11 33 56  0 
	       (BLTA)   3  0 33 64    3 33 56  8    3  0 33 64    3 33 56  8 
									   
   > 2x 3A     (none)   1  3 26 70    4 26 70  0    1  3 54 42    1 54 42  3 
	       (BL)     1  0 26 74    1 26 70  3    1  0 54 45    1 54 42  3 
	       (TA)     1  3 26 70    4 26 70  0    1  3 26 70    1 26 70  3 
	       (BLTA)   1  0 26 74    1 26 70  3    1  0 26 74    1 26 70  3 
		       AD BD PB DD   AD PB DD NR   AD BD PB DD   AD PB DD NR 


   7.2 The Agility Chart
   =====================
   This chart compares AG 4 against AG 3 with a Reroll Skill (Sure Hands,
   Catch, etc...)

					    Success with
	Action                        Ag3+Skill         AG 4

	Quick Pass, Pick up ball/         89%            83%
	Dodge/Catch (no Tacklezone)

	Short Pass, Pick up ball/         75%            67%
	Dodge/Catch (1 Tacklezone)

	Longpass, Pick up ball/           56%            50%
	Dodge/Catch (2 Tacklezones)

	Longbomb, Pick up ball/           31%            33%
	Dodge/Catch (3 Tacklezones)
	Intercept


8.0 BLOOD BOWL WHITE DWARF ARTICLES
====================================
     
     This section lists the issues of White Dwarf magazine which contain
     Blood Bowl articles.  It appears as if Games Workshop has stopped
     producing new Blood Bowl material, so don't expect any more White
     Dwarf appearances.  I believe the issue numbers refer to the US
     edition.

     Issue                  Topic of Article
     ---------------------------------------------------------
     #172      Intro article on the release of Blood Bowl
     #173      Game report:  Humans vs. Orks
     #174      Intro article on the release of Death Zone
     #175      How to run an Ork team
     #176      Game report:  Orks vs. Undead
     #177      How to run a Human team
     #180      How to run a Halfling team
     #181      How to run an Undead team
     #182      Blood Bowl FAQ
     #183      How to run a Chaos team
     #193      Interview with Andy Chambers.  Pictures of his Skaven and
		  Chaos teams.
     #197      Interview with Gary Morely.  Some great pics of Norse and 
		  Human teams sculpted by Mr Morely.


9.0 ONLINE RESOURCES
=====================

     Blood Bowl is discussed on rec.games.board, and to a lesser extent
     on rec.games.miniature.

     There is a mailing list discussing Blood Bowl called BBOWL-L.  To 
     join the mailing list, send a message to majordomo@cs.utk.edu
     with the following in the body of your message:

		  subscribe BBOWL-L [your real name]

     If you prefer a digest format, send the following:
     
		  subscribe BBOWL-DIGEST [your real name]

      There is also a Blood Bowl archive.  To access the archive, send a
      message to majordomo@cs.utk.edu with the following in the body of your
      message:

		  GET BBOWL-L filename
		  quit

      You can get a list of all the files in the archive by sending an
      INDEX BBOWL-L command in the body of your message.

      Finally, check out these WEB pages.  There are many more.  If you
      would like you page included, drop me a note.

	http://biochem.dental.upenn.edu/Mosaic/bill/bludbowl.html
	http://www.dtek.chalmers.se/~d2patrik/bb.html
	http://www.cs.helsinki.fi/~marjola/BB.html
	http://137.229.18.142
	http://www.cs.utk.edu/~cowell/min/bb/bb.html
	http://www.teleport.com:80/~matasar/bb.shtml