Post-game Sequence - Blood Bowl Base (2024)

Over the course of a league, Blood Bowl teams will grow and evolve with every game played; some rookie players will learn new skills and develop as players, others will suffer injuries that may threaten their career, and some will even die! Whilst fatalities are not unexpected in a violent bloodsport, they can be a trifle annoying for any coach, particularly if the deceased player was beginning to show promise or, even worse, if they were a valued and talented veteran of the gridiron. Fortunately, the sorrow of loss can be eased by counting the winnings, allowing new players to be recruited, providing fresh blood for an under strength team, and existing players can be trained and developed into the stars of the future!

The Aftermath

Once the final whistle has blown on a game played during a league and the exuberant crowds have left the stadium, both coaches will run their teams through the post-game sequence. This is when winnings are counted and spent on new players and Sideline Staff, when casualties are assessed and either treated or dismissed, and when players and their various skills evaluated and, invariably, team tactics are reviewed.

League and Exhibition Play

After a league fixture, both coaches should run through the full post-game sequence step by step. In exhibition play, the post-game sequence need not be completed.

  1. RECORD OUTCOME AND WINNINGS: The details of the game, its outcome and each team's winnings are recorded on the Game Record sheet.
  2. UPDATE DEDICATED FANS: Record any changes to Dedicated Fans based on the outcome of the game.
  3. PLAYER ADVANCEMENT: Any players that have earned enough SPP may spend them on advancements.
  4. HIRING, FIRING AND TEMPORARILY RETIRING: New players and staff are recruited. Injured players may be dismissed or may temporarily retire. Any unwanted staff may be dismissed.
  5. EXPENSIVE MISTAKES: If the team has sufficient wealth left unspent, there is a chance players and staff will spend it irresponsibly.
  6. PREPARE FOR NEXT FIXTURE: Team Value and Current Team Value are both updated ready for the next league fixture.

1. RECORD OUTCOME AND WINNINGS

At the end of each and every league fixture, both coaches are responsible for correctly recording on their Game Record sheet the details of how their team performed and the outcome of the match. Each coach should record the following information in the appropriate sections of their Game Record sheet so that it can be passed on to the league commissioner:

  • The result of the game (win, lose or draw).
  • How many touchdowns were scored (by each team).
  • How many Casualties were caused (counting only those that generate SPP, as described in Step 3).
  • How many League points were earned (see page 98).
  • Finally, any players that suffered a DEAD result on the Casualty table during this game are deleted from your Team Draft list (see page 60).

WINNINGS

At the end of every game, each team receives a fee for playing, usually paid by the stadium owner from ticket sales. To work out how much each team wins:

  • Divide the Fan Attendance for the game (see below) by two.
  • Add the number of touchdowns your team scored to this figure.
  • Multiply the total by 10,000.

The result is how many gold pieces your team has won for this game. This is recorded in the 'Winnings' section of the Game Record sheet and is added immediately to the team's Treasury.

Note that, if one team conceded, Fan Attendance is not divided by two. Instead, the full amount is awarded to the winning team.

FAN ATTENDANCE

This is worked out by simply adding together the Fan Factor of both teams to determine the total number of fans present.

2. UPDATE DEDICATED FANS

A good result can see a team's fan following increase, and a prolonged winning streak can bring the fans flocking to buy tickets and merchandise. This sort of popularity can really help a team financially:

  • If your team won the game, roll a D6. If the result is equal to or higher than your current Dedicated Fans characteristic, increase your Dedicated Fans characteristic by 1.
  • If your team lost the game, roll a D6. If the result is lower than your current Dedicated Fans characteristic, reduce your Dedicated Fans characteristic by 1.
  • If the game was a draw, neither team's Dedicated Fans characteristic will increase or decrease.

3. PLAYER ADVANCEMENT

During a league, players on your team will develop by earning Star Player Points (SPP) during the games they participate in. Should a player earn enough Star Player Points, they gain an advancement. Players who survive long enough will progress to become Legendary Players, with special characteristics and skills that they have picked up over the course of their career on the Blood Bowl pitch.

