BZB - UE FAQ
BZB - UE FAQ
The FAQ Chapter answers pressing questions that come up time and time
again. The chapter is divided up into various sections:
● Game Setup Questions
● Challenge Card Questions
● Bonus Play Card Questions
● Game Sequence Questions
● Action(s) Questions
● Player Ability Questions
The Homebrew Teams Chapter gives some popular unofficial teams that
have been created by members of the Blitz Bowl community, along with
the design philosophy underlying their choices of team roster,
statistics, and abilities.
Q: Can the first coach discard a card at the beginning of their second
turn?
A: Yes, in the rules as written, only in each coach’s first turn are
the Claim Challenge card and Replace Challenge Card steps skipped.
The first coach may discard one of the three Challenge cards at the
beginning of their second turn, if they choose (Rulebook p. 14).
Q: To claim Move the Ball!, for which the ball needs to move “four or
more squares away from your team's End Zone,” can a player simply move
back and forth four times?
A: Not clearly defined in the rulebook, but most coaches rule this
card to mean total displacement from the beginning of the action to
the end. A rewording is proposed later in this document that
addresses this point (Recommendations).
Q: If there are two Get The Ball! Challenge cards available to claim,
can a coach claim the second card with a Throw action?
A: Yes, in the rules as written. The first card is claimed with a Run
action (or Mark/Sidestep given Handling Skills ability). The second
Get The Ball! card can be claimed with a successful Hand-off or Throw
action.
Q: When using Raw Talent, can a coach make the opposing coach re-roll?
A: No. A coach cannot use a re-roll on another coach’s dice (Rulebook
p.6).
Q: Can a coach play the same type of Bonus Play (e.g. two Inspiration
cards) during the same turn?
A: No duplicate Bonus Play cards can be played in the same turn
(Rulebook p. 15).
Q: Can a coach have more than three Bonus Play cards in their hand?
A: Yes and no. A coach can have more than three Bonus Play cards
during their turn, but if they end their turn with more than three
cards, they must discard cards from their hand until they are left
with a maximum of three cards (Rulebook p. 14).
Q: Multi-ball is triggered and there are two balls on the pitch. Ball
1 is picked up by a player who stands on the trapdoor. Ball 2 is
scored for a touchdown. What happens to the player and ball?
A: If there is a player standing on the trapdoor and they are holding
a ball, it disappears down the trapdoor with them (Rulebook p. 14).
Q: When a Multi-ball is triggered and the first ball bounces back onto
the trapdoor, what happens to the ball when the second ball is
triggered?
A: Not specified directly in the rulebook, but implies that the
second ball disappears down the trapdoor (Rulebook p. 14).
Q: Leg Up - Can this Bonus Play card be used with the same action of
claiming Play As A Team! or can it only be used after claiming another
Challenge Card/ scoring a touchdown?
A: The Leg Up card is ambiguous as written, but the large majority of
coaches interpret scoring Leg Up only after another Challenge Card is
claimed or a touchdown is scored. The reasoning behind this is that
if Leg Up could be scored that same action, then it would use the
“immediately” word.
Q: How does the Emergency Reserves step work? Can a coach skip this
step?
A: If the number of players in Reserve is equal to or greater than
their team’s Emergency Reserves value, they gain on free Reserves
value, which they must make immediately (Rulebook p. 13).
Q: Does a game end immediately if one team has a score 10+ more than
that of the other team?
A: No - Sudden Death only occurs if, at the end of a coach’s turn,
their team’s score is 10 or more points behind the opposing team’s
score (Rulebook p. 15). Note that this is in departure to previous
editions, when a 10+ point margin at any time automatically ended the
game. Note that when the game reaches Endgame, the Sudden Death rule
no longer applies!
Q: In the Endgame, what happens when the last card is dealt out?
A: In the rules as written, from the section Winning the Game -
Points Victory: “When the last card is dealt out and becomes active,
each team has one more turn before the game ends” (Rulebook p. 15).
