The game is currently out and you can get it from The Game's Official Website
It's coming out for PC, XBOX Live Arcade, PSP and DS with a release on STEAM in the near future.
** EDIT **
Here's a little guide to playing Blood Bowl. Nothing beats reading the Living Rule Book though and it's free but here's a condensed version.
- Dice: Blood Bowl is played using block dice and D6s. Other types are used for special events.
- Build a team by purchasing a minimum of 11 players. Your team can consist of up to 16 players but only 11 can be fielded. Some positions are restricted.
- When purchasing a team, an APOTHECARY (50,000$) and Team RE-ROLLS (price varies) are extremely important
- an apothecary allows you to re-roll an injury one of your player has sustained. During a season, this can be critical to your long term success
- Re-rolls allow you to re-roll any action you make (block, dodge, throw, catch, hand-off). Since a failed action can cause turnovers, they are crucial as well
- Setting up players on the field has to be done this way: three on the center line of scrimmage, a maximum of 2 players anywhere each side of the central zone.
- Team rating (1000 to 2000+) represents the monetary value of a team divided by 1000. Skills add to a players' value. Play teams your own size not to get beat up.
- Players statistics consists of MA (movement) ST (Strength) AG (Agility) AV (armor value)
MA - From 2 to 10. High speed opponents have to be dispatched first because often an entire team's strategy is based on those players.
ST - From 1 to 7. Strength is an important factor when throwing blocks and is useful with some skills
AG - From 1 to 6. Agility is extremely important for dodges, throws, catches, picking up the ball and some other skills like leap
AV - From 6 to 10. Armor is what protects your players when they are knocked down or fall down from a missed dodge or sprint roll
- The Kick-off: The receiving team begins playing. A kick-off will always scatter up to 6 squares from the target square and will bounce once or twice. Kicking the ball in the middle is a safe bet as you can be sure it will land inbound and your opponent will have to pick up the ball. A ball landing outside of the field grants your opponent to give the ball to any player on his team with no roll necessary to pick up the ball!
- During a turn, your player can get up, block, move, move & throw the ball, move & foul, or blitz (move and block) an opponent.
- A moving player may dodge an opponent, pick up the ball, hand-off the ball or do an heroic sprint
- Before or after a player has taken an action, he may tackle an opponent, give an assist in a block
Block - The action of attacking an opponent. Strength is used for this skill. A block concludes your player's action
Dodge - Moving out of an opponents "tackle zone", the 8 squares surrounding a player. An agility roll must be made
Throw - resolved by measuring the distance and adjacent opponents. The closest the throw, the easiest it will be. An agility roll must be made
Hand-Off - A hand-off is always a success but the player who received the ball must do a catch roll. A hand-off concludes your player's action.
Catch - receiving the ball from a pass, a kick or a hand-off. An agility roll must be made
Blitz - Once per turn, one of your players may move AND block. You must declare a blitz before you move (the blitz icon is a lighting bolt, right of screen)
Pick up the ball - Moving into a square where the football is, your player must attempt to pick it up. An agility roll must be made
Tackle - When an opponent moves out of a tackle zone, your player automatically attempts to tackle him. A tackle is not an action (no limits)
Assist - A player in an opponent's tackle zone may assist a team-mate's block, giving a +1 bonus to ST. Any opponent in your player's TZ will cancel the assist.
Getting up - Costs 3 MA, therefore a player getting up may not throw a block unless he blitz. He may do other actions like dodging, throwing the ball, etc.
Fouls - Once a turn. Stomp an opponent who's down! Team-mates in TZ of opponent will give a +1 and it's a direct roll for armor. Roll a double and get sent-off!
Heroic move - Allows the player to move one extra square but there's a risk: 2+ / D6. Only 2 extra squares can be taken and a roll is necessary each time.
Bonus to actions : skills may give a bonus or a re-roll to your actions. The skill pass, for example, grants a re-roll on failed throws.
Penalties to actions: Opponents in your players' tackle-zone always give a -1 penalty to agility rolls and can of course grant assists against you!
Since most actions require a dice throw, it is always better to do actions that do not require any rolls first to ensure that a maximum of players will play during your turn. Keep your difficult rolls for later.
AGILITY ROLLS (D6)
All actions such as picking up the ball, throwing or receiving the ball, dodging out of an opponents' tackle zone and certain skills require to do an agility roll. Most actions you will do, with an average Blood Bowl player require 3 or more on a D6, in other words giving you a 66% chance of success. The following chart gives a good idea of the odds.