RECORDING STAR PLAYER POINTS

The Team Draft list includes boxes in which to keep a tally of each player's achievements during a game. Each time a player does something to earn SPPs you should record it. At the end of the game, count up the tallies and record that player's total number of SPP.

Note that Star Players and/or Mercenaries purchased as Inducements at the start of the game do not earn SPP. Journeymen, however, do, and you should record any SPP a Journeyman earns during a game as you will have the opportunity to permanently hire that player in Step 4.

EARNING STAR PLAYER POINTS

Be it for scoring touchdowns or for earning Most Valuable Player awards, the full list of achievements that generate SPP is as follows:

COMPLETION (COMP)

Often when a player passes the ball or throws a teammate, something can go wrong. When it goes right, however, it is called a Completion, and the fans love it!

  • PASSING COMPLETIONS: When a player makes an accurate Pass action which is caught by a teammate occupying the target square, they are said to have made a 'Passing Completion'. A Passing Completion earns the player 1 SPP.
  • THROWING COMPLETIONS: When a player makes a superb Throw teammate action, and if the thrown player lands safely, they are said to have made a 'Throwing Completion'. A Throwing Completion earns the player 1 SPP.

PASSING INTERFERENCE

When a player successfully interferes with a Pass action, the effect can be dramatic indeed! A Simple Deflection can have a huge impact upon a game, whilst an Interception can completely reverse the flow of play!

  • DEFLECTIONS: A Deflection earns the player 1 SPP.
  • INTERCEPTIONS: An Interception earns the player 2 SPP.

CASUALTY (CAS)

If an opposition player is Knocked Down as the result of a Block action and removed from play as a Casualty, regardless of which player performed the action, your player is said to have caused a 'Casualty'. Causing a Casualty earns the player 2 SPP.

Note that Star Player Points for causing a Casualty are earned even if both players were Knocked Down and removed from play. Note also that Casualty rolls caused by the crowd or by any other type of action do not earn Star Player Points.

TOUCHDOWN (TD)

When a player scores a touchdown, they earn 3 SPP. If your team was awarded any touchdowns as a result of the opposition conceding the game, as described on page 67, you may allocate each touchdown to a player of your choice and give them SPP accordingly.

MOST VALUABLE PLAYER (MVP)

At the end of the game, each coach randomly selects one player from their team (not including Star Players and/or Mercenaries) that was eligible to play during this game and that did not suffer a Casualty result of 15-16, DEAD. That player receives the Most Valuable Player award, earning 4 SPP.

SPENDING STAR PLAYER POINTS

If, once the MVP is determined and each player's tally of SPP has been counted up, a player has sufficient SPP, they can spend them to gain an advancement. The SPP cost of each advancement is shown on the table below. The more experienced a player is, the more SPP each new advancement they gain will cost. A player is not obliged to spend their SPP until they have enough to randomly select a characteristic improvement, at which point they must spend some or all of their SPP:

ADVANCEMENTS TABLERandomly select a Primary skillChoose a Primary skill or randomly select a Secondary skillChoose a Secondary skillRandomly select a characteristic improvement
Experienced (first advancement)3 SPP6 SPP12 SPP18 SPP
Veteran (second advancement)4 SPP8 SPP14 SPP20 SPP
Emerging Star (third advancement)6 SPP12 SPP18 SPP24 SPP
Star (fourth advancement)8 SPP16 SPP22 SPP28 SPP
Super Star (fifth advancement)10 SPP20 SPP26 SPP32 SPP
Legend (sixth advancement)15 SPP30 SPP40 SPP50 SPP

NEW SKILLS

Each team roster shows the Skill categories available to each player. Players have 'Primary' access to some Skill categories, and 'Secondary' access to others. Players can gain Skills from their Primary skill categories easily, whilst gaining Skills from their Secondary skill categories is more costly in terms of SPP.

