Hello! This is a Street Bowl 7s variant based on the NAF Street Bowl 2024 rules PDF updated for BB2025 and with our own twists.
Sorry for the short notice on this. We are a newer, non-profit member-supported gaming space in midtown Manhattan, and expected this to be later in the year, but the overall city gaming calendar was creating problems. We also co-host the NYCBBL League games with Carcosa in Brooklyn.
We have a built-in attendance of 9-10 teams internally, but wanted to post a few other places for wider participation. (We have room for 22 coaches and can expand if we actually sell that out!)
I spoke with the Northeast Blood Bowl Network about their calendar to avoid any conflicts on June 27th, including getting approval from JLeav, who is hosting a Mahwah, NJ tournament the same weekend.
JLeav and I agreed that since his tourney is a couple of hours from the city, a two-day event, and a competitive 11s tourney instead of a narrative 7s tourney, we didn't have a conflict and could cross-promote. (https://member.thenaf.net/index.php?module=NAF&type=tournaments&func=view&id=11200)
Below are the full rules, including the schedule. (In a better format in the PDF!)
Thank you so much! Such a fun ruleset to adapt.
SCHEDULE
9:15 - 9:45 Check-in
9:45 - 11:00 Game 1
11:00 - 11:15 Break
11:15 - 12:30 Game 2
12:30 - 1:30 Lunch
1:30 - 2:45 Game 3
2:45 - 3:00 Break
3:00 - 4:15 Game 4
4:15 - 4:30 Break
4:30 - 5:45 Game 5
5:45 - 6:00 Wrap-up/Awards
AWARDS
Cobblestone Crown (1st Place)
First Loser (2nd Place)
Too Small to Stop (Best Stunty)
Freshest Drip (Best Painted)
SCORING/PAIRING
Pairing will be done according to Swiss Style Tournament rules (2/1/0).
Players will submit scores via Blood Bowl Tournament Manager.
Tie Breakers:
Net TDs
Net Casualties (All opponents that suffer a casualty result (Badly Hurt, Serious Injury, Dead) will be counted during this event from any source!)
BLOOD BOWL RULES
Outside of those modifications specifically described below, games will be played using the most current rules for the Blood Bowl 2025 edition (including any FAQs and Spike Magazines) along with the NAF Recommendations and Clarifications for BB2025.
TEAM CREATION
Roster Submission
Submit rosters to Nicholas H via Discord or nicholasahill@gmail.com by June 26th, 5 p.m.
General Rules
Teams are built with 600,000 GC.
Any GW‑released team and Slann are permitted.
Teams must include 7-11 players.
A team may have no more than 4 non-lineman players.
Star Players are not allowed.
No inducements are permitted.
Each team receives 1 Magic Potion for free.
Additional Potions cost 50,000 GC each.
No limit on the number purchased.
Team Re-rolls cost double their listed cost.
No staff may be purchased (e.g., Apothecaries, Assistant Coaches, etc.).
Resurrection Tournament - No Lasting Injuries.
Skills
Each team may provide players with additional skills subject to the restrictions below.
Teams will have a number of additional skills. No player can be given more than 1 additional skill.
1 Skill (Must be a Primary)
Amazon, Elven Union, High Elf, Norse, Skaven, Underworld Denizens, Wood Elves.
2 Skills (1 of which may be Secondary)
Bretonnians, Chaos Chosen, Chaos Renegades, Dark Elf, Human, Lizardmen, Nurgle, Old World Alliance, Orc, Vampire.
3 Skills (2 of which may be Secondary)
Black Orc, Chaos Dwarf, Dwarf, Imperial Nobility, Khorne, Necromantic Horror, Shambling Undead, Slann, Tomb Kings
4 Skills (2 of which may be Secondary)
Gnomes, Goblin, Halfling, Ogre, Snotling, Stunty Black Orcs, Stunty Lizardmen, Stunty Underworld
Additionally:
Team Captain is allowed for teams that are eligible to have one.
STREET BOWL RULES
Game Length
Street Bowl is split into two halves. Each half consists of six rounds.
The Pitch
The Street Bowl pitch is only 7 squares wide; 3 squares in the Center Field and 2 squares in each of the Wide Zones. It is the standard 26 square length. The field is covered with cobblestones. The entirety of each sideline is blocked by a wall.
The Set-Up
Each team must select 7 players to take part in the Drive. If a team has fewer than 7 players, then they must set up as many as they can. Any players not chosen to set up for the Drive are placed in the Reserves Box.
