
Beach Bowl is a "light" version of BloodBowl played on a smaller pitch (9 x 20 squares) with teams of 7 players. It is played using standard LRB rules, except for the following changes.
Beachbowl is made up of two 6 turn halves, rather then the normal 8 turn halves used in Blood Bowl.
Because it is played on the beach, it is quite simple to mark out an area for a game. A Beach Bowl pitch is only 7 squares wide - 3 squares in the centre and 2 squares in each of the wide zones - and is 20 squares long rather than the usual 26.
Playing on the sand is much easier on the players but it's far too hot to wear much armour. Everybody's Armour Value is reduced by 1 but, to compensate, all injury rolls have a -1 modifier thanks to the soft sand,
A Beach Bowl team is comprised of at least 7 players. The coach MUST set up as many players as he can for each kick off, up to a maximum of 7 players for each drive. Due to the narrower width of the pitch, it is only mandatory to set up two players on the line of scrimmage, though more can be set up if desired. Only one player may be set up in each wide zone.
Teams are made up of at least 7 players and no more than 10 players, purchased initially as normal from the official teams as outlined in the LRB. The head coach has 60 gold pieces with which to choose his starting line-up. Note: All cost on the street are the Bloodbowl prices divided by 10,000. e.g. Human lineman cost 5gps, rather then 50,000gps.
All rerolls cost double but do not increase after a team is created (e.g. a human team will always pay 10 gp for a reroll). All teams start with a Fan Factor of 5 for free but can buy more.
No Secret Weapons are allowed.
All players have the Animosity trait. Starting teams may hire two linemen or one positional player from an allied race (see below) but can add more later if they're lucky.
Use this spreadsheet to design your team.
Fan rolls are the result of 2d6+fan factor - not multiplied by anything!
Star players, special play cards and wizards are not allowed.
Journeymen work the same way they do in LRB 5.0, though may be even more important to a Beachbowl team. You will often see a coach wandering around the sunbathers just before kickoff trying to find some local 'talent'.
There are SIX turns per half
Long Bombs, even if accurate, scatter like a Hail Mary Pass.
Everybody's AV is reduced by 1
All injury rolls have a -1 modifier
There are no injuries. A result of 8-9 on an injury roll is a Minor KO while a 10+ is a Major KO. Minor KOs can return to the game on a 3+ while Major KOs only return on a 5+ at the start of each drive.
KOs count as casualties for SPP.
Beach Bowl players cannot improve stats and can only choose from normal or double skills.
No money is earned from BeachBowl games - it's all about bragging rights.
Roll a D6 after each game to see how your Fan Factor changes. On a 6+ your fan factor increased but on a 1- it decreases.
Roll D6 for Fan Factor | |
| Target: | 6+ to increase, 1- to decrease |
|---|---|
| +1 | if you won the game |
| -1 | if you lost the game |
| +1 | if you scored more than 2 touchdowns |
| +1 | if the caused more than 2 knockouts |
If the end result is higher than 6 then your fan factor increases by more than 1
| Effect of Fan Factor roll | |
|---|---|
| 9 | +4 fans |
| 8 | +3 fans |
| 7 | +2 fans |
| 6 | +1 fan |
| 2-5 | No change |
| 1 | -1 fan |
| 0 | -2 fans |
After each game a team can try to recruit a new player if they have fewer than 10 players in their squad. If a coach chooses, he can free up a roster slot by firing an existing player but must do so before trying to hire a replacement. If you want to hire an allied player you must declare this before making the dice roll.
Roll D6 to hire new player | |
| Target: | 6+ |
|---|---|
| +1 | if you won the game |
| +1 | if the player is on your race's roster |
| -1 | if the player is from an allied roster |
| +1 | for each full 10 points of Fan Factor e.g. a team with FF20-29 gets +2 |
Teams are allowed to hire a limited number of players from allied rosters although no team is allowed more "Big Guys" than they would normally be allowed (i.e. if you're a wood elf coach you're allowed one treeman. You can't hire a second as an allied player from a halfling team). Teams which normally have no "Big Guys" can hire one from an allied race. The only restriction is that the majority of your team must be of your main roster.
| Number of players | Maximum number of allies |
|---|---|
| 7 | 3 |
| 8 | 3 |
| 9 | 4 |
| 10 | 4 |
| Roster | Allies | Roster | Allies |
|---|---|---|---|
| Amazon | Lizardman, Slann | Lizardman | Amazon, Slann |
| Chaos | Chaos Dwarf, Dark Elf, Goblin, Orc, Skaven | Necromantic | Chaos, Dark Elf, Undead |
| Chaos Dwarf | Chaos, Goblin, Orc | Norse | Chaos Dwarf OR Human |
| Chaos Pact | Dark Elf, Goblin, Skaven | Nurgle | Chaos, Underworld |
| Dark Elf | Chaos, Undead, Vampire | Ogre | Orc, Goblin |
| Dwarf | Halfling, Human | Orc | Chaos, Goblin, Ogre |
| Elf | High Elf, Human, Wood Elf | Skaven | Chaos, Goblin |
| Goblin | Chaos, Ogre, Orc, Skaven | Slann | Lizardman, Amazon |
| Halfling | Human, Wood Elf | Undead | Chaos, Dark Elf, Necromantic |
| High Elf | Elf, Human, Wood Elf | Underworld | Goblin, Skaven |
| Human | Dwarf, Halfling, High Elf, Wood Elf | Vampire | Chaos, Human |
| Khemri | Chaos, Dark Elf | Wood Elf | Halfling, High Elf, Human |