The active coach finishes their pre-turn sequence, then has a turn of
three actions. The second coach has their final turn of three
actions, then the first coach gets one final turn. This is as the
pre-turn sequence is part of the coach’s turn (see table in Rulebook
p. 10).
Q: How does the timing work with player abilities and Challenge cards?
A: This question is commonly asked and not straightforward to answer!
Frenzied: After this player makes a Mark action, they can immediately make a
free Block action.
Headbutt: If this player makes a Run action, followed by a Mark action, they
can immediately make a free Block action.
____________________________________________________________________________
Blitz: Play this card after a player from your team makes a Mark action and had
already made a Run action this turn. That player immediately makes a free Block
action that targets an opponent they are marking.
Distraction: Play this card after an opponent completes a Mark action, before
the Claim Challenge Card step. Pick one player on your team adjacent to that
opponent. That player can make a free Sidestep action.
Diving Tackle: Play this card after a player from your team makes a Mark
action. That player immediately makes a free Block action that targets an
opponent they are marking. After making the Block action, place your player
Prone but do not make an Armour check for them. If that player had a ball, that
ball bounces.
Intervention: Play this card after an opponent makes a Run action, before the
Claim Challenge Card step. Pick one player from your team that is Open. That
player immediately makes a free Mark action, but must finish that action
adjacent to the opponent that made the Run action.
Shoulder Charge: Play this card after a player from your team makes a Mark
action. That player immediately makes a free Block action that targets an
opponent they are marking.
Q: When making a Mark action into a ball, does the coach resolve the
ball scatter at the end of the Mark or with every Mark movement?
A: The coach resolves the ball scatter with every Mark movement (i.e.
the player could “Mark into” the ball twice), rather than at the end
of the movement. Likewise, this would be analogous to a player with a
Throw (-) statistic when making a Run action.
Q: How does the ball scatter if the bounce chart indicates an obstacle
or boundary of the pitch?
A: Work clockwise around the bounce chart until a result which means
the ball would bounce into a square on the pitch that doesn’t contain
an obstruction (Rulebook p. 12).
Q: What should happen when a player carrying the ball makes a Foul
action and is sent off (i.e. Spotted! or Take That! result)?
A: Although the exact scenario is not covered by the Rulebook, the
prevailing view is that the ball should scatter.
Q: With the Elusive ability, can the player pick up a ball adjacent to
an opposing player?
A: Yes, as the action is considered a Run action, but they have to
end the action Open (Rulebook p. 11).
Q: What does the Bomber ability’s “whilst open” mean? Does it imply
that the player can use the ability against a distant target when the
player with the ability is Marking another opposing player?
A: No. The intent of the Bomber ability has been that the player with
that ability can make a Block action while Open using Bomber, but
only makes a normal Block action while Marked.
The ambiguity arises from a Shove result. If the Block dice result in
a knock down and a Shove - can the player Shove a Prone player? If
the player is Injured, can the Bloodseeker follow-up into the empty
square?
Rationale: Both for clarity and rules as intended. Most coaches abide
by this interpretation.
2. Distraction: Rewording
Recommendation: Reword description to “Play this card after an
opponent completes a Mark action, before the Claim Challenge Card
step. Pick one player on your team adjacent to that opponent. That
player can immediately make a free Sidestep action.”
Rationale: While a Run action back and forth four times does
technically fulfill the requirements to claim the card, it is against
the intent of the card.
However, that has not stopped creative Blitz Bowl coaches from
homebrewing their own versions of these rosters.
Homebrew teams include Amazon, Chaos Dwarf, High Elf, Khemri, Norse,
Underworld, and Vampire. There are additional teams that have had
Homebrew rules, but these listed below have gone through more
iterations.
