The Scotts Valley Blood Bowl League uses the following modifications:
Outside of crush results, Star players may never be retired.
| Team | May Hire |
| Halfling | Human, Treeman, Wood Elf |
| High Elf | Human, Wood Elf |
| Khemri Undead | None |
| Skaven | Chaos, Goblin |
| Vampire | Undead |
At the start of every tournament, any non allied player with 51 or more
SPPs will not play in that tournament until the Hold Out Fee is paid.
Once the Hold Out Fee is paid, they player will play the remainder of the
tournament. Non allied star players are subject to this same rule
(SPPs = Cost / 1000 gps). Non allied star players will charge a hold
out fee if they are hired during a tournament.
| SPPs | Hold Out Fee |
| 51-100 | 25,000 GPs |
| 101-150 | 50,000 GPs |
| 151+ | 100,000 GPs |
Allied players charge appearnce fees. The SVBBL uses the following
Appearance Fee rate:
| SPPs | Appearance Fee |
| 51-100 | 15,000 GPs |
| 101-150 | 25,000 GPs |
| 151+ | 50,000 GPs |
Unicorn Star players are treated as non allied players (for the purposes
of Apperance Fees ONLY) and thus charge Hold Out Fees, not Appearance Fees.
| SPPs | Title | Rolls |
| 0-10 | Rookie | None |
| 11-20 | Experienced | One |
| 21-50 | Veteran | Two |
| 51-100 | Star Player | Three |
| 101-200 | Star Player | Four |
| 201-300 | Star Player | Five |
| 300-500 | Star Player | Six |
| 501+ | Star Player | Seven |
| Weapon | Cost | Teams used by | Penalty Roll |
| Chainsaw | 60,000 | Chaos, Dwarf, Goblin, Human, Norse, Orc, Undead | 8+ |
| Blunderbuss | 30,000 | Chaos Dwarf, Dwarf | 10+ |
| Poison Dagger | 10,000 | Amazons, Dark Elf, Lizardmen, Skaven | 10+ |
| Explosive Bomb | 40,000 | Chaos Dwarf, Dwarf, Goblin | 8+ |
| Stink Bomb | 20,000 | Goblin, Snotling | 8+ |
| Pogo-stick | 20,000 | Goblin | 10+ |
Racial Specific Rules:
| Race | Ability | Own turn only |
| Amazon | See Human | True |
| Bretonnian | See Human | True |
| Chaos | Once per match, fire a Warp Bolt. Roll 1D6. On 2+ the victim is injured, roll for injury. On 1 the spell misfires - roll again - on 1-3 the Chaos Sorcerer is destroyed, on 4-6 he misses the next match. | True |
| Chaos Dwarf | Once per match, causes an earthquake centered on a square. Roll 1D6. Anyone in target square is knocked over on 3+, adjacent players are knocked over on 5+. Roll for injury on players knocked over. | True |
| Daemon | See Chaos | True |
| Dark Elf | Every time a weather roll is made, roll 1D6. On 2+ the Sorceress chooses
the weather.
Once per match, cast a bolt of lightning on a player. Roll 1D6. The player is knocked over on 4+. If knocked over, roll for armour and injury as if hit with Mighty Blow. |
True |
| Dwarf | See Deathzone Playbook | False |
| Goblin | Costs 75,000 gps.
Once per match, cast Hand of Mork on a own player. Roll 1d6. The player is moved that number of squares, ignoring tackle zones and occupied squares. |
True |
| Halfing | See Deathzone Playbook | False |
| High Elf | Take twice as many special play cards. After looking at them, discard down to the correct number of cards. Two or more Magic Items may be taken, provided only one is kept. | False |
| Human | See Deathzone Playbook | True |
| Khemri | Same as Undead, except resurrects Skeletons instead of Zombies. | False |
| Lizardman | Skink Shaman 75,00 gps
Once per match, cast ZAP! spell (see Human Wizard spell in Deathzone Playbook). Slann Mage Priest 150,000 gps See High Elf |
True/False |
| Minotaur | See Human | True |
| Norse | See Human | True |
| Ogre | See Human | True |
| Orc | Once per match, cast Hand of Gork on a own player. Roll 2d6. The player is moved that number of squares, ignoring tackle zones and occupied squares. | True |
| Skaven | Once per match, cast Death Frenzy. At the start of a Skaven player's move roll a D6. On 2+ the player takes two actions one after the other. On 1 the player dies immediately. | True |
| Snotling | After the special play card roll at the start of the match take D3 extra Dirty Tricks. (thanks to Simon Danielsson www.mtek.chalmers.se/~m96simon/bloodbowl/bb_teams/snotling.html) | False |
| Treeman | See Human | True |
| Undead | See Deathzone Playbook | False |
| Vampire | See Human | True |
| Wood Elf | Sorceress has the same ability as two apothecaries. The Wizard works his spells from a distance and can heal in circumstances where the apothecary may not be able to operate (crowd injuries). | False |
| Chaos Champion | Chaos Warrior |
| Vampire Count | Vampire |
| Chaos Mutant | Chaos Warrior (or Beastman depending on model) |
| Dwarf Dragon Slayer | Slayer |
| Bretonnian Grail Knight | Questing Knight |
| High Elf Dragon Prince | Dragon Warrior |
| Lizardmen Temple Guard | Saurus |
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Position |
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| Dirty Dan | Goblin | 6 | 3 | 3 | 7 | Dodge, Dirty Player, Stunty | 70,000 |
