Optional Rules

Optional Rules for Unusual Dungeon Features

Some pitches have special features that will be described below. Set your imagination and your modeling skill free and have fun with ideas of your own!

Spider Webs

To leave a square with a spiderweb in it a player must pass a strength test with +1, or remain in place as if held by tentacles.


All furniture, such as boxes, chairs, tables, barrels, beds and bookcases are treated as walls except that passes can be made over them.


When a player enters a pit for any reason he or she is stunned. This represents the time taken for the player to escape the pit. The square is treated as a normal occupied square while a player is stunned, prone or standing in it. When the square becomes vacant again it can be entered by a new player.

Spiked Pit

When a player enters a square with a spiked pit he or she is knocked prone and armour is automatically broken, make an injury roll for the player.

Pit Trap

A pit trap operates like a Pit, but is covered by a trapdoor and therefore a player can enter this square without automatically being stunned.

A player who enters the same square as a trapdoor must roll a D6. If the result is equal to or higher than his or her strength the trapdoor is not triggered. Otherwise the trapdoor is triggered and the player is placed stunned as if he or she had entered a Pit.

Water (sewers, rivers etc)

Players leaving a square that contains water must spend two movement allowance points to move into any adjacent square. The ball will not bounce if it lands in the sewer, but will drift one square at the end of each player’s turn.

Multiple Levels

Adjacent players may not block, tackle, stab, chainsaw, hypnotize, assist, tackle or foul each other if they are on different levels of the dungeon, nor may they handoff the ball (but passes can be made as normal).

Leap can not be used to ascend levels, only stairs and the Climb action allow this.

Climb Action

In addition to the actions listed in the current Blood Bowl rulebook a player may perform a Climb action. The climb action is a variation of the move action, there is no limit to how many players may perform this action in a turn. A player may not block, pass, handoff, or foul when undertaking a climb action. Only players who start their turn standing in a square next to a higher level pay perform a climb action. Roll a D6, on a 6 the player may be placed in any adjacent square on a higher level. Standing adjacent team mates each add 1 to this roll if they are not in opposing tackle zones. A failed climb is not a turnover. The player remains standing.


A player on a higher level may voluntarily move to a lower level, place the model in an adjacent square on the lower level and make a landing roll as if the player had been thrown by a teammate.

Blitzing from on High

A player on a higher level may blitz a player on a lower level. Place the blitzing player into the square occupied by the blocked player. If the blitzing player is not knocked over during the block action he must make a land roll or be knocked prone. The blocked player is always pushed back, even if the result of the block is attacker down/both down, and even if the player has stand firm skill.

Fouling from on High

A player on a higher level may foul a prone player on lower level by moving onto that square, do not make a landing roll, but place the fouling player prone in an adjacent square to the victim on the lower level. Make an automatic injury roll for the fouled player, and make an armour roll for the player who made the diving foul.


A player on a stair is considered to be adjacent only to adjacent squares of the staircase, ie only adjacent squares that are on the same level or one level higher or lower. Note that staircases are therefore natural choke-points.

A player on a stair may descend to an adjacent square on a lower level as described in the ‘descending’ section.


Players on the lower level can not intercept a pass unless the thrower or the target is on their level, even if they are under the ruler.

Passing up a level does not affect the distance on the range ruler, but will incur a -1 penalty to the pass attempt.

Passing the ball down to a lower level does not provide a bonus.