Choosing a Skill is simple: select a Skill category available to the player and choose a Skill from that category that the player does not already have, then reduce the player's SPP by the amount shown on the Advancements table. Finally, record the player's new Skill on your Team Draft list.

When a player gains a random Skill, choose the Skill category you wish to generate the Skill from and roll two D6, one after the other, on the Skill table on page 74 (re-rolling if the player already has that Skill or if they roll a Skill they cannot have) and reduce the player's SPP by the amount shown on the Advancements table. Finally, record the player's new Skill on your Team Draft list.

Note that, without exception, no player may be given as a new Skill a Skill that they already have. For example, you may not give a player with the Mighty Blow (+X) skill the same Skill again in an attempt to improve the effect of the Skill.

CHARACTERISTIC IMPROVEMENTS

Rather than spend SPP on a new Skill, a player may spend SPP to improve a characteristic. To do so, simply reduce the player's SPP by the amount shown on the Advancements table, roll D16 on the table below and record the player's improved characteristic on your Team Draft list:

CHARACTERISTIC IMPROVEMENT TABLE

D16RESULT
1-7Improve either MA or AV by 1 (or choose a Secondary skill).
8-13Improve either MA, PA, or AV by 1 (or choose a Secondary skill).
14Improve either AG or PA by 1 (or choose a Secondary skill).
15Improve either ST or AG by 1 (or choose a Secondary skill).
16Improve a characteristic of your choice by 1.

Note that no characteristic can ever be improved more than twice, or above the maximum value shown on page 28. Should you randomly select a characteristic that cannot be improved or that you do not wish to improve, the player may instead choose a Secondary skill.

In the case of Movement Allowance, Strength or Armour Value, this means the characteristic is increased by 1. In the case of Agility or Passing Ability, however, the characteristic is lowered by 1. For example, if a player with AG4+ improves their Agility, the characteristic would become AG3+.

VALUE INCREASE

As players gain advancements, their value increases. To reflect this, whenever a player spends SPP to gain an advancement, their Current Value must be increased on the Team Draft list, as described on page 30, by the amount shown on the table below:

CURRENT VALUE INCREASE TABLE

New SkillsValue Increase
Randomly selected Primary skill+10,000 gp
Chosen Primary skill+20,000 gp
Randomly selected Secondary skill+20,000 gp
Chosen Secondary skill+40,000 gp
Characteristic ImprovementValue Increase
+1 AV+10,000 gp
+1 MA or +1PA+20,000 gp
+1 AG+40,000 gp
+1 ST+80,000 gp

4. HIRING, FIRING AND TEMPORARILY RETIRING

Players are prone to injury, and even the biggest superstars can find themselves looking for work elsewhere if their injuries outweigh their abilities. After all, there are always fresh-faced rookies looking to make a name for themselves for a fraction of the cost! Similarly, coaches will often hire and fire Sideline Staff on a regular basis to manage their overheads. During this step of the post-game sequence a team may:

  • Spend any amount of gold from the Treasury to buy new players from your team roster and/or Sideline Staff and increase Team Value accordingly.
  • Fire any players and/or Sideline Staff who are no longer required, deleting them from the Team Draft list and reducing Team Value accordingly.
  • Purchase additional team re-rolls, but must pay double to do so, as described on page 34.
  • Permanently hire any Journeymen that played for the team during this game:

 - A team must have fewer than 16 players on its Team Draft list to permanently hire Journeymen.

 - If permanently hired, a Journeyman loses the Loner (X+) trait but retains any SPP earned during this game or advancements gained during Step 3.

 - If not permanently hired, Journeymen will leave and not return. Any SPP earned or advancements gained are lost.

TEMPORARILY RETIRING

During the post-game sequence of a game in which a player suffers a Lasting Injury result on the Casualty table, that player may be given time off to recover. Taking some time off may allow them to return fit and healthy for next season should you wish to re-draft your team (see page 100).