The latest rosters for most of the teams above can be found below:
Ultimate Edition Rosters + Homebrew Rosters
1. 1 Sprue/Frame = 1 Team
2. Linemen don’t get skills (generally)
3. 1 ability per player
4. Re-use existing skills as often as possible
5. Any new rules should be simple and thematic (e.g. Gnoblar’s
Insignificant).
6. Blitz Bowl players are “minor league” players and should never
be better than the Blood Bowl counterparts.
7. Try not to add additional dice rolls or mechanics which slow
down play by adding steps
8. NO canceling rules (minor modification is okay, but not
prevention… rule of cool and D.B.a.D.)
9. The team should “feel” like the Blood Bowl equivalent, not be a
proxy.
10. Vanilla is okay. Not every team needs a new special rule.
Homebrew Ability:
Evade: This player can make a Run action when Marked.
Design Rationale:
Amazon team is the only team in Blood Bowl in which every player has
a single special skill, in this case Dodge. They are dodgy, fast and
agile, and that was something I wanted to capture with this design.
All the players in this Amazon team have a movement-related skill.
Like all the players having Dodge in Blood Bowl, all players normally
not having a skill (Linemen and Blocker) have an Evade skill, that
represents their dodgy nature simulating what Dodge skill does in
Blood Bowl.
The team turned out to capture the essence and the playstyle of the
Blood Bowl team very well, and their unique quirk is that two
different player positions have the same ability.
Homebrew Ability:
Bulldozer: When this player makes a Block action, you can choose to
re-roll results of Shove. When this player is the target of a Block
action, treat results of Shove as Miss.
Design Rationale:
This team was a tricky one to design. When following the player stats
of the Blood Bowl team, the team turned out to be quite weak.
Pretty early in the design process it became clear that Bull Centaur
is, and should be, the star player of the team. Thus Bull Centaur got
a ‘normal’ Offensive Specialist skill but having the Block value of
2, made it possible for the player to have the significant impact
that it needed to have on the pitch.
After several iterations of different defensive and offensive skills,
the team seemed to find balance and a distinctive playstyle after
Chaos Dwarves got the Bulldozer skill, which has both defensive and
offensive elements.
The team has a unique playstyle as the slow Chaos Dwarves are setting
up defensive formations and the Bull Centaur is showing the true
meaning of ‘horsepower’.
Homebrew Abilities:
Cloud Burster: When this player makes a Throw check, roll a D8
instead of a D6.
Dump-off: After this player makes a Run action, they can immediately
perform a free Hand-off.
Design Rationale:
I used aquilaprime’s version of the High Elf team as the starting point. That
version of the team was the best from both Human and Elves, and I’d pick that
team over both of them. That did not feel right.
I tried several different versions of the team roster, but they were too close
to either Human or Elves.
Eventually I had to break the core design principles of not designing new
skills to justify the team’s existence between Human and Elves.
I wanted High Elves to be the ‘passing team’ as they were in Blood Bowl.
Linemen having Throw value of 3+ and the Thrower being even more skillful than
that, give the team an unique ability to move the ball, truly an unique
playstyle compared to other teams. Lion Warrior’s ability had to be nerfed as
the team has such good throwers.
Both new skills are simple and interesting, I like how the team turned out to
be.
Design Rationale:
This team is mainly comprised of parts from other Undead/Horror
themed teams. The composition is non-standard, similar to the mix of
Skeletons and Zombies on other Undead teams. The harder-hitting Tomb
Guardians are similar to other slow, heavy hitters, like the Flesh
Golem and Orc Big ‘Un, while still being less of a Juggernaut, like
the Undead Mummy. Since this team has a 6-player count, the Emergency
Reserves number has been lowered to 3, to represent the regenerative
nature of Undead teams.
Homebrew Ability:
Mascot: When this player is on the pitch (not in the dugout), this
team’s Emergency Reserves value is reduced by 1, to 1 minimum of 1.
