General
IMPORTANT: If Spike Magazine 22 with the new BB7 rules is released beforehand, there may be some adjustments to the ruleset! This will be announced accordingly by me.
Each team can have a maximum Team Value corresponding to its tier in the list below.
Each team must have at least seven players and may have a maximum of eleven players.
A team may have a maximum of four non-Lineman players; normal restrictions apply here (e.g. 0-1 Ogre for a Human team). Teams that have different Lineman positionals (e.g. Chaos Renegades, Old World Alliance, Underworld Denizens, Humans) may use these without limit according to their respective team rosters.
Rerolls cost double their normal price (a reroll in a Human team therefore costs e.g. 100,000 GP).
Inducements must be purchased already at team creation. Mercenaries, Desperate Measures, Special Play Inducements and Extra Trainings cannot be chosen. Star Players cannot be chosen by Tier 1-4 teams.
Tier 1 (total budget max 640,000; max 40k for skills): Amazons, Dark Elves, Humans, Lizardmen, Old World Alliance, Skaven, Underworld, Wood Elves
Tier 2 (total budget max 670,000; max 70k for skills): Elven Union, High Elves, Imperial Nobility, Necromantic Horror, Norse, Orcs, Shambling Undead, Vampires
Tier 3 (total budget max 710,000; max 110k for skills): Bretonnia, Chaos Dwarves, Chaos Renegades, Slann
Tier 4 (total budget max 740,000; max 140k for skills): Black Orcs, Chaos Chosen, Dwarves, Gnomes, Khorne, Nurgle, Tomb Kings
Tier 5 (total budget max 780,000; max 180k for skills): Goblins, Halflings, Ogre, Snotlings
Each team can gain additional skills according to the following rules:
The following special rules from Spike Magazine 17 apply (all players receive copies on site):
Illusionary Balls: Gnomes love nothing more than playing tricks on their opponents - especially during a Blood Bowl game. There is hardly anything more satisfying than watching an opposing player run into the end zone for a touchdown, only for the ball in his hands to dissolve with a quiet "Puff!" into a cloud of magic smoke.
All games of the Fey Forest Cup use the following special rule: Whenever a team kicks the ball, the coach of the kicking team performs two deviation rolls instead of one after placing the kick. Place a ball in each square that each of the two balls deviates to. Note that both balls - as usual - remain in the air until after the kick-off event is resolved, and then bounce normally once they land. If a ball lands in the same square as the other ball, the ball that landed last immediately bounces on.
A player can never carry two balls at the same time. If a player who is already carrying a ball enters the square of the other ball, or if the other ball lands in his square, that other ball immediately bounces away. This does not cause a turnover, since the player neither attempted to pick up nor catch the second ball.
Whenever a player attempts to pick up a ball, pass, catch or hand-off a ball, or score a touchdown, he must first roll a D6. On a 1, it turns out that the ball was merely an illusion and dissolves into a cloud of magic smoke! This player's activation ends immediately, but no turnover is caused. If a ball disappears this way, the other ball is the real ball, and this special rule no longer applies for the rest of this drive. At the start of the next drive, however, it applies again.
The Hidden Forest Weather Table applies.
The Gnomish Trickery Kick-Off Event Table applies.
We play in a Swiss system:
In case of a tie, the following tiebreakers apply: 1. Touchdown difference, 2. Casualty difference, 3. Number of Touchdowns, 4. Number of Casualties.
Registration is done via Tourplay. Since the rules (e.g. regarding Lineman positionals) cannot currently be perfectly represented on Tourplay, please send me an email with your roster if it doesn't quite fit on Tourplay. Roster submission deadline: 19.3.2027. The participation fee is 10 Euro.
(APPROVED - Twyllenimor 05.08.2026)
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