Blood Bowl Guide
Posted: December 20th, 2009, 11:53
I know there's quite a few people with this game, but only Joose and I ever seem to play it. The most common complaint I've heard about the game is that it's too much based on luck rather than skill, and that people are struggling to get to grips with the rules. This is a shame, because it's an extremely enjoyable tactical game once you understand the rules and concepts. So below is a guide to the game and its concepts, in the hope that it might renew some interest. Because I can only beat Joose up for so long...
Advanced Concepts
Races
Team Progression
Starting Teams
Race Overview
Khemri Guide
Lizardmen Guide
Basic Concepts
The aim of the game is to get the ball past the other guy's touchline more often than he does. How you do that comes down to your tactics, and indeed some luck. Each team can field 11 players, who will often have different roles on the field, in order to get the ball where it needs to go, and stop the other guy getting it where he wants it. So far, simple enough.
Turnovers
An important concept to grasp is that of turnovers. The game is turn based, and in your turn you can use any and all of your players, until you run out of things to do or you horse a turnover. A turnover occurs when something goes wrong for you - a player goes down, or fails to handle the ball, or gets sent off. This ends your turn. Understanding that turnovers are inevitable sometimes, and learning to play the odds so that you minimise the disruption is key. This is most likely the biggest issue people have with the game - their first action fails and they lose their turn. By making your safest moves first you minimise the chances of failing something, and therefore get the most out of each turn. Once the safest stuff is done, do the important stuff in order of the likelihood of success. Only then should you go for the crazy stuff that will likely end your turn.
Tackle Zones
Before I go any further, I should explain what is possibly the most important part of the game, the tackle zone. Every standing player on the pitch exerts a tackle zone to adjoining squares. This allows him to passively affect players around him in that area, and placing your players so that their tackle zones offer you the most advantages is key to the game. The effect of being in a tackle zone will vary with what you are trying to do, but in its simplest terms if you are in a friendly tackle zone it will help you, and if you're in a hostile one it will hinder you.
Yellow exclamation marks showing enemy tackle zones.
Movement
Players can move an amount of squares up to their movement allowance. Most of the time this is a simple affair, but your opponent should be trying to hinder your movement on the pitch by making it more complicated. Any player may move an extra two squares by 'going for it'. Each extra square requires a roll, though, and if failed the player will fall over. The odds of falling on a GFI are 1 in 6 regardless of most other factors (certain skills can decrease the odds), making it a low risk action.
Dodging
When moving through hostile tackle zones, a player must dodge. This is a roll based basically on the player's agility, although other factors will affect it. Dodging is a risky business, regardless of what advantages you may have. Certain players are very good at it, but even so it should be attempted only when absolutely necessary, and in most cases it is worth taking longer to get where you're going by moving around an opposing player's tackle zone. As a brief guide to dodging, here are some examples;
Players with low agility and no dodge-related skills should not attempt to dodge unless absolutely necessary. The chances of failure are very high indeed.
Players with reasonable or high agility but no dodge-related skills should likewise attempt to dodge only very rarely. The chances of failure are still very high.
Players with a high agility and the Dodge or Stunty skill stand some chance of making the dodge, so dodges to get a good position or make an important play can be attempted. They still suffer a fair chance of failure though, so should be left until later in the turn.
Players with a high agility and both Dodge and Stunty stand a good chance of dodging for the most part. Even so, it should only be done where it offers a reasonable advantage, or when there is little to lose if it fails.
Additional opposing tackle zones will reduce the odds of making a dodge even further, but understand that the chance is based on the tackle zones affecting the square the player is moving into, not out of.
Conversely, then, restricting an opposition's movement is done by placing tackle zones in such a way as to horse him to dodge if he wants to get past. At worst it will slow him down as he takes the safest path, and limit the players who can move to those who can dodge. At best it will knock his player down and cause a turnover.
Blocking
There's a lot of fighting in Blood Bowl, but we call it blocking. Blocking is a fairly low risk affair - the dice are weighted towards the attacker in that there are fewer results that go against him. That isn't to say that they're risk free, but even unlikely attacks stand a low chance of causing a turnover. Blocking uses special dice with various cryptic symbols on them, which should be explained:
Red Skull - Attacker Down. The player throwing the block is knocked down, causing a turnover.
Blue Arrow - Push Back. The defending player is moves back a square (some skills affect this, but for now they're not important).
Yellow 'POW' - Defender Down. The defending player is pushed back a square and knocked down.
Yellow 'POW' with exclamation mark - Defender Stumbles. Acts the same as a Defender Down result, unless the defender has the Dodge skill, in which case they are only pushed back.
Red Skull and Yellow 'POW' - Both Down. Both the attacker and the defender are knocked down unless they have the Block skill. If the attacker does not have Block it will cause a turnover.
