Barrel Bowl Rules V4.1
Barrel Bowl Rules V4.1
The sport of Barrel Bowl was first discovered during a Blood Bowl game between the Halfling team
The Mootland Meatballers and Goblins The Black Crag Gamblers when the bomb blast from a
particularly inept Bomma sent one of the Meatballers halftime Barrels of Bugman’s finest ale flying
into an old oak tree. The Barrel remained partially intact lest for its lid which had completely severed
and flew into a nearby village where it is said that the aerodynamic qualities of the spinning disk
were perceived as really quite extraordinary.
Unable to resist the dripping amber ale froth but his sausage length legs making scaling the tree
impossible, Farts McGuiggan the Meatballers out of favour number 9 managed to persuade Meeting
Place, the team’s Treeman to gently launch him up into the top branches under the premise to
retrieve the Barrel for the team’s halftime refreshments. After several agonising failed attempts, the
sideline spectacle drew the attention of both the crowd and the playing teams, who distractedly
looked on and cheered in celebration as Farts McGuiggan finally fell face first into the beer Barrel to
much applause.
The match now abandoned due to the rapt attention directed towards the repeated replays of the
Barrel shooting manoeuvre, a very drunken McGuiggan finally emerged hiccupping and murmuring
delirious accounts of a divine encounter with a Goddess named Unbeyay. Farts, as a witness to this
celestial intervention began drawing out the first draft of a game on a dirty tablecloth. With the help
of The Gamblers troll Spewie Louie another Barrel was cleaved of its top and launched into a
neighbouring tree. The Blood Bowl game now completely abandoned, a contes began to see who
could launch the most players into their Barrel. This continued well into the night, but a victor was
never officially announced as the sleepy troll finally caved into his hunger and tucked into the Barrel
like some kind of Gobbo yoghurt pot.
Farts McGuiggan soon set about refining the game of Barrel Bowl in The Moot where the Barrel was
erected onto a stick and later a board placed behind the Barrel to act as a target and an obstacle to
stop the Thrown players from flying into the crowd and ruining the courtside buffets. The polished
game of Barrel Bowl was then introduced to the Old World through the marvels of Cabal Vision to
much enthusiasm from sport hungry and blood thirsty fans alike. Although not nearly as successful
as Blood Bowl the sport with its beer soaked Gobbo delicacies became a staple form of
entertainment in the Badlands that doubled up as a popular fast-food establishment.
When Ogres decided to take up the sport they were soon headhunted by some of the top teams as
many of the finest athletes to grace the court, with 5-time Barrel Bowl finals MVP Bear Jawman of
The Grabbers Balls devising spectacular trademark slam dunk moves such as the Bear Jawman
Snotdrop where he would appear to walk 15 feet in the air and then come crashing down after
squelching a Gnobler face first into the Barrel.
Barrel Bowl continues to rise as a relatively new sport and has even seen some of the legends of it’s
great rival game take to the court, with Morg ‘N Thorg having a highly successful season for the
Creeveland Cavs before being lured back to the more lucrative Blood Bowl field.
The annual All-Star game is one of the most hotly awaited events of the year in the Old World with
such mega stars as Wirey Vermin and Anquititiconquo drawing huge crowds and gargantuan viewing
figures. It is certainly an electrifying time for the young sport and a great time to Yeet.
These rules are simplified and are intended for players who are already familiar with the game of
Blood Bowl using the Rules from Blood Bowl 2020. Most of the game mechanics are kept largely the
same such as Blocking, moving, and Throwing team-mates. Attempts have been made to highlight
any differences, but some rules may have been overlooked. These may be addressed in further
editions of the rules. Please feel free to adapt the game to how you see fit.
Barrel Bowl is played on a board representing a court similar to that of a basketball court with large
Barrels elevated on sticks with backboards attached behind them. The board is 9x16 squares and has
a centre line, a centre circle, a 3-point line and a restricted area. Barrel counters are placed on the
central square along the line of the end zone. You can use any marker or piece of scenery that is
suitable to represent a Barrel on a stick with a backboard. This should take up 1 square. This will
count as the scoring zone for the Barrel and a back board that Thrown team-mates may bounce off if
they hit it. A player may not enter this square.
Each team must field a maximum of 5 players and should include at least 1 and no more than 3 Big
Guys. The game consists of 2 halves of 6 turns each. Teams take turns to activate each player in their
team in the same way as a game of Blood Bowl and may Blitz and Foul once per turn.
Barrel Bowl Courts
Barrel Bowl courts are made on hard ground such as wood or stone. This was primarily introduced to
stop Treemen becoming rooted to them. Treemen have long been regarded as some of the finest 3-
point shooters in the game but were increasingly becoming more inclined towards the game of
Blood bowl due to their lack of mobility being unsuited to the fast-paced game of Barrel Bowl. The
move to hard ground courts had the benefit of holding on to more Treemen players but also had the
added bonus of providing a harder landing for the squishier players of the game, thus heightening
the viewing experience. Therefore, the following changes are made to the rules.
A failed Take Root roll will result in the Treeman being rooted for just the turn they failed the roll on
and may move the following turn if they do not roll another 1.
Any player landing badly on the ground from a Throw Team-Mate, Slam Dunk, Alley Oop or Tip in
action will apply a +1 Modiefier to the armour roll.
Barrel Bowl courts are located indoors so that weather does not interfere with the game. Therefore,
a weather table is not used.
Barrel Bowl has long been a sport championed by those of high stature who are geographically
paired with lesser and more aerodynamic beings. Ogres are indeed the athletes most suited to the
game and are counted in the hall of fame as many of the most famous and successful players.
