BEACH BOWL
★ Did we mention Beach Bowl players are poorly trained?
Blood Bowlers need a break now It’s very highly recommended that tournaments
and then, just like anyone else. But severely limit added skills and ban Leader.
…. these crazed athletes can't resist
even while on vacation,
★ Apothecaries aren't of much use and Assistant Coaches
stealing away for a bit of sport. In most resort cities
are still hard at work on next season's game plan, but
around the known world, there are enough of these
players on-hand to organize into informal teams or even Cheerleaders may be hired as usual (these are usually
leagues. WAGs, or HABs in the case of Amazon teams).
Beach Bowl is a Blood Bowl variant designed to simulate ✶ BEACH BOWL RULES ✶
these low-stakes games of sand football. This document
GAME LENGTH: Beach Bowl is made up of two 6-turn
represents an update from the NAF's Variant Committee,
halves, rather than the normal 8-turn halves used in
which is intended to make the rules more suitable for
Blood Bowl.
modern tournament play. This will serve as the base rules
document for Beach Bowl tournaments sanctioned by the THE PITCH: The Beach Bowl pitch is only 9 squares
NAF. wide and 20 squares long. The width of the pitch is
divided into a 5-square center zone and 2 squares in
As with other Blood Bowl events, organizers can choose each of the wide zones. The pitch's surface is soft sand,
to customize their Beach Bowl tournaments, but the effects of which are detailed below.
alterations should be kept within reason. Such
judgments will be made by the NAF Tournament THE SET-UP: A team MUST set up as many players as
Director when an event is submitted for sanction. possible for each kickoff, up to a maximum of 7 players
for each drive. Due to the narrower width of the pitch, it
✶ BLOOD BOWL RULES ✶ is only mandatory to set up two players on the line of
Outside of those modifications specifically described scrimmage (they must also be between the hash marks),
below, games will be played using the most current though more can be set up there if desired. Only one
rules for Blood Bowl. player may be set up in each wide zone.
KICK-OFFS: When the ball is kicked at the start of a
✶ TEAM CREATION ✶ drive, roll two dice and remove the highest result to
These Team Creation rules are highly recommended, as
determine how far the kick scatters (the Kick skill may
they have been play tested at length and changes may
still be used on this lowest dice as normal).
unbalance this version of the game. That said,
modifications are allowed unless they are thought to be ARMOR ROLLS: Because Beach Bowl is played on sand
too transformative or unbalancing. The Tournament and players wear less armor than in typical games, if a
Director may ask you to alter them or refuse sanction. player fails a dodge or a GFI, apply a -1 modifier to the
Armor Roll. In all other instances (blocking, etc.), add a
★ Teams may be purchased using 600,000 GC.
+1 modifier.
★ Teams may be selected from any of the 23 / 26 NAF
approved rosters.
★ The only inducements permitted are Bloodweiser Kegs,
the Halfling Master Chef and Souvenirs (see below).
★ In Beach Bowl, a team must have at least 7 players but
may not have more than 11 players on the roster. A team
will only field 7 players at a time.
★ In addition, only 4 “specialist” players (meaning any
player whose availability is less than 0-12) may be
selected.
★ Beach Bowl teams are not very well-trained or reliable.
Team re-rolls cost double their listed cost. For example,
a re-roll for a Human team would cost 100,000 GC.
NO CASUALTIES: The Injury Table is modified as
below: ✶WEATHER TABLE✶
2D6 Result
✶INJURY TABLE✶
2 Sweltering Heat:
2D6 Result It’s so hot and humid that some players collapse
from heat exhaustion. Roll a D6 for each player
2-7 Stunned on the pitch at the end of a drive. On a roll of 1
the player collapses and may not be set up for
8-9 Mild Knockout (3+ to recover) the next kick-off.
10-12 Serious Knockout (5+ to recover) 3 Very Sunny:
A glorious day, but the blinding sunshine causes
a -1 modifier on all passing rolls.
Knockout recovery rolls are made following every drive
as usual. Regeneration obviously has no effect in Beach 4-10 Normal:
games. Major Knockouts count as casualties for the Perfect Blood Bowl weather.
purpose of league SPPs or tournament tiebreakers.
11 Rain:
LOOSE BALLS: Balls will not bounce when they fall to It’s raining, making the ball slippery and
difficult to hold. A -1 modifier applies to all
the ground. Assuming the ball lands in an open space
catch, intercept, or pick-up rolls.
(following a kick, failed catch, etc.), do not roll to scatter
it. If the ball should fall into the crowd, the sedate crowd 12 Tropical Storm:
will only throw it in 1D6 squares instead of the usual It's bloody windy! As a consequence, only Quick
2D6. and Short Passes can be attempted (and the Hail
Mary Pass skill can't be used). Furthermore, roll
1D8 to determine wind direction (it remains in
GOING FOR IT: Due to the poor traction afforded by
the same direction until a new roll on the
the sand, all GFI rolls are successful on a 3+ Weather Table is made. If you get another
Tropical Storm result, determine the wind
FOULS: There are no traditional fouls, as these are direction again). During Kick-offs, Inaccurate
friendly games between players on holiday. But Passes, and Throw-Ins, the ball scatters 1D3
sometimes players might "accidentally" attempt to bury extra squares in the direction of the wind
before landing. Players with the Right Stuff skill
an opponent's head, if they don't receive their own face
scatter also an extra 1D3 squares during Throw
full of sand from that same opponent beforehand. Teammate (unless it's a fumble).
