Any Given Thursday

Blood Bowl Season Three - BB2025 Rules

LBBL Season Three Errata

There are a few points in the new rules that need amended for League Plan

  1. Modifying Dice Rolls: The Rules say dice cannot be modified below 1. This is a problem for agility tests when you get a player with AG 1+. Add the following "If the total modifiers would take the result of an Agility test below 1 then treat it as if a natural 1 was rolled unless it was a natural 6".

  2. Team Management: The rules say to Hire new Players then Fire Players. This prevents replacing injured players with a Rookie. As part of Hiring Players you may replace (i.e. fire and then immediately hire) any player on the team.

  3. Star Players - Estelle la Veneaux: may only use her Baleful Hex Special Rule on an adjacent player not one who is five squares away.

Main Changes between Season Two and Three

For those Coaches who have been playing Season Two Rules:

  1. Secure The Ball: This is a new Action that allows a Player to Pick Up the Ball on a 2+ and then end their activation. This roll is only modified by Weather as it is not an Agility Test.

  2. Passing: Wildly Inaccurate and Deflections have been removed. Throw-in's no longer bounce and there is no negative modifier for catching the ball during the kick-off (unless it bounces into a players square).

  3. Push Back: When a Chain Push happens the player pushed back is considered to have been pushed by the player moving into their square not the active player. This matters for some skill uses.

  4. Actions: Throw Team-Mate and Pass are separate actions and you can do both in a turn. During a move action players may Jump as many times as they wish.

  5. Skills: There is a new Devious Skill Category where some skills like Dirty Player have been moved. Also their as several new skills including Taunt, Eye Gouge and Hit and Run. Claws and Mighty Blow are back to working even if the Player is Knocked Down.

  6. Casualty Table: Has been changed. 1-8 is now Badly Hurt.

  7. Stalling: There are now rules for stalling (not scoring when you can do so without rolling dice). Take care or the crowd will throw a rock at the ball carrier!

  8. Prayers: Prayers to Nuffle are now an Inducement purchased at the start of the game.

  9. Kick Off: Cheering Fans now gives a bonus assist to your first block of the turn. Blitz has now been renamed "Charge" you can now use skill re-rolls but not Team Re-Rolls during a Charge. You have to declare all the players that will act before activating any of them.

Rulings for Skills and Traits

Due to new wording the interaction between some skills and the rules is unclear. The following is the conventions we will be following

  • Skill name: Ruling

  • Ball and Chain: Ignores the Chomp effect and carries on as normal. Note this is an Active trait so if this player is Distracted they will not be knocked out automatically.

  • Dauntless: This happens before any other Modifiers, such as Horns.

  • Diving Tackle: This is now used after the opponent has used any re-rolls.

  • Dodge: If you have the Dodge Skill a Stumble Dice result becomes a Push even if you are Distracted. You no longer have the choice to Fall Over to prevent future chain pushing.

  • Eye Gouge: This works on Chain Pushes during either teams turn.

  • Foul Appearance: This happens when the Block is Performed not Declared meaning players can still move on a Blitz Action.

  • Grab: For the duration of the Block Action, including Chain Pushes, Opposition Players may not use the Side Step skill.

  • Hypnotic Gaze: This cannot be used by a Prone player as it is a Trait and not a Skill even though it does allow a move action.

  • Juggernaut: In a Chain Push scenario, the Stand Firm skill can not be used by opposition players in the chain.

  • Jump Up: Does not allow the player to declare a Special Action, which prevents the use of Stab and Chainsaw.

  • Kick: This changes the Deviation roll from a D6 to a D3 and much therefore be used before rolling the dice.

  • Lone Fouler: You can only re-roll a failed armour roll. While the Foul Rule is not clear the Referee does not see both dice rolls only the final result of the Armour Roll.

  • Pogo: Pogoing is a distinct type of Jumping, just as Leap is, and therefore not effected by Tentacles, Diving Tackle, Shadowing or other skills that only effect Dodge, Jump and Leap movement.

  • Shadowing: Is now a 4+ Roll and happens before the dodge roll is made and the modifiers for being Marked are calculated. It can only be used when opponents Dodge not other forms of movement.

  • Stand Firm: This prevents push backs meaning Strip Ball and Eye Gouge do not work against this Player.

  • Throw Team Mate: This trait can still be used while Prone since Throw Team Mate is a standard action that only requires you to have, not be able to use, the TTM Trait.


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