Day 1: 14.11.2026
Day 2: 15.11.2026
Ruleset: World Cup 2027 (Season 3)
Before each match begins, one coach randomly selects a stadium where they will play:
Colosseum - The stands are very close to the field, so when a player is pushed out, they automatically receive Badly Hurt.
Kaiser's Castle - Kaiser invites players to his castle, where they play on a field made of Dwarven astrogranite. Add +1 to armour and injury rolls.
Alco-fuelled Maniacs - Fans start barbecuing and drinking hot drinks long before the match begins. Before the start of each drive, roll a D6. Do not roll according to the pass table, but roll the following:
The Bloody Swamp - So many games have been played on this field that no one can even remember how many. But the players' blood always pooled in the middle of the field, forming a swamp. Add +1 to all Dodge or Rush rolls if you make them anywhere in the middle zone of the field.
Unstoppable Force - If a player inflicts an injury on their opponent, they get a taste for blood and start attacking everyone around them. If there is any player in the cell adjacent to the attacker, roll one Block dice against them. If there are multiple players, randomly select only one player. If the second player is also injured, there is no need to continue attacking others.
Altar of the Gods - To get the ball, players on the Line of Scrimmage perform a sacred ritual: they try to tear each other's heads off. Before kick-off, each player on the Line of Scrimmage rolls a D6:
2 - Angry Locals: An angry mob of locals has arrived at the stadium looking for the town Necromancer. Unable to find the fiend, they decide they're disguised as one of the players! Both coaches roll off. The coach that rolls the lowest randomly selects one of their players from among those on the pitch. That player is immediately removed from the pitch and placed in the Reserves box, where they will hide until the end of the game, or until this weather condition is replaced by another. If the roll-off results in a tie, do not roll again. Instead, both coaches must randomly select a player to hide from the locals. If this weather condition is rolled again, this process is repeated; the locals are nothing if not generous in their misplaced suspicion of the players!
3 - Fog: A real pea-souper has descended, reducing visibility to almost nothing! While the fog persists, only Quick Pass or Short Pass actions can be attempted and the number of squares a player can attempt to Rush is reduced by one (to a minimum of 1). Additionally, the referee is far less likely to spot any foul play that occurs. Whilst this weather condition is in effect, players cannot be Sent-off for committing a Foul, even if they roll a natural double on either the Armour roll or the Injury roll.
4-10 - Perfect Conditions (well, almost): It's a bit gloomy, and there's a strong suggestion of faint voices whispering too quietly to be heard, but otherwise it's perfect Blood Bowl weather.
11 - Pouring Rain: A torrential downpour leaves the players soaked and the ball very slippery! Apply a -1 modifier every time a player makes an Agility test to catch or pick up the ball, or to attempt to interfere with a pass.
12 - Lightning: Thunder rumbles and the night sky is lit up by regular lightning strikes. At the end of every team turn, roll a D6. On a roll of 1, a single randomly selected player on the active team is struck by lightning and immediately Knocked Down. When a player is Knocked Down by lightning, you may apply a +1 modifier to either the Armour roll or Injury roll. This modifier may be applied after the roll has been made.
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