Participants:
- Dan “dittka” Boyd
- HardyRoach
- King_Ghidra
Let’s take a look at what’s in the FAQ!
The November 2022 FAQ
Low-Cost Linemen
- Journeymen Linemen on a team with the Low-Cost Linemen rule are clarified to NOT add to the team’s CTV.
HardyRoach: Seems like a no-brainer, to me, but yeah good to have it in writing.
Rushing and Jumping
- A player with no MA remaining who wishes to jump over another player must Rush twice to do so. If they fail, then they Fall Over in the square they’re in rather than the target square.
HardyRoach: It’s the case with Leap, so it makes sense.
Arguing the Call and Bribes
- When a player is sent off, Arguing the Call happens before Bribes, if any. Additionally, rolling a 1 for Arguing the Call will only stop the coach from using a Bribe on that send-off, not future send-offs.
HardyRoach: Yeah agreed, I feel like the rules are fairly clear that this is in the intent, even if the wording is a little vague. But it is always good to prevent rules lawyer sneakery.
Credit: Robert "TheChirurgeon" Jones
Dauntless
- A player with Dauntless must continue with the block even if they did not roll the desired outcome on the Dauntless check.
Animosity
- A player with Animosity performs the check immediately before the Pass or Hand-Off, not at the start of their activation.
HardyRoach: It feels kind of arbitrary whether rules work this way, or in the Foul Appearance way. But I like it more this way, so I’m not complaining.
Ball & Chain
- The coach of the Ball & Chain player performing the Block action gets to decide which dice to use when Blocking a member of their own team.
HardyRoach: Yeah dunno why this would be necessary, I guess because in the case of a Wild Animal teammate punch your opponent chooses whether to use Mighty Blow, and some may extend that logic to the entire block? Dunno. Regardless, this is good to have on paper, as I like to sometimes use Ball & Chains to reposition stunties in a relatively safe fashion.
Bombardier
- A player making a Throw Bomb Special action does NOT cause a Turnover if they Fumble the Bomb.
Honestly, I’m not sure this is a good ruling, what with the ubiquitous nature of Star Player Bombardiers these days. Goblin and Snotling coaches should be thrilled, though, as this makes Bombers and Fungus Flingers a much more viable choice in roster-building.
HardyRoach: I might be going crazy, but I swear I saw this in an earlier FAQ, as people I’ve played against have referred to it (and I went and checked). Is this just an accidental “pink” entry, or am I misremembering?
Anyway, yeah I personally think this is a little silly, as it takes away some of the riskiness of bombardiers and makes them even more worth grabbing as stars, on top of their really low cost. It also seems to interact counter-intuitively with the rule on passes, that a natural 1 is a turnover. Having said that, it certainly makes bombardiers more fun for gobbos and snots!
Correction Time!
Dan: Sports Fans, it has been brought to my attention that the wording to the Bombardier trait's entry was changed in the May 2021 Errata document. The impact of an exploding bomb was changed at that point from causing a player to be Knocked Down to causing a player to be Placed Prone. Being Placed Prone only causes a turnover if the player being Placed Prone is in possession of the ball. So, this means if any friendlies, including the bomb-thrower, are Placed prone because of an exploding bomb, you will not trigger a Turnover unless on of them had possession of the ball. Whew!
Loner and Team Re-rolls
- A Team Re-roll cannot be used to re-roll a failed Loner (X+) check.
HardyRoach: I’m pretty sure I’ve never seen anyone try to do this, but yeah. It is in writing, but then again we don’t have “don’t flick your opponent’s Wardancer off the table” in writing either, and things seem to go ok.
Credit: Robert "TheChirurgeon" Jones
No Hands and Interfering with a Pass
- A player with No Hands cannot interfere with a Pass and automatically force the ball to bounce from their square
HardyRoach: Yeah not a big impact overall, given there’s only a handful of No Hands players. But worth clarifying I think, as you could easily make an argument that a No Hands player should be able to deflect but not catch.
Pogo Stick
- A player with Pogo Stick does not suffer the -1 AG when attempting to Leap away from a player with Prehensile Tail.
- Furthermore, a Pogo Stick player ignores the -2 AG to Leap away from a player using the Diving Tackle skill.
HardyRoach: Let’s not forget my favourite, the Fun Hoppa. A piece that is mostly superfluous given Snots’ considerable dodging ability, but it brings me joy. Anyway, another mundane but useful clarification.
Regeneration
- If a player successfully uses their Regeneration skill to nullify a Casualty, the player who inflicted that Casualty still gets SPP for causing a casualty.
HardyRoach: Yep! This is how people tend to play it, pretty universally.
Grak, Crumbleberry, and the Swift Twins
- If any of these Star Players’ Loner (4+) skills are modified to Loner (2+) because of a KO or Casualty result to their partner, if their partner returns to the game for any reason, their Loner (2+) skill remains as a 2+ instead of reverting back to a 4+.
Beer Boars
- Prone Norse players do not get to roll multiple times to see if they get back up if they are within range of more than 1 Beer Boar.
- If a Beer Boar stands up because of another Beer Boar, Norse players within range of the newly rejuvenated Beer Boar but not within range of the first, already standing Beer Boar, cannot test to see if they can get back up.
HardyRoach: I’m in favour of adjusting any rules that encourage irritating, cherry-picking “well actually” rules lawyering, so yeah, thumbs up.
Hit and Run
- Hit and Run can be used as part of a Blitz action.
- A player with both Hit and Run and Frenzy must fully complete their Frenzy blocks before making any Hit and Run moves.
HardyRoach: Well, at least not all Frenzy traps. They can still use Hit and Run after the second block, so if they have a safe space to move to, they can avoid it that way. But it certainly completely cuts out people trying to avoid getting within two spaces of the sideline by peacing out after the first block. Which is good, because that would have been a little silly. This way it mitigates some of the flaws of Frenzy, but not to the point of breaking it.
Estelle la Veneaux’s Baleful Hex
- A player affected by Estelle’s Baleful Hex cannot be activated at all in their next team turn.
HardyRoach: I honestly struggle to understand how you can read the rule any other way than how it’s written, but I suppose some people must have, for it to make the FAQ. Makes sense.
Petty Cash and Inducements
- The underdog team may now add gp equal to the amount that the team with the higher CTV used from their Treasury before the match to their Petty Cash.
HardyRoach: This was sorely needed, if only because the whole section in the rulebook is incredibly unclear and weird. Most leagues and tournaments just house-rule this themselves, but it’s good that it’s in the official rulebook.
King_Ghidra: I was really happy to see this as it hopefully means GW are aware that most people did not like the new system and had tried to address their issues with it. I also like the new proposal, but something about it and the bits of the related sections in the rulebook that were not changed mean it doesn’t quite add up. The preceding unchanged section still says that each team can spend money from treasury, which now contradicts the FAQ’ed section; so either that should be changed too, or a line got lost in the FAQ permitting the underdog to spend. If we take purely the FAQ as the new process, then underdogs are in a rough spot here with the overdog able to buy what they want and also dictate exactly how much they will give away in inducements.
Credit: Robert "TheChirurgeon" Jones
The Throw Teammate Backtrack
- Now, a turnover is only caused if a thrown teammate knocks down a friendly player via landing in an occupied square.
HardyRoach: “This was widely regarded as a bad move…” Yeah the original change was completely ridiculous, taking an already risky and not that effective strategy and making it entirely useless. It was just a fun-removal rule change with no upside. Good that it’s gone.
Norse Linemen in Dungeon Bowl
- Add Thick Skull to the Skills & Traits for Norse Raider Linemen on page 33 of Spike 14.
Final Thoughts
Dan: Again, someone over there in Nottingham is definitely a Goblin or Snotlings coach, because a lot of these changes and clarifications are targeted at making those two teams just a tad bit stronger. Which I think is a good thing, especially for Goblins as they rank pretty far down the list when it comes to winrates. Overall, I’m happy with this document. The change to inducements is honestly huge, and it really does a lot to make the game more fair and balanced. Great work, Blood Bowl rules team! Keep it up!HardyRoach: This was really hard to comment on without just repeating the phrase “Good clarification, makes sense”, because 90% of the updates are just that. A lot of stuff that doesn’t necessarily need to be explicitly stated, but it’s good to do so anyway for those edge cases. As you said I think Gobbos and Snots get a little boost out of this, and the changes to inducements are generally positive (though it’s still a little confusing to work out which bits have been rewritten and which haven’t).
King_Ghidra: The FAQ is now searchable! If that was the only change they had made it would be the greatest update ever. I am generally really happy they continue to spend time doing these, though I think the ratio of genuinely valid questions to “weird interpretations that defy logic, or seem to be callbacks to deprecated rules” remains not great. It has become bloated and could do with some organisation, but making it searchable has helped on that front somewhat.
Thanks for reading, Sports Fans! If you have any questions for our sideline reporters, feel free to send them on to contact@goonhammer.com and we’ll get them answered. Join us next week for more Blood Bowl coverage!
Blood Bowl November 2022 FAQ - The Goonhammer Hot Take



