Bloodbowl rules for Foodhammer


Deathbowl is two simultaneous  games of Blood Bowl on a shared pitch in the shape of a cross.   While the pitch is shared each coach defends their end zone from the coach across from them, creating a game within a game.

We will have specially made Deathbowl boards for this event! Some are provided by Thunderbowl, and others are provided by CHOP. These pitches are slightly different shapes and sizes:
-Thunderbowl pitches are 25x15 squares, 35mm squares
-CHOP pitches are 26x14, 35mm squares

Charity Cards:
Foodhammer is a charitable event, and cards are awesome. Rather than a single free card being given upon setup as was done in previous years, cards will be available to purchase during games.

For each $5 you donate, 100k in card credit is available to you. Each time you do this, you must give two different players 50k in card credit. After all players have made their donations, players can spend their card credit (eg, you can combine it to buy larger cards). Cards can be purchased before the game and at halftime.

Score by getting the correct ball in your opponent's end zone directly across from you. Score more touchdowns than any other teams In the game to win, ties are broken by SPP's gained, then a roll off if still tied.

Setting up:
Select one coach to be  the time keeper for the game.  This coach will control the clock, move the turn marker, hold the dugout(only one is used in Deathbowl), all reserve players, and any other tokens any coaches might gave for the game.

Place two different balls in the center square.

Each coach sets up seven players three must be on the line of scrimmage and the rest anywhere in your end with no more than three in each wide zone.

The line of scrimmage is the line where your board crosses the other board (eg, where the wing with your end zone crosses the shared central square).

Halfling Master Chefs, distract all the teams!  To represent this the opponent sitting directly across from the coach with the Master Chef will lose the first reroll then the coach to the right loses the next and the coach to the left loses the next then back to the coach directly across and so on as per the rules in LRB6.

Playing the game:
Roll a D6 for each  coach, the coach who rolled highest starts play by moving his players in the usual blood bowl manner, all action and blitz rules apply.

Play continues in a clockwise manner until a touchdown is scored.

When a touchdown is scored each coach resets seven players in his endzone and the play continues from the coach who was after the Coach who scored the touchdown.

Half time:
There is no stoppage in play for the half in Deathbowl, instead, players and teams catch their second wind and all rerolls are restored.  If a team is shorthanded substitutions may be made by placing players from your team from the reserves box into your end zone at the start of your turn.   These subs may only take a move action in the turn they came onto the pitch, then may take actions as normal in the subsequent turns.

Movement works exactly the same as regular Blood Bowl with one exception. A player may not "cut the corner" by moving diagonally around the interior wall of the pitch, instead the player must move around the wall.

Passing the ball works exactly the same as regular Blood Bowl, except that no part of the passing template may go over the crowd, if the center line of the template goes over the crowd that pass is not allowed to be declared. Even though the squares are larger, we use the smaller standard template from the blood bowl boxed game (2nd and 3rd edition box sets).

Passing over players from multiple teams is especially dangerous as one player from each team get an interception attempt.

Scoring a touchdown:
There are two balls on the pitch in Deathbowl, one for each "game". When a player enters the square with the two balls at the center of the pitch they may pick up only one ball and the other ball scatters from that square, this does not count as a failed pick up and does not create a turnover, unless the player actually fails the pick up roll.

Any player may only hold one ball at a time, however, two players on the same team may each possess one of the balls.

When the first touchdown of a drive is scored roll a D6 1-3 you have scored with the wrong ball, 4-6 you have scored with the right ball.

If you discover that you have the wrong ball the drive continues (as well as the players turn, ie. He may move if he has reaming movement allowance) and you may take a special action of dropping the ball in any square around you, including the crowd, since this is not your ball it does not cause a turnover however it ends the players movement much the same way a pass would.  A dropped ball in play will bounce, however, any player may choose not to catch any ball that is not their ball and the ball will continue to bounce.  After a touchdown with the wrong ball the balls are declared and there is no need to roll for the next touchdown as the next touchdown must be scored with the correct ball.

While a touchdown may not be scored with the wrong ball SPPs can, in other words all completions and interceptions with the wrong ball count for SPPs.

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