Blood Bowl Errata [revision 2, 31/05/1998, now with added Death Zone] by squigger Blood Bowl has just been re-released, unchanged. Yippee! However, for all you new players who don't have WD 182, you may have some trouble... As good as the game and handbook are, some errors were made, and for some unknown reason haven't been corrected. Oh well. This is a small errata file to help those who don't already know about these things, or those who do but would like a list handy - TACKLE ZONES: Only a standing player exerts a tackle zone. A prone player does not. This is not stated in the handbook (it ought to be), but is in the introductory playsheet (page 2, just above the tackle zone diagramme). ARMOUR ROLLS: You need to roll greater than your victim's armout value to injure them, not equal to it as stated in the introductory playsheet. PUSH BACK ONTO BALL: If a player is pushed onto a square with the ball, it scatters one square. THROWING A TEAM MATE: There is an error in the throwing a team mate section. The landing modifiers given in the explanatory diagramme and on the quick reference sheet are incorrect. The modifiers in the main rules are correct (accurate pass +1, per opposing tackle zone on landing square -1). TACKLE SKILL: The tackle skill is missing from the handbook (it is in Death Zone, but is still needed until (if!) you get Death Zone). If a player has the tackle skill, then those who try to dodge out of his tackle zone may NOT use their dodge skill, nor may they use it if the player throws a block at them. MULTIPLE MODIFIERS: Only one skill may be used to modify a single dice roll. Other modifiers NOT from skills still apply. You could not apply both the +1 from Mighty Blow and +2 from Dirty Player to the same foul action. The +1 for the foul still applies. You can use two skills on the same thing as long as they don't both alter the dice roll - Strong Arm (reduces the length of a pass) and Accurate (+1 to pass) can be used together. MORG 'n' THORG: There is an error on his Star Player card - he plays only for Chaos, Goblin, Orc and Human teams, not just anyone. (corrected in Death Zone, but this is not good enough) LEAP SKILL: This is altered in Death Zone so that you CAN leap over empty squares. Not good enough. LEAGUE PLAY-OFFS: Jervis suggests that a quarter final round be used in leagues as well as semi finals for any league with more than eight teams (to stop things getting ridiculously nasty). UNDEAD REGENERATION: Jervis also suggests that in league games the undead regeneration skill be changed from a 2+ to negate injuries to a 4+, because of the unbalancing effect it has when it works too easily. This need not be altered for one-off games. These ARE OFFICIAL DECISIONS (as official as it can get without a re-write of the rulebook), and can be found in White Dwarf 182 ('Get Da Ref', by Jervis Johnson, page 33) and the Death Zone playbook (page 6, page 12) if you want to see for yourself. They ought to form a small errata sheet in the box, but you can't have everything. If you play Blood Bowl, get WD 182 and Death Zone, or download this, print it, and keep it with your BB stuff. This revision ought to be final, barring any sudden rules changes printed in White Dwarf by Jervis Johnson.