Fouling is worked out as normal except that before
rolling Armor, a D6 is rolled by the coach of the player THE SOUVENIR SHOP: Every seaside town is full of
who is about to be fouled. On a roll of 4-6 the fouler is merchants plying keepsake trinkets to gullible tourists.
knocked down, causing a turnover. On a roll of 1-3 the Thankfully, some are of use on the football field. For the
foul can proceed as usual. bargain price of 50,000 GC (assume that 49,995 GC was
spent on bawdy T-shirts and postcards before coming up
SECRET WEAPONS: Sand and salt air don't mix well
with something useful), a coach may roll on the table
with secret weapons. Motors seize, blades rust, and
below. Any number of items may be assigned to a player
bombs are difficult to light. After playing in a drive, any
before a drive. The cheaply made gifts invariably break
Secret Weapons require maintenance which cause them
and must be discarded after one game half, though.
to miss the rest of the game.
✶ SOUVENIR SHOP TABLE✶
1D8 Result 1D8 Result
1 Sports Sandals: 5 Bottle:
The player may add +1 to Go For It rolls Now that the beer is gone, it may be used as a
weapon. The player gains the Stab skill.
Suntan Lotion:
2 The slippery player may add +1 to all Dodge rolls. 6 Puka Shell Necklace:
With true faith in his good-luck charm, the player
Thong: gains the Pro skill.
3 The player gains Disturbing Presence. (Trolls and
Amazons cause different sorts of disturbances). 7 Sticky Bun:
The player gains a +1 modifier for pick-up, catch
Sunglasses: and intercept rolls, but a -1 modifier for pass rolls.
4 The player gains the Accurate and Safe Throw
skills. 8 Gatorcade:
Perhaps a bit TOO revitalized, the player gains the
Frenzy, Jump-Up and No Hands skills.
✶ KICK-OFF TABLE✶
2D6 Result 2D6 Result
2 High Tide: 8 Lost Ball:
The sea isn't cooperating with the game and floods Whether lost to the tide, confiscated by the beach
a portion of the field. Randomly select one wide patrol, or stolen by local youths, the game ball is
zone; that portion of the pitch may not be no longer available. Roll on the following table to
occupied by any players for the rest of the drive. see what sort of replacement is found; this is used
Any players who were set up in that section are for the rest of the game or until this result is rolled
immediately moved in a straight line toward the again. 1-3: Conch shell. -1 to catch, ball carrier
middle of the field until they reach the center gains Mighty Blow. 4-6: Inflatable beach ball . -1 to
zone. If their destination square is already throw, +1 to pick-up, catch, intercept.
occupied, scatter them with a D8 until an empty
square is reached. If a player is pushed into the Seagull Attack:
flooded area by an opponent, they are removed 9 A flock of seagulls take an interest in the game
from play as usual, but go to Reserves. If the ball. For this drive, Quick and Short passes face a
kick-off falls in the flooded area, it is a touchback. -1 modifier. Long and Long Bomb passes are
If the ball scatters into the flooded area during automatically inaccurate, assuming they weren't
play, it is swept back in by the tide and returns to intercepted or fumbled.
the square it most recently occupied. The field
returns to normal at the end of the drive. Blitz:
10 The defense starts their drive a fraction before the
3 Rousted: offence is ready, catching the receiving team flat
Local police break up the game. The players footed. The kicking team receives a free ‘bonus’
regroup further down the beach, but can't recall turn; however, players that are in an enemy tackle
how much time was left on the clock. If the zone at the beginning of this free turn may not
receiving team’s turn marker is on turn 5 for the perform an Action. The kicking team may use
half, both teams move their turn marker back one team re-rolls during a Blitz. If any player suffers a
space as the referee resets the clock back to before turnover, the bonus turn ends immediately
the fight started. If the receiving team has not yet
taken a turn this half the referee lets the clock run Jellyfish:
on during the fight and both teams’ turn markers An unlucky player has the ill fortune of stepping
are moved forward one space. Otherwise roll a 11 on a jellyfish (or sea urchin, piece of glass, sharp
D6. On a 1-3, both teams’ turn markers are moved shell...). Each Coach rolls 1D6. The team who gets
forward one space. On a 4-6, both team’s turn the lowest result is affected (both teams in case of
markers are moved back one space. a tie). Randomly select a player from that team
who is currently on the field and make an Injury
4 Perfect Defense: Roll for him.
The kicking team’s coach may reorganize his
players – in other words he can set them up again Monster Wave:
into another legal defence. The receiving team A giant wave hits as the teams are setting up. All
does not reset. 12 players on the field are moved D3 squares in the
same random direction. This movement is
5 High Kick: simultaneous, so there are no collisions. Players
The ball is kicked very high, allowing a player on pushed out of bounds are simply moved to
the receiving team time to get under it. Any one reserves, as the crowd is also stunned by the wave.
player on the receiving team who is not in an In addition, a 6+ on a D6 must be rolled for each
opposing player’s tackle zone may be moved into player, otherwise they are placed prone. The ball
the square where the ball will land no matter what lands just after these effects are worked out. If the
their MA may be, as long as the square is ball goes off the pitch and all the offense's players
unoccupied. are prone, that coach can place the ball in any
empty square in his half (as usual, there is no
6 Samba!: scatter).
Each team rolls a D6 and then adds their FaME
modifier and Cheerleaders. On a score of 6 or
higher, the team gains a re-roll.
7 Changing Weather:
Make a new roll on the Weather Table (above) and
apply the results. If the new Weather roll is a ‘Nice’
result, then a gentle gust of wind makes the ball
scatter one extra square in a random direction
before landing.
✶ CREDITS✶
Following a variant review process in 2019 by Dark Horse, Vain, Anc001, Gaixo and Shteve0, this updated version of the
document was developed by montanhas18, Raveen and Templar with art by Garion. Original concept is from
Emmanuel "ZeBoss" Personne and François "KaduC" Huguet.
Blood Bowl and all associated trademarks are the property of Games Workshop.