| Grit Smelly | Snotling | 5 | 1 | 3 | 6 | Block, Dodge, Leader, Midget, Pro | 50,000 |
| Geargrinder | Cyborc | 3 | 5 | 2 | 9 | Block, Mighty Blow, Stand Firm | 125,000 |
| Highelm Lyrpade | Wood Elf Line Elf | 7 | 4 | 4 | 7 | Block, Pass Block | 125,000 |
| Hthark The Unstoppable | Chaos Dwarf Bull Centaur | 6 | 6 | 2 | 10 | Block, Break Tackle, Sprint, Sure Feet, Thick Skull | 180,000 |
| Lewdgrip Whiparm | Chaos Warrior | 5 | 4 | 3 | 9 | Pass, Sure Hands, Tentacles | 135,000 |
| Skreet | Linerat | 7 | 4 | 3 | 7 | Block Dodge, Guard, Leap | 145,000 |
| Slarga Foulstrike | Beastman | 6 | 3 | 3 | 8 | Dirty Player, Extra Arms, Horns | 105,000 |
| Snoti Snotson | Snotling | 6 | 1 | 3 | 5 | Dodge, Midget, Right Stuff, Sprint, Sure Feet | 50,000 |
The player is so "distracting" that any opposing player within 3 squares
of her must subtract -1 from any pass or catch roll.
Additionally any opposing player that attempts to block the "Flasher"
must first roll 2-6 on a singe die. If a 1 is rolled, that player's
action ends, but a turnover does NOT occur.
Additionally once during the "Flasher's" action she may Flash one opposing
player who is an adjacent square. Roll 1 die: if the score is greater
than the victim's Agility, then the victim is "distracted" and loses his
tackle zone.
Flash may only be used if:
If a player with the Flash skill is transferred to another
team, that player loses the flashing skill. The player immediately
gains another skill or trait that would normally be available to that position
on a doubles roll.
1) Each coach must roll a d6 for each player on his team who has 25 or more SPPs (or is a Star Player):
| 1d6 | Result |
| 1-3: | Retire or Leaving the Team |
| 4-6: | Stay with team |
Retiring: Remove the player from the roster. You may add
him (for free) as an assistant coach.
Leaving the Team: You may pay 1d6 * 10,000 gps to keep the player
on your roster. If you do not, remove the player from the roster.
A player who has retired/left the team may replaced (for free) if that player's Race and Position exists on the teams standard list.
2) Players who have left the team now participate in the Crush.
All coaches may bid on players participated in the Crush. However
teams will only allow certain
races to play on their teams. Any money spent on players that
are not allowed on the play on the team is lost, along with the player.
Players are bid on 1 at a time. The starting bid value for a player is 1d6 * 10,000 gps. The order of players to be bid on in the Crush is:
The following rules were originally created by James C. Jamieson. They have been modified to fit the SVBBL environment.
One player on the Rotters declared the Champion. The Champion has the Foul Appearance skill (in addition to his other normal skills) as listed in Death Zone.
All non champion rookie Nurgle players start at FA (Foul Appearance) 0.
Beastmen at FA 0 do not have horns.
Daemons are treated as the same as the Champion (they do not advance in the rot), however, they are not considered the team's Champion.
If the Champion is killed, another active non daemon player becomes the Champion. Their rot progression immediately stops. However, any effects of the rot acquired before becoming the Champion remain.
FA 0 are treated as if they did not have the Foul Appearance skill.
FA 1+ are treated as if they ahd the Foul Appearance skill with the following modification: Opposing players wishing to block a player with Nurgle's Rot must first roll greater than or equal to the Rotter's Foul Appearance level. A roll of a 1 always fails. On a failure, that player's action ends.
During the post match sequence before the allocating SPPs roll 1d6 for every non champion player on the team. If the result is less than or equal to the FA level of that player, the players FA level is increased by 1. A roll of 1 always results in a FA level increase. If the player has the Regeneration ability he may attempt to make a regeneration roll. If it is successful, he loses a FA level. The regeneration roll takes places AFTER the FA increase roll. Any effects of the previous FA increase are still kept.
Foul Appearance Table
| FA Level | Effects on Player |
| 0 | Skin discolors. No effect |
| 1 | Pustules break out all over skin. -1 AV |
| 2 | Skin rots. Additional -1 AV |
| 3 | Gains Horns |
| 4 | Eyes grows together. -1 AG |
| 5 | Feet grow claws. -1 MA & gain Claw |
| 6 | Plays only one more match, -1 MA, -2 ST, and -1 AG |
If a Rotter Badly Hurts or Seriously Injures an opponent and it is not Regenerated or Apothed roll 1d6. On a 1, the victim is infected with Nurgle's Rot, becomes FA level 1, and immediately loses one point of AV. At the end of the match the player joins the Rotters.
The following players are immune to Nurgle's Rott: