Frequently Asked Questions (FAQs) about Warhammer Blood Bowl
Q1: What is Blood Bowl?
A: A fantasy football board game by Games Workshop where teams from the Warhammer worlds play a violent, turn-based version of American football.
Q2: How many players do I need to start?
A: Two players. Each coach controls one team and plays on a shared pitch (the board).
Q3: How long does a game take?
A: Typically 1.5-2.5 hours. A match has two halves; most formats use 8 turns per coach per half.
Q4: What do I need to play?
A: A team of miniatures, the pitch, templates, special block dice, regular dice and the rulebook/team rules.
Q5: How do turns work?
A: Coaches alternate turns. On your turn, your players take actions (Move, Block, Blitz, Pass, Hand-off, Foul). A major mistake can cause a "turnover" ending your turn immediately.
Q6: What is a turnover?
A: A game event that ends your turn right away-examples include a failed ball pick-up with no reroll, a ball carrier falling over, or a turnover result on a block.
Q7: How do blocks work?
A: You roll special block dice based on strength and assists; symbols determine outcomes like Push, Both Down, Defender Down, etc.
Q8: What are rerolls?
A: Team rerolls let you re-attempt a single failed roll (with limits). Some skills and inducements also grant specific rerolls.
Q9: How do I score?
A: Move the ball into your opponent's end zone with a standing player carrying the ball. Most matches are low-scoring-positioning matters!
Q10: What are skills?
A: Player abilities (e.g., Block, Dodge, Sure Hands) that modify actions or dice outcomes. They define how a player performs specific roles.
Q11: What is Team Value (TV)?
A: A measure of your roster's overall power/cost. TV influences balancing tools like inducements in matchmaking and leagues.
Q12: What are inducements?
A: Temporary boosts bought before a match (e.g., extra rerolls, Bribes, Wizards, Star Players) to help level the field against higher-TV opponents.
Q13: Who are Star Players?
A: Famous mercenary players with unique skills you can hire as inducements for a single match-pricey but potent.
Q14: How do injuries and casualties work?
A: Players can be Stunned, KO'd, or suffer lasting injuries (even death) from blocks, fouls, or failed actions. An Apothecary can sometimes save a player.
Q15: What happens on kick-off?
A: You set up, scatter the ball, and roll on the Kick-Off table for random events like Changing Weather, Blitz!, or Cheering Fans.
Q16: Can I pass the ball?
A: Yes-use the Passing template/range, make a Pass roll, then a Catch roll. Tackle Zones and skills affect the odds.
Q17: What are Tackle Zones?
A: Each standing player exerts control over adjacent squares. Entering or acting in an opponent's Tackle Zone makes actions harder.
Q18: How do leagues and progression work?
A: In leagues, players earn Star Player Points (SPP) for achievements, then improve with new skills or stat increases between matches.
Q19: Which team should I start with?
A: Human and Orc teams are beginner-friendly. Elves are agile but fragile; Dwarfs are tough but slow. Pick a style you enjoy.
Q20: Do I have to paint the miniatures?
A: It's not required to play, but painting enhances the hobby experience and makes teams easier to tell apart on the pitch.
Common words and phrases connected to Warhammer Blood Bowl.
1) Blood Bowl - A fantasy football board game set in the Warhammer world.
2) Pitch - The game board; a grid where teams play the match.
3) End Zone - The scoring area; carry the ball here to score a touchdown.
4) Wide Zone - The two outer columns on each side of the pitch; affects set-up rules.
5) Line of Scrimmage (LOS) - The central line where teams set three players at kick-off.
6) Drive - A continuous sequence of turns between kick-off and a touchdown/half end.
7) Turn - A team's activation; usually ends after four player actions or a turnover.
8) Turnover - Immediate end of your turn due to certain failures (e.g., failed pick-up).
9) Kick-Off - Start of a drive when one team kicks the ball to the other.
10) Kick-Off Table - Random event roll that can shake up the start of a drive.
11) Scatter - Random movement of the ball (or player) when it bounces or is thrown in.
12) Throw-In - When the crowd returns an out-of-bounds ball by scattering it back in.
13) Touchdown (TD) - Scoring by moving the ball into the opponent's End Zone.
14) Blitz (action) - A special action allowing one player to move and make a Block.
15) Block (action) - Melee contest to push, knock down, or otherwise move an opponent.
16) Foul - A dirty player action against a prone opponent; risks ejection on a double.
17) Hand-off - Giving the ball to an adjacent teammate; requires a catch roll.
18) Pass (action) - Throwing the ball; uses Passing Ability and can be intercepted.
19) Interception - Catching an opponent's pass en route; turns possession over.
20) Fumble - A failed pass that drops at the thrower's square; often a turnover.
21) Rush (GFI) - Extra square(s) of movement at the end of a move; each needs a roll.
22) Dodge (roll/skill) - Leaving a tackler's zone requires an Agility roll; the skill gives a reroll and protection.
23) Tackle Zone (TZ) - The eight squares around a standing player; affects movement and actions.
24) Assist - Adjacent teammates adding Strength to a Block or Foul when eligible.
25) Armour Value (AV) - Stat rolled against to see if a knock-down breaks armour.
26) Injury Roll - If armour breaks, roll to see if the player is Stunned, KO'd, or worse.
27) Casualty (CAS) - A serious injury result that grants Star Player Points to the cause.
28) Knocked Down - Player falls and may suffer armour/injury rolls; loses tackle zone.
29) Prone - A downed but not stunned player; stands up on a later activation.
30) Stunned - A downed player who flips over next turn; cannot act and has no TZ.
31) Re-roll (Team RR) - Limited pool allowing you to retry certain failed dice rolls.
32) Skill - Special ability gained on advancement or listed on players; changes rules interactions.
33) Trait - Powerful, often negative/unique ability; usually cannot be selected on level-ups.
34) Star Player Points (SPP) - XP earned for TDs, CAS, completions, etc.; used to advance.
35) Most Valuable Player (MVP) - Random post-game SPP award to a rostered player.
36) Advancement (Level-Up) - Improving a player by adding skills or increasing stats.
37) Team Value (TV) - The rating/"cost" of your roster; used to balance inducements.
38) Treasury - Your team's gold; pays for players, staff and inducements.
39) Inducements - Temporary game-day hires (e.g., Wizard, Bribes) to balance mismatched TV.
40) Star Player - Named mercenary with fixed skills/stats you can hire as an inducement.
41) Journeyman - Temporary lineman added to field 11 players; often with Loner.
42) Apothecary - Staffer who can modify an injury roll once per game.
43) Dedicated Fans - Measures your fan base; affects winnings and some kick-off events.
44) Assistant Coaches - Staff that can grant bonuses to certain kick-off events.
45) Cheerleaders - Staff that can boost specific kick-off results (e.g., Cheering Fans).
46) Weather Table - Pre-game (and sometimes in-game) conditions that affect play.
47) Nuffle - The capricious "god of dice"; slang for luck (good or bad).
48) One-Turn Touchdown (OTTD) - Scoring in a single turn via chain-pushes and speed.
49) Cage - Offensive formation surrounding the ball-carrier for protection.
50) Surfing - Pushing a player into the crowd; counts as an automatic armour break.
Description and game play for Warhammer Blood Bowl.
Warhammer's Blood Bowl is a glorious mash-up of fantasy football and tactical brawling, where elves sprint, orcs smash and coaches gamble precious re-rolls on the whims of Nuffle. Each drive is a puzzle: secure the ball, control space and manage risk. Positioning matters more than carnage; blocks are tools to win the positioning war, not the goal itself. Think in turns and tempo-when to stall, when to press, and when to bank the safe play over the flashy miracle. Smart coaches win by squeezing probabilities, protecting the ball, and forcing opponents to roll the risky dice.
The core game plan is simple: kick deep, screen shallow.
On offense, build a cage or loose screen around your carrier with four to five players, advancing a square or two per turn while preserving an escape lane. Move pieces that require no dice first, then take your safest two-dice blocks, and only then attempt critical rolls-pickup, hand-off, or the blitz-saving re-rolls for those moments. Count range before you commit; misjudged distance loses games. On defense, form staggered lines that tax dodges and funnel runners into tackle zones. Pressure the ball without overcommitting; mark selectively to create tough choices and punish overextensions with a targeted blitz.
Battle strategy depends on roster identity.
Bash teams (Orcs, Dwarfs, Chaos) win by attrition and clock control: isolate targets, chain-push for crowd surfs, and grind a slow march. Prioritize Guard, Mighty Blow, and Stand Firm to dominate scrums, but avoid drifting your cage to the sideline where traps form.
Agility teams (Elves, Skaven) win by speed and space: spread wide, threaten multiple scoring lanes, and pivot with quick passes or hand-offs. Skills like Dodge, Sidestep, and Fend keep you upright and mobile. Universal tips: kick toward a corner, protect the ball on Turn 1, manage the clock, don't "base" needlessly and foul only when removal odds and referee risk make sense. Above all, respect turnovers-minimize dice, maximize position, and let the odds carry you to the end zone.
About Warhammer.
Warhammer is a tabletop miniature wargame created by Games Workshop, set in rich fictional universes like Warhammer 40,000 (sci-fi) and Warhammer: Age of Sigmar (fantasy). The hobby is more than just gameplay; it's an immersive experience that combines strategy, creativity and community.
One of the core aspects of Warhammer is the modeling and painting of miniatures. Hobbyists spend hours assembling detailed figures from plastic sprues and then painting them using a variety of techniques. For many, painting is a relaxing and expressive part of the hobby, allowing for customization and artistic flair. Whether you're painting a grimdark Space Marine or a majestic Stormcast Eternal, every model is a chance to tell a story.
The game itself involves players using these painted armies in turn based battles on terrain filled boards. Each unit has its own stats, abilities and lore. Strategy and luck (through dice rolls) play key roles in every match. Army building is also a crucial component, with players balancing point costs and synergy between units to create effective forces.
Beyond the game and models, the Warhammer hobby includes an expansive universe filled with novels, animations and a passionate global community. Fans dive into the deep lore, collecting books and engaging in online discussions or local gaming clubs. Events like Warhammer Fest and tournaments give hobbyists the chance to showcase their armies and meet like minded individuals.
Whether you're drawn in by the tactical gameplay, the detailed models, or the storytelling, Warhammer offers something for everyone. It's a hobby that encourages patience, creativity and strategic thinking making it both challenging and deeply rewarding.
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