When a player Temporarily Retires (TR), make a note in the appropriate box on your Team Draft List. They remain as part of your team and are not deleted from your Team Draft List. They cannot take part in any further games this season but they will still count towards both the maximum number of players of their type allowed by the team roster, and the 16 player maximum. Finally, whilst their Current Value is counted when working out Team Value, it is not counted when working out Current Team Value.

5. EXPENSIVE MISTAKES

As any Blood Bowl coach knows, there's nothing more risky than a large sum of gold in the team treasury. Whenever a team has money to burn, someone will come along with a tinderbox! Whether the tabloids need paying off to avoid a scandal, a local innkeeper demands compensation for damages or an errant cheerleader bets the treasury on a squig fight, most coaches agree that it's not worth holding onto big sums of cash.

If you have 100,000 gold pieces or more stored in your Treasury during this step of the post-game sequence, roll a D6 on the following table, applying the result from the column that corresponds to the number of gold pieces in your Treasury.

EXPENSIVE MISTAKES TABLE

D6Up to 195,000 gold pieces200,000 to 295,000 gold pieces300,000 to 395,000 gold pieces400,000 to 495,000 gold pieces500,000 to 595,000 gold pieces600,000+ gold pieces
1Minor IncidentMinor IncidentMajor IncidentMajor IncidentCatastropheCatastrophe
2Crisis AvertedMinor IncidentMinor IncidentMajor IncidentMajor IncidentCatastrophe
3Crisis AvertedCrisis AvertedMinor IncidentMinor IncidentMajor IncidentMajor Incident
4Crisis AvertedCrisis AvertedCrisis AvertedMinor IncidentMinor IncidentMajor Incident
5Crisis AvertedCrisis AvertedCrisis AvertedCrisis AvertedMinor IncidentMinor Incident
6Crisis AvertedCrisis AvertedCrisis AvertedCrisis AvertedCrisis AvertedMinor Incident
  • CRISIS AVERTED: Thanks to some careful management, your team behaves itself for once!
  • MINOR INCIDENT: The team gets up to some mischief and you lose D3 x 10,000 gold pieces from your Treasury.
  • MAJOR INCIDENT: Half the gold in your Treasury (rounding down to the nearest 5,000 gold pieces) is lost to an unfortunate mishap.
  • CATASTROPHE: Your Treasury is emptied, except for 2D6 x 10,000 gold pieces which you sensibly squirreled away for just such an occurrence.

6. PREPARE FOR NEXT FIXTURE

In preparation for the next fixture, make sure both your Team Value and Current Team Value are up to date.

TEAM VALUE (TV): As described on page 35, this is worked out by adding up the current value of all of the team's players, plus the cost of all Sideline Staff and team re-rolls the team has.

CURRENT TEAM VALUE (CTV): This is worked out exactly as above, but minus the current value of any players that suffered a Miss Next Game Casualty table result during this game and will be unavailable to play next game. Remember to include the current value of any players that missed this game; they have now recovered from their injuries and are fit to play in the next game.

Post-game Sequence - Blood Bowl Base (2024)

FAQs

Post-game Sequence - Blood Bowl Base? ›

At the end of the game, each coach randomly selects one player from their team (not including Star Players and/or Mercenaries) that was eligible to play during this game and that did not suffer a Casualty result of 15-16, DEAD. That player receives the Most Valuable Player award, earning 4 SPP.

What is the post game sequence in Blood Bowl? ›

At the end of the game, each coach randomly selects one player from their team (not including Star Players and/or Mercenaries) that was eligible to play during this game and that did not suffer a Casualty result of 15-16, DEAD. That player receives the Most Valuable Player award, earning 4 SPP.

What are the rules for handoff in the Blood Bowl? ›

Hand-off: The player may move a number of squares equal to his MA. A player that has been knocked over may stand up at a cost of 3 squares from his movement. At the end of the move the player must hand the ball to an adjacent player. This action may not be performed by more than one player per team turn.

What is the blitz rule in Blood Bowl? ›

On your blitz action, you can move first, before the block. From prone that would cost 3 points of movement, but you may stand up for free because you have Jump Up. Like, that's the rule. The second part is explicitly for Block actions.

What are star player points in the Blood Bowl? ›

Players can earn Star Player Points (SPP's) in league matches. Players earn these points by scoring touchdowns, kicking field goals, making complete passes, intercepting the football, blocking a kick, killing or injuring opposing players, and earning Most Valuable Player awards.

What is the rule of 5 in Blood Bowl? ›

The Rule of Five is a team building philosophy that states, in order to maximise efficiency, you should focus development on five key players and treat everyone else as expendable. That seems pretty extreme, but the rule derives logically from the rules of Blood Bowl itself.

What is the best team in Blood Bowl? ›

  1. 1 Dark Elf. Dark Elves have been one of the most successful teams in recent Blood Bowl tabletop competitions and boasting some of the most powerful players on any roster, they warrant consideration from any newcomer to the video games.
  2. 2 Dwarf. ...
  3. 3 Humans. ...
  4. 4 Black Orc. ...
  5. 5 Chaos Chosen. ...
  6. 6 Orc. ...
  7. 7 Nurgle. ...
  8. 8 Elven Union. ...
Mar 17, 2023

What is the stunty rule in blood bowl? ›

Stunty (Extraordinary)

To represent these things a player with the Stunty skill may ignore any enemy tackle zones on the square he is moving to when he makes a Dodge roll (i.e. they always end up with a +1 Dodge roll modifier), but must subtract 1 from the roll when he passes.

What is the claw rule in blood bowl? ›

The Claw/Claws skill is a Mutation skill in v6. The player has developed a claw or claws, which renders enemy armor useless. When an opponent is knocked down by a player during a block, any armor roll of 8 or more after modifications automatically penetrates armor.

Does catch work on handoffs in the blood bowl? ›

Catch (Agility)

A player who has the Catch skill is allowed to re-roll the D6 if he fails a catch roll. It also allows the player to re-roll the D6 if he drops a hand-off or fails to make an interception.

What is the rule for frenzy in Blood Bowl? ›

The Basics. Every time a player with Frenzy performs a block and their target is pushed back, the Frenzy player must follow-up, and if the target is still standing they must block them again. The most important aspect of this skill in its general application is the 'must'.

What causes a turnover in the Blood Bowl? ›

THE TURNOVER

A Turnover is caused: If a player on the active team Falls Over during their own activation. If a player on the active team is Knocked Down during their team turn. If a player on the active team that is in possession of the ball is Placed Prone during their team turn.

What is secret weapon in Blood Bowl? ›

Secret Weapon is exactly what I was talking about earlier, where the player can only be on the pitch for one drive and is then put in the penalty box for the rest of the match. His other skill, Ball and Chain, describes a set of rules that the Fanatic must follow. The other unique skill, No Hands, is exactly that.

What is the leader skill in the Blood Bowl? ›

The player is a natural leader and commands the rest of the team from the back-field as he prepares to throw the ball. A team with one or more players with the Leader skill may take a single Leader Re-roll counter and add it to their team re-rolls at the start of the game and at half time after any Master Chef rolls.

What does loner do in Blood Bowl? ›

Loner (Extraordinary)

Loners, through inexperience, arrogance, animal ferocity or just plain stupidity, do not work well with the rest of the team. As a result, a Loner may use team re-rolls but has to roll a D6 first. On a roll of 4+, he may use the team re-roll as normal.

What is the wrestle rule in Blood Bowl? ›

This player may use Wrestle when he blocks or is blocked and a ! Both Down' result on the Block dice is chosen by either coach. Instead of applying the 'Both Down' result, both players are wrestled to the ground. Both players are Placed Prone in their respective squares even if one or both have the Block skill.

What is the ladder format for the Blood Bowl? ›

In Ladder format, the participating teams earn points according to the results of the matches they have played. They are ranked throughout the period of the competition, and the winner is the team with the most points after playing all the other teams. In Round Robin format each team plays every other team once only.