Design Rationale:
This Norse team is supposed to represent the ‘Minor League’ version
of the new version of the team that was recently released for modern
Blood Bowl. The Norse are not quite the thick-skulled drunkards of
the Major league yet, but they are working toward it. The Norse
Raiders are poised between the typical Human Lineman and the Khorne
Marauders. The Valkyrie strikes a balance between a Human Thrower,
Catcher, and Blitzer. The Berzerker is a Human version of the
Trollslayer. The Ulfwerener is a slower, but stronger version of the
Necromantic Werewolf. Instead of the Beer Boar having a version of
its Blood Bowl Skill, I envisioned the Mascot rule working like this:
The coach sends the Beer Boar out onto the pitch with the cask of
beer and the team wants to be where the hearty brew is, hence the -1
to the reserves stat.
Homebrew Ability:
Pick-me-up: After this player makes a Run action, Prone team-mates
adjacent to this player may make a free Stand Up action.
Design Rationale:
The design was based on aquilaprime’s version of the Norse team. I pretty much
agree with the stats of the special positional players. I tweaked the skill of
the Beer Boar a bit, as in Blood Bowl and in aquilaprime’s earlier version, the
Beer Boar had a passive skill that could give a free Stand-up action. I did not
like the idea of giving the choice of triggering the skill to the opposing
coach, so I tried to find something that gives the choice to the player playing
the Norse team.
When choosing the skill to Ulfwerener, I pondered between Enforcer and Claws,
but ended up keeping the Enforcer, as it actually pretty much the same as the
Frenzy skill in Blood Bowl (even more so with the Errata changes).
Changes to Valkyrie and Raider Linemen represent the idea of making the team
more bashy. In Blood Bowl every player in the Norse team has a Block related
skill, Norse Linemen hit as hard as most of the Blitzers. The team needed more
bashiness, thus Valkyrie got Offensive Specialist, and Linemen changed from
dashy 6-1-4-4 to have more bashy stats of 5-1-5-3.
Homebrew Ability:
Prehensile Tail: When this player makes a Mark action, you may move
an opponent 1 square adjacent to this player. You cannot move an
opponent with Hulking Brute ability.
Design Rationale:
Underworld Team was one of the last official Blood Bowl teams without a proper
Blitz Bowl roster. I had lots of iterations of the team, and the problem was to
simulate the team's unique identity, not just combine players from Goblin and
Skaven teams. So what is the team’s identity? Well, in Blood Bowl lore these
beings dug their caverns too deep and were mutated by the mysterious Warpstone
that they found… The Blood Bowl team has access to lot of cheap players, but
that was hard to simulate in Blitz Bowl following the SCBBL rule #1 (1
Sprue/Frame = 1 Team). In Blood Bowl the Underworld Team roster always includes
a Big Guy, so a Rat Ogre was included. The Rat Ogre brings an unique ability to
grab the opponents and move them around. It is a living puzzle in the midfield.
Underworld Skaven are mutated by warpstone and the normal Clanrats come with
horrible mutated Claws re-using the Blitz Bowl ability ‘Claws’, as that is one
of the mutation-ability names in Blood Bowl too.
Vampire (Homebrew by aquilaprime)
Design Rationale:
Based on the ‘Teams of Legend’ version of the Vampires, this team is
completely comprised of Vampires and Thralls, with a team composition
similar to that of the Chaos Team (4 Thralls, 2 Vampires). As an
‘Undead’ team, the Emergency Reserves value has been lowered to 3. I
envisioned the Thralls as drained players from other teams, this is
why they are modeled as a slightly worse version of a basic Human
Lineman. With the lower Emergency Reserves value, these linemen will
frequently recirculate from the dugout, much like the Halfling
Hopefuls. Keeping it simple, The Vampire (not quite a lord yet)
Borrows the Ghoul’s ability from Season 2: the ability to make a
3-square mark action. This, with the basic move of 2, a block of 2, a
decent passing ability and good Armor save makes the Vampires a pair
of formidable utility players, surrounded by the weaker Thralls.