Player's Agility ---1--/--2-/--3-/--4-/--5-/--6-
Roll for success--6+ / 5+ / 4+ / 3+ / 2+ / 1+
+1 making a dodge roll
- 1 per enemy tackle zone
+1 catching the football
+1 picking up the football
+1 throwing a quick pass
-1 throwing a long pass
-2 throwing a long bomb
The Block Dice
The SKULL means your player falls down
The Skull and Explosion means both players are down in the square they currently occupy (players with the BLOCK skill stay up with that result)
The ARROW means you only managed to push your opponent back one square. You can only push an opponent in the 3 squares behind him
The Explosion with exclamation mark means your block has succeeded (unless your opponent has the Dodge skill, in which case the result is that of an arrow)
The Explosion is a succesful block, your opponent is down and pushed back one square
HOW TO RESOLVE A BLOCK (1-3 Block dice)
1 - measure your player's ST vs your opponent
2 - Add any assists. Don't forget that a player may only assist if the only opponent in his tackle zone is the player being blocked.
3 - You will throw a number of dice according to those rules
- - - - Equal - Throw ONE block die
- - - - Higher by 1 or more - Throw two block dice. Choose the result
- - - - More than twice the ST of your opponent - Throw three block dice. Choose the result
- - - - Less - throw your dice following the rules above but your opponent decides. In that situation, the dice will appear in red in the game
Example: A player with a ST of 4 and one assist blocks a player with a ST of 2. Your ST = 5, your opponents = 2. You throw 3 dice and decide which die will be the result.
HOW TO MAKE AN ARMOR ROLL (2D6)
1- Only the player who threw the block can give a bonus to armor.
2- Consider the skills mighty blow, piling on, dirty player, claws
3- If the armor is beat by 1 or more, throw an injury roll
HOW TO MAKE AN INJURY ROLL (2D6)
1- Only the player who threw the block can give a bonus to injury.
2- Consider the skills mighty blow, dirty player, thick skull
3- Add your bonus to your 2D6 roll
- - - - 2-7: Stunned- opponent is placed prone. During his next turn he may only be turn face up and cannot do anything else
- - - - 8-9: KO'd- opponent is removed from the field immediately and placed in the KO'd box
- - - - 10-12: Injured- Player is removed from the field, will not return. Another roll for injury is made to see whether is badly hurt, seriously injured or killed
- - - - Tip: keep your apothecary for seriously injured or killed players only, you can use it only once per game!
HOW TO RESOLVE A FOUL (2D6)
1- Count any assists. Opponents in the fouling players' tackle zone give a -1 penalty, team-mates in the player being fouled's tackles zone give a bonus of +1. Tackle zones negate the penalty or bonus.
1- Consider the Dirty player skill bonus
2- Throw an armor roll
THE TACKLE ZONE
Each of your player enforces protection in all of the squares surrounding him. It is used to prevent opponents from running freely across the field. There is no roll to enter an opponent's tackle zone, however leaving a tackle zone prompts your adversary to throw a tackle at you, therefore requires a dodge roll using your player's agility. Great players know how to use tackle zones to their advantage. Making your opponents do as many risky rolls as possible is key to master Blood Bowl and using your tackle zones is the foundation of winning at this game. You must constantly be aware of them when you move your players as your less agile players can be tackled by any opponent, no matter the size.
Tackle zones are important in movement but they're also extremely important when you throw blocks at your opponent. Never allow your opponent to easily assist players you know will throw blocks at you during the next turn. Position your team so that if possible, each player covers the next. Make sure that there are never gaps in your position where your tackle zones are not enforced.
HALF TIME, turns, etc.
The game is divided in two halves of 8 turns per player. The player who receives the ball in the first half plays first and will have to kick the ball beginning the second half.
At the end of a drive (when half ends or a touch down is scored), all players are taken off the fields and you may choose to field reserves.
KO'd players have 50% chance to come back to play after each drive.
Badly hurt, injured or dead players cannot come back for the game. Use your apothecary when the injury is sustained if you need that player to win the game!
There are many other things to know, but that's the basic stuff. Once you master this, you can start thinking about building your skills. Feel free to contact me if you see me on Steam. I have a vent server and I'd be happy to do practice games with new players. One of the key elements of this game is building a great 1000 rating team from the start. Bad planning can result in an abysmal season!