What are the outcomes of the Blood Bowl dice? ›

Block dice:
ResultSingle Roll (1D6)Double Roll (2D6)
Attacker Down16.7% (1/6)30.6%
Defender Down16.7% (1/6)30.6%
Defender Stumbles16.7% (1/6)30.6%
Push33.3% (2/6)44.4%
2 more rows
Mar 15, 2023

How long does a game of Blood Bowl take? ›

Blood Bowl
Fourth edition box art
ManufacturersGames Workshop
Setup time4–10 minutes
Playing time45–150 minutes, depending on rules version
ChanceHigh (Dice)
7 more rows

Top Articles
Caring for Fire-Bellied Toads: A Comprehensive Guide - Wild Explained
Habitat Setup, Care Sheet, Diet, Lifespan, & Handling – TheReptilesZilla
Woodward Avenue (M-1) - Automotive Heritage Trail - National Scenic Byway Foundation
Oldgamesshelf
Walgreens Pharmqcy
Crocodile Tears - Quest
Roblox Character Added
Day Octopus | Hawaii Marine Life
414-290-5379
Caresha Please Discount Code
Chris Hipkins Fue Juramentado Como El Nuevo Primer Ministro De...
Help with Choosing Parts
This Modern World Daily Kos
Who called you from 6466062860 (+16466062860) ?
5 high school volleyball stars of the week: Sept. 17 edition
Razor Edge Gotti Pitbull Price
How To Cancel Goodnotes Subscription
Virginia New Year's Millionaire Raffle 2022
Amih Stocktwits
20 Different Cat Sounds and What They Mean
Ein Blutbad wie kein anderes: Evil Dead Rise ist der Horrorfilm des Jahres
Is A Daytona Faster Than A Scat Pack
A Biomass Pyramid Of An Ecosystem Is Shown.Tertiary ConsumersSecondary ConsumersPrimary ConsumersProducersWhich
Fsga Golf
Marine Forecast Sandy Hook To Manasquan Inlet
Sea To Dallas Google Flights
Tips on How to Make Dutch Friends & Cultural Norms
Zillow Group Stock Price | ZG Stock Quote, News, and History | Markets Insider
Hdmovie2 Sbs
Foolproof Module 6 Test Answers
Die 8 Rollen einer Führungskraft
Pacman Video Guatemala
Xxn Abbreviation List 2023
Turns As A Jetliner Crossword Clue
Busch Gardens Wait Times
Airg Com Chat
Ringcentral Background
The Posturepedic Difference | Sealy New Zealand
Ff14 Laws Order
Cl Bellingham
Wattengel Funeral Home Meadow Drive
St Anthony Hospital Crown Point Visiting Hours
Natasha Tosini Bikini
Love Words Starting with P (With Definition)
The Sports Academy - 101 Glenwest Drive, Glen Carbon, Illinois 62034 - Guide
Canada Life Insurance Comparison Ivari Vs Sun Life
Cult Collectibles - True Crime, Cults, and Murderabilia
Mountainstar Mychart Login
Jackerman Mothers Warmth Part 3
Windy Bee Favor
99 Fishing Guide
Skybird_06
Latest Posts
Article information

Author: Rueben Jacobs

Last Updated:

Views: 5339

Rating: 4.7 / 5 (57 voted)

Reviews: 88% of readers found this page helpful

Author information

Name: Rueben Jacobs

Birthday: 1999-03-14

Address: 951 Caterina Walk, Schambergerside, CA 67667-0896

Phone: +6881806848632

Job: Internal Education Planner

Hobby: Candle making, Cabaret, Poi, Gambling, Rock climbing, Wood carving, Computer programming

Introduction: My name is Rueben Jacobs, I am a cooperative, beautiful, kind, comfortable, glamorous, open, magnificent person who loves writing and wants to share my knowledge and understanding with you.