The block will be rolled with a varying number of dice, depending on the difference in strength between the attacker and defender. Selecting a player and hovering your cursor over an opponent will, if a block is possible, show an icon to represent how many dice are rolled;
Three white dice - Three dice are rolled and the attacker chooses the result.
Two white dice - Two dice are rolled and the attacker chooses the result.
One white die - One die is rolled.
Two red dice - Two dice are rolled and the defender chooses. Note that even though the defender is choosing, they are still the attacker's dice. Therefore, the defender should choose a red skull for an Attacker Down result if possible.
As with everything, tackle zones will affect blocks. A player whose tackle zone covers a teammate's opponent can assist them with the block, whether attacking or defending. However, only if they are not in turn being affected by another opponent's tackle zone. Each additional assist will add +1 to the attacker or defender's strength for the purpose of the block.
Blitzing
A player can normally only move or block. The exception is when a blitz is played. This may be done by any player once per turn, and allows the player to move before and after a block, as long as his movement allows it. Using your blitz to the best tactical effect is very important, as you only get that one per turn.
Injuries
A player who is knocked down for any reason (or is fouled) has a chance of suffering an injury, ranging from being stunned to being dead. This is a roll made against the player's armour value, and is affected by the attacker's strength (including assists). For the most part players are fairly unlikely to suffer a significant injury, but the scale goes as follows;
Stunned - Player is knocked down for an extra turn.
KO'd - Player is knocked out and is removed from the pitch. Before a kick-off there is a chance of him being able to return to play.
Minor Injury - The player is removed for the rest of the game, but suffers no other ill effects.
Serious Injury - There are three types of serious injury. At best your player will miss the next game but suffer no further effects. However, some injuries have permanent effects, either reducing one of their stats or forcing them to roll to see if they can play before every game.
Death - They're dead, Jim.
Ball Handling
In order to score a touchdown you need to move the ball. Players can carry it or throw it, and different teams will have different strengths. First off, though, you need to pick it up. Picking up the ball requires a roll against the player's agility. It isn't too difficult, but players with a low agility are more likely than not to fumble it and cause a turnover. Friendly tackle zones will increase the chances of picking up the ball, as will the Safe Hands skill, and hostile tackle zones will reduce your chances.
Once you have the ball, moving with it is the same as any other movement. However, throwing and catching it is again based on the same rolls as picking it up. Completing a pass is moderately risky, but having a high agility and/or throwing and catching skills greatly reduces the chances of failure. Obviously the chances are also dependent on the length of the pass too.
Causing your opponent to drop the ball is half of a defending team's game. You do this by knocking the ball carrier over, or by making them fail a pass. Obviously blocking the ball carrier is the easiest way to do this, but sometimes getting to him can be tricky, so putting tackle zones onto key players is the best way to horse a mistake.
Advanced Concepts
Races
Team Progression
Starting Teams
Race Overview
Khemri Guide
Lizardmen Guide
Basic Concepts
The aim of the game is to get the ball past the other guy's touchline more often than he does. How you do that comes down to your tactics, and indeed some luck. Each team can field 11 players, who will often have different roles on the field, in order to get the ball where it needs to go, and stop the other guy getting it where he wants it. So far, simple enough.
Turnovers
An important concept to grasp is that of turnovers. The game is turn based, and in your turn you can use any and all of your players, until you run out of things to do or you horse a turnover. A turnover occurs when something goes wrong for you - a player goes down, or fails to handle the ball, or gets sent off. This ends your turn. Understanding that turnovers are inevitable sometimes, and learning to play the odds so that you minimise the disruption is key. This is most likely the biggest issue people have with the game - their first action fails and they lose their turn. By making your safest moves first you minimise the chances of failing something, and therefore get the most out of each turn. Once the safest stuff is done, do the important stuff in order of the likelihood of success. Only then should you go for the crazy stuff that will likely end your turn.
Tackle Zones
Before I go any further, I should explain what is possibly the most important part of the game, the tackle zone. Every standing player on the pitch exerts a tackle zone to adjoining squares. This allows him to passively affect players around him in that area, and placing your players so that their tackle zones offer you the most advantages is key to the game. The effect of being in a tackle zone will vary with what you are trying to do, but in its simplest terms if you are in a friendly tackle zone it will help you, and if you're in a hostile one it will hinder you.
Yellow exclamation marks showing enemy tackle zones.
Movement
Players can move an amount of squares up to their movement allowance. Most of the time this is a simple affair, but your opponent should be trying to hinder your movement on the pitch by making it more complicated. Any player may move an extra two squares by 'going for it'. Each extra square requires a roll, though, and if failed the player will fall over. The odds of falling on a GFI are 1 in 6 regardless of most other factors (certain skills can decrease the odds), making it a low risk action.
Dodging
When moving through hostile tackle zones, a player must dodge. This is a roll based basically on the player's agility, although other factors will affect it. Dodging is a risky business, regardless of what advantages you may have. Certain players are very good at it, but even so it should be attempted only when absolutely necessary, and in most cases it is worth taking longer to get where you're going by moving around an opposing player's tackle zone. As a brief guide to dodging, here are some examples;
Players with low agility and no dodge-related skills should not attempt to dodge unless absolutely necessary. The chances of failure are very high indeed.
Players with reasonable or high agility but no dodge-related skills should likewise attempt to dodge only very rarely. The chances of failure are still very high.
Players with a high agility and the Dodge or Stunty skill stand some chance of making the dodge, so dodges to get a good position or make an important play can be attempted. They still suffer a fair chance of failure though, so should be left until later in the turn.
Players with a high agility and both Dodge and Stunty stand a good chance of dodging for the most part. Even so, it should only be done where it offers a reasonable advantage, or when there is little to lose if it fails.
Additional opposing tackle zones will reduce the odds of making a dodge even further, but understand that the chance is based on the tackle zones affecting the square the player is moving into, not out of.
Conversely, then, restricting an opposition's movement is done by placing tackle zones in such a way as to horse him to dodge if he wants to get past. At worst it will slow him down as he takes the safest path, and limit the players who can move to those who can dodge. At best it will knock his player down and cause a turnover.
Blocking
There's a lot of fighting in Blood Bowl, but we call it blocking. Blocking is a fairly low risk affair - the dice are weighted towards the attacker in that there are fewer results that go against him. That isn't to say that they're risk free, but even unlikely attacks stand a low chance of causing a turnover. Blocking uses special dice with various cryptic symbols on them, which should be explained:
Red Skull - Attacker Down. The player throwing the block is knocked down, causing a turnover.
Blue Arrow - Push Back. The defending player is moves back a square (some skills affect this, but for now they're not important).
Yellow 'POW' - Defender Down. The defending player is pushed back a square and knocked down.
Yellow 'POW' with exclamation mark - Defender Stumbles. Acts the same as a Defender Down result, unless the defender has the Dodge skill, in which case they are only pushed back.
Red Skull and Yellow 'POW' - Both Down. Both the attacker and the defender are knocked down unless they have the Block skill. If the attacker does not have Block it will cause a turnover.
The block will be rolled with a varying number of dice, depending on the difference in strength between the attacker and defender. Selecting a player and hovering your cursor over an opponent will, if a block is possible, show an icon to represent how many dice are rolled;
Three white dice - Three dice are rolled and the attacker chooses the result.
Two white dice - Two dice are rolled and the attacker chooses the result.
One white die - One die is rolled.
Two red dice - Two dice are rolled and the defender chooses. Note that even though the defender is choosing, they are still the attacker's dice. Therefore, the defender should choose a red skull for an Attacker Down result if possible.
As with everything, tackle zones will affect blocks. A player whose tackle zone covers a teammate's opponent can assist them with the block, whether attacking or defending. However, only if they are not in turn being affected by another opponent's tackle zone. Each additional assist will add +1 to the attacker or defender's strength for the purpose of the block.
Blitzing
A player can normally only move or block. The exception is when a blitz is played. This may be done by any player once per turn, and allows the player to move before and after a block, as long as his movement allows it. Using your blitz to the best tactical effect is very important, as you only get that one per turn.
Injuries
A player who is knocked down for any reason (or is fouled) has a chance of suffering an injury, ranging from being stunned to being dead. This is a roll made against the player's armour value, and is affected by the attacker's strength (including assists). For the most part players are fairly unlikely to suffer a significant injury, but the scale goes as follows;
Stunned - Player is knocked down for an extra turn.
KO'd - Player is knocked out and is removed from the pitch. Before a kick-off there is a chance of him being able to return to play.
Minor Injury - The player is removed for the rest of the game, but suffers no other ill effects.
Serious Injury - There are three types of serious injury. At best your player will miss the next game but suffer no further effects. However, some injuries have permanent effects, either reducing one of their stats or forcing them to roll to see if they can play before every game.
Death - They're dead, Jim.
Ball Handling
In order to score a touchdown you need to move the ball. Players can carry it or throw it, and different teams will have different strengths. First off, though, you need to pick it up. Picking up the ball requires a roll against the player's agility. It isn't too difficult, but players with a low agility are more likely than not to fumble it and cause a turnover. Friendly tackle zones will increase the chances of picking up the ball, as will the Safe Hands skill, and hostile tackle zones will reduce your chances.
Once you have the ball, moving with it is the same as any other movement. However, throwing and catching it is again based on the same rolls as picking it up. Completing a pass is moderately risky, but having a high agility and/or throwing and catching skills greatly reduces the chances of failure. Obviously the chances are also dependent on the length of the pass too.
Causing your opponent to drop the ball is half of a defending team's game. You do this by knocking the ball carrier over, or by making them fail a pass. Obviously blocking the ball carrier is the easiest way to do this, but sometimes getting to him can be tricky, so putting tackle zones onto key players is the best way to horse a mistake.