AI-friendly board game rules summaries — use with Claude, ChatGPT, or any AI assistant
Blood Bowl is a two-player fantasy football game set in the Warhammer universe. Each coach controls a team of fantasy races (Orcs, Humans, Elves, Dwarves, etc.) competing on a gridded pitch to score touchdowns while brutally blocking, tackling, and injuring opponents. A match consists of two halves of 8 turns each (16 turns per half total), and the team with the most touchdowns wins. The game combines tactical positioning, dice-based combat, and risk management through its turnover system.
Each half = 8 turns per coach (16 total turns alternating). Sequence:
During a turn: The active coach may perform one Action with each player on the pitch. Actions are performed one player at a time (finish one before starting another). Coach has 4 minutes per turn.
Turnovers end your turn immediately if:
Each player may perform ONE action per turn. Only one Blitz and one Pass action may be taken per team turn (by different players).
Move up to the player’s Movement Allowance (MA) in any direction, including diagonally. Cannot enter squares occupied by other players.
Make a single block against an adjacent standing player. Cannot move before blocking. Cannot block prone players.
Move up to MA and make one block at any point during the move. The block costs 1 square of movement.
Move up to MA, then throw the ball to any square. Measure range with ruler: Quick Pass (+1), Short Pass (+0), Long Pass (-1), Long Bomb (-2). Roll D6 vs. Agility with modifiers. Inaccurate passes scatter 3 times.
Move up to MA, then hand the ball to an adjacent teammate who must catch it.
Move up to MA, then foul an adjacent prone opponent. Roll 2D6 vs. Armour (with +1 per assist). If doubles are rolled, the fouling player is ejected by the referee.
When leaving a square in an opposing tackle zone, roll D6 vs. Agility. Modifiers: +1 for dodging, -1 per opposing tackle zone on destination square. Fail = Knocked Down in destination + turnover.
When moving into a square with the ball, must attempt to pick it up. D6 vs. Agility with +1 modifier, -1 per opposing tackle zone. Fail = turnover.
Touchdown: When a player carrying the ball enters the opposing team’s End Zone, a touchdown is scored (1 point). This causes a turnover, ending the current turn.
After a Touchdown: Both teams set up again (kicking/receiving swap). KO’d players roll: 4+ returns them to Reserves.
Winning: Team with the most touchdowns after two halves wins.
Conceding: If a team cannot field at least 3 players for the Line of Scrimmage, they may concede or play with fewer.
Number of Block dice depends on relative Strength:
Block Die Results:
| Result | Effect |
|---|---|
| Attacker Down | Attacking player is Knocked Down |
| Both Down | Both players Knocked Down (Block skill negates for its user) |
| Pushed | Defender pushed back 1 square; attacker may follow up |
| Defender Stumbles | Pushed back + Knocked Down (Dodge skill negates knockdown) |
| Defender Down | Pushed back + Knocked Down |
Each unengaged friendly player adjacent to the target adds +1 STR to the blocker. Each unengaged opponent adjacent to the blocker adds +1 STR to the defender.
When Knocked Down, opponent rolls 2D6 vs. player’s Armour Value:
After using full MA, a player may attempt to move 1-2 extra squares by rolling 4+ on D6 each. Failing = Knocked Down + turnover.
Standing players exert tackle zones on all 8 adjacent squares. Prone/Stunned players have no tackle zones. Leaving a tackle zone requires a Dodge roll.
Pushed players must go to an empty square. If all adjacent squares are occupied, the pushed player displaces the occupant (chain push). Players pushed off the pitch are automatically injured by the crowd (roll on Injury Table, no Armour roll).
Costs 3 MA at the start of an Action. If player has less than 3 MA, roll 4+ to stand (fail is not a turnover). Cannot take a Block action when standing up.
Agility Table:
| Player AG | D6 Required |
|---|---|
| 1 | 6+ |
| 2 | 5+ |
| 3 | 4+ |
| 4 | 3+ |
| 5 | 2+ |
| 6+ | 1+ |
Note: Natural 1 always fails, natural 6 always succeeds.
Passing Modifiers:
| Range | Modifier |
|---|---|
| Quick Pass | +1 |
| Short Pass | +0 |
| Long Pass | -1 |
| Long Bomb | -2 |
| Per opposing tackle zone | -1 |
Injury Table:
| 2D6 | Result |
|---|---|
| 2-7 | Stunned |
| 8-9 | KO’d |
| 10-12 | Casualty |
Block Dice (Strength Comparison):
| Comparison | Dice | Who Chooses |
|---|---|---|
| Equal | 1 | Attacker |
| One stronger | 2 | Stronger player |
| More than 2x stronger | 3 | Stronger player |
Turnover Triggers:
Turn Sequence per Half: 8 turns each coach, alternating (receiving team goes first).