The kicking team must set up first, followed by the receiving team. Players must be set up as follows:
Players must be deployed in their own half.
At least ONE player from each team must be deployed in the Centre Field, directly adjacent to the Line of Scrimmage.
No more than ONE player from each team may be deployed within each Wide Zone.
Kick-Off
When the kick Deviates, roll two D6 and use the lower result.
Cobblestones Vs. Armor
Add +1 to any Armor roll when a player is Knocked Down or Falls Over. This bonus does not apply when using the Claws skill.
Cobblestones Vs. Balls
When a ball Bounces into an unoccupied square, it will Bounce a second time. After the second bounce, the ball comes to rest. If the ball bounces into an occupied square, it may be caught. If not caught, it will Bounce twice more as above.
Walls Vs. Armor
A player may only be pushed into a wall if there is no unoccupied square to push them into, as if being pushed into the crowd.
If a player is pushed against a wall but remains standing, they stay in place but must make an Armour Roll with +1. If the Armour is broken, roll for Injury immediately.
If a player is pushed against a wall and knocked over, add +2 to the Armour roll (+1 for the wall, +1 for the cobblestones).
Walls Vs. Balls
Because of the walls, the ball can only leave the pitch over the barriers at either end of the street.
If the ball moves into a wall for any reason (Bounce, Scatter, or Deviation), it travels D6 squares in a random direction using the standard Throw-In Template, starting from the square where it contacted the wall (counting as square 1).
There is no touchback in Street Bowl unless the ball Deviates back into the kicking team’s half or exits the end of the pitch. During a kickoff, resolve balls moving into the wall before rolling the kickoff event.
If the ball goes out of bounds in the End Zone, resolve it using standard Blood Bowl throw-in rules.
Passing Against Walls
Some throwers deliberately bounce passes off the walls. Trace a path from the throwing player to the target square that touches a square adjacent to a wall. Measure range as follows:
Quick Pass: 1-3
Short Pass: 4-6
Long Pass: 7-10
Long Bomb: 11-13
All wall passes suffer a -1 modifier to the Passing roll:
Accurate Pass: The ball will land in the target square, but is caught with an additional -1 modifier.
Inaccurate Pass: The ball scatters D6 squares using the standard Throw-In Template from the square where it struck the wall (counting as square 1).
Fumbled Pass: The ball is dropped in the thrower’s square, Bounces twice, and causes a Turnover.
A pass bounced off the wall can never be intercepted.
Walls Vs. Stunties
Stunties cannot be intentionally thrown into a wall. If a Thrown Team-Mate scatters into a wall, roll a D6:
1–5: The player immediately stops scattering and crashes into the wall. Treat them as being pushed back and knocked down against the wall (+2 to the Armour roll).
6: The player kicks off the wall. The player travels D3 squares in a random direction using the standard Throw-In Template, starting from the square where it contacted the wall (counting as square 1). Resolve the landing as normal.
No Ref
Street Bowl games have no Referee. Players are never Sent Off. Fouls are declared and resolved as normal, including assists. After the foul is resolved, the coach of the fouled player rolls a D6:
1–3: Nothing happens.
4+: Angry fans hit the fouler with a rock. Make an Armour roll for the fouling player with +1. If Armour is broken, roll Injury as normal. If the armour break occurs, the fouling team suffers a Turnover.
Secret Weapons
Secret Weapons are tolerated only while the Drive is ongoing. At the end of each Drive, roll a D6 for each player with the Secret Weapon skill:
1–4: The player is dragged off by the crowd and is treated as Badly Hurt. Potions may not be used.
5–6: The player escapes and may continue playing until the next Drive, when another roll is made. If the player also has the Loner skill, they only escape on a roll of 6.
Magic Potions
These potions may be administered to any player who is Knocked Out, Badly Hurt, or Seriously Injured (if the player is Dead, it’s too late), just after rolls to recover knocked-out players are rolled. Coaches can also feed potions to healthy players before setting up for any drive, though it usually isn’t the best idea. After a player has been given a potion, roll a D8 and refer to the following table:
D8
Magic Potion Result
1
SQUIG PISH: It’s poisonous! The player is killed immediately. You get what you pay for!
2
TAP WATER: It does no good. If the team has more potions, the player may try another one after the next drive is finished.
3
LAUDANUM: This dulls the player’s pain enough to get him back onto the pitch. He gains Really Stupid, Thick Skull, and a -2 AG modifier for the rest of the match.
4
DWARF ALE: The player returns to play, but is somewhat wasted. He gets -1 AG and Bone Head for the rest of the match.
5
HEALING BALM: Just the thing! The player may return to play with no ill effects.
6
WARPSTONE TINCTURE: The player returns to play and gains Sprint and Jump-Up, but must be the first player to activate every turn for the rest of the match.
7
ORCA-COLA: The player returns to play, but has picked up a taste for a certain soda. If he ever ends an action in a wide zone or end zone, he leaves the pitch to visit the concessions stand and misses the rest of the drive (may still score a TD).
8
FUNGUS BEER: Look out! The player gains +1 ST, Frenzy, and Animal Savagery for the rest of the match.
Street Bowl Weather Table
2D6
Weather Result
2
SMOG: Smog makes it almost impossible to see how many players are on the street! Each coach rolls a D6 before each kickoff; on a roll of 1, they may only field 6 players, on a roll of 6, they may field 8 players (if they have the reserves). Only Quick Passes may be attempted.
3
WIND: Strong winds are whistling down the street, making passing the ball very difficult! All Passing Ability Tests are subject to an additional -1 modifier.
4-10
NORMAL: No effect.
11
RAIN: The street grime makes the ball particularly slippery! Whenever a player attempts to pick up or Catch the ball, Intercept a Pass Action, or pick up the ball, they suffer a -1 modifier to the roll. (Including Secure the Ball actions.)
12
SNOW: It’s cold and snowing! All players apply an additional -1 modifier to test whenever they attempt to Rush.
Street Bowl Kick-Off Table
2D6
Kick-Off Result
2
LOOSE MASONRY: Bricks rain down on one of the two Wide Zones, chosen at random. All players in that zone (from either team) are immediately Knocked Down and must make an unmodified Armour roll. If Armour is broken, resolve Injury as normal.
3
THE GUARDS: If the kicking team's Turn Marker is on turn 1, 2, or 3, move both teams' Turn Markers forward one space. Someone called the guards, so the teams need to wrap up the half! If the kicking team's Turn Marker is on turn 5 or 6, move both teams' Turn Markers backward one space.
4
STRAY PONY: A loose pony gallops across the street. Each player on the Line of Scrimmage must attempt a Dodge into the square directly behind them. If that square is occupied, the occupying player is pushed directly backward and remains standing. Players who fail the Dodge are Knocked Down and make an Armour roll at +2 (+1 cobblestones, +1 trampling hooves). Players with ST 5+ automatically succeed, as the pony avoids them.
5
HIGH KICK: One Open player on the receiving team may immediately be placed in the square the ball is going to land in.
6
CHEERING FANS: Both Coaches roll a D6 and add their fan factor. The first Block Action performed during the Coach with the highest roll’s next Turn receives an additional Offensive Assist. If both Coaches roll the same, both will receive this benefit during their next Turn.
7
BRILLIANT COACHING Both Coaches roll a D6. The Coach with the highest total, or both Coaches in the result of a tie, immediately gains a free Team Re-roll for the Drive ahead. If this free Team Re-roll has not been used by the end of the Drive, it is lost.
8
CHANGING WEATHER! Immediately make a new roll on the Weather Table. If the new result is Perfect Conditions, the ball will Scatter (3) in the air before it lands.
9
POTION PEDDLER! A roaming merchant hands out free samples. Each team gains one Magic Potion, usable immediately by a player on the pitch or after the drive on KO’d or injured players.
10
CHARGE! The Coach of the kicking team selects up to D3+1 Open players on their team. The selected players may then be activated one at a time, exactly as if it were their team’s Turn, and perform a free Move Action. One of the selected players
may instead perform a free Blitz Action, one may perform a free Throw Team-mate Action, and one may perform a free Kick Team-mate Action. If a selected player Falls Over or is Knocked Down during their activation, no further selected players can
be activated, and the Charge ends.
11
IT’S A BOMB! Each Coach rolls a D6 and adds their Fan Factor; the team with the lower total is targeted. On a tie, the bomb is a dud. Randomly determine a target player on the pitch and resolve an accurate bomb as if thrown by a player with Bombardier. The bomb may be caught and thrown as normal. Resolve all knockdowns and injuries before play continues.
12
RIOT: Both Coaches roll a D6 and add their Fan Factor. The Coach that rolled lowest, or both Coaches in the result of a tie, randomly select one of their players on the pitch. The selected players are immediately Placed Prone and become Stunned.
Street Bowl Injury Table
2D6
2D6 Stunty
Injury Result
2-7
2-6
Stunned
8-9
7-8
Knocked-Out
10
9-10
Badly Hurt
11
11
Seriously Hurt
12
12
Dead