The life of a ‘Yeet’ or ‘Yeetman’, that being the Stunty players who are hurled into the Barrels to
score points, are often short lived and riddled with injuries. Luckily Unbeyay the God of Barrel Bowl
looks favourably among these pint-sized heroes and rewards them generously in the after world.
However, as a Barrel Bowl coach it is always a good idea to stock up on a lot of Yeets and to not get
too attached to them.
The following teams are available for Barrel Bowl. Player profiles may be sourced from the Blood
Bowl Second Season rule book. Note that every Ogre player must add the Always Hungry trait. A
team can consist of a maximum of 16 players and can include 1-3 Big Guys.
Rerolls 70k
Badlands Teams
Rerolls 70k
A Chaos Renegade team may include up to three Big Guys chosen from among the following:
Reroll 60k
Reroll 60k
Rerolls 60K
Roll a dice or flip a coin. The winner gets to decide if they want to make the Starting Yeet one of
their players. The Yeet acts as the ball in the game and will be explained in more detail later. Having
a starting Yeet will give the team the advantage of having 1 extra player on the court for the first half
of the game and potentially a ‘ball’ that they have more control over, however it could most
certainly result in the player being beaten to a pulp.
Each team sets up 5 players on the court. The Team with the Starting Yeet sets up first. You must set
up 1-3 Big Guy players. Players set up their 5 players anywhere in their defending half of the court
with the exception that 1 Big Guy per team must be set up in the centre circle for the Tip-off (see
diagram above for Tip-off squares) No other players may be placed in any squares that are inside the
centre circle.
The Tip-off
During the Tip-off the Yeet is Dropped from above onto the 2 Big Guys positioned in the centre. The
Starting Yeet is placed temporarily at the side of the court. To determine the outcome of the Tip-off
both players must roll a D6 and Block Dice equivalent to the strength difference between the 2
players i.e. both roll 1 block dice if their Strength value is the same, one player rolls one dice if their
strength is lower than the other player and the player with the higher strength value rolls 2 dice. If
one player gets more Pow results on the Block dice than the other (ignore all other results) they may
knock the player down as if Blocking the player. They may apply Modiefiers such as Mighty Blow and
Claw. If any player manages to beat or equal their agility with the D6 then they manage to Tip-off the
Yeet. A player can knock another player down or be Knocked Down themselves and still manage to
Tip-off at the same time. If both players manage to beat their agility, then the player with the
highest D6 result will Tip-off. If both players beat their agility and the D6 result is a tie, then neither
player manages to Tip-off.
If a player wins the Tip-off then use the Throw-in template from the point of the player tipping-off
with the centre arrow pointing in the direction towards their defending Barrel, roll a D6 to
determine the distance the Yeet will travel. The Yeet must make an agility roll to try and Land Safely.
This is explained later in Landing.
If neither player wins the Tip-off, then treat the Yeet as if he was Dropped by the player who rolled
the highest on the D6 and Scatter once to place the Yeet. This is also explained later in Landing.
During a Tip-off the Yeet may not be caught by either of the players tipping-off but may be caught by
any other Big Guy. If the Yeet lands in the square of a player tipping-off, then repeat the Scatter until
the Yeet lands in an unoccupied square.
The team whose defending half the Yeet landed in wins the Tip-off and will be the team who starts
their turn first. At the start of the second half the team who did not win the Tip-off will start the
second half in possession of the Yeet but will only be able to field a maximum of 5 players. The Yeet
is placed on a square somewhere along the back court line, set up in the same way as is explained
later in Setting Up After Scoring.
Throw-ins
Barrel Bowl fans like to sit very close to the action. Although they are just as violent towards the Big
Guys as any Blood Bowl crowd, there is a certain etiquette towards the Yeetmen and a desire to
keep the Yeet moving, so to speak.
Any Stunty player with the Right Stuff skill who leaves the court during play will not be beaten up by
the crowd but will be Thrown back in using the Throw-in template and a D6 to determine the
distance. Players Thrown in must pass an Agility test to attempt to Land Safely. See Landing.
A Throw-in will not cause a Turnover unless the player was Knocked Down from a Block by the
attacking team before being pushed into the crowd. If a player enters the crowd from being Knocked
Down from a Block then resolve the Block as normal before Throwing the player back onto the court.
Any Big Guy players who are pushed into the crowd will be treated in the same way as in the Blood
Bowl 2020 rules.
The Yeet
Any player with the Stunty trait may be the Yeet. The Yeet is the active player who counts as the
Barrel Bowl ball when scoring Barrels (like baskets in basketball). Only 1 player at a time can be the
Yeet. To be the Yeet you must be in possession of the flag, use a suitable icon in the same way as you
would a ball in Blood Bowl. A flag can be passed to another friendly player in the same way as a hand
off, although you need not roll to Catch the flag. The flag however cannot be Thrown like a ball. If
the Yeet is made Prone, then they continue to be in possession of the flag. The flag can be taken
from a Prone player by another player entering their Tackle Zone providing the player is active and is
not Prone. Therefore, to take the flag from an opposing Yeet the Yeet must first be Knocked Down.
A team is said to be in Possession of a Yeet when either or both criteria are met
The Yeet is one of their players and is not Stunned, KO’d, or injured
They were the last team to handle the Yeet from carrying, Throwing, or attempting a dunk
Ogres have long been fond of casually eating on the little guy. Where this tendency might be kept
more in check on the Blood Bowl pitch, in the world of Barrel Bowl where the Big Guys can get their
giant mitts on a whole buffet of beer-soaked international cuisine however, it seems that they have
fallen off the wagon. In Barrel Bowl all Ogres adopt the Always Hungry trait.
Due to the fact that any Stunty player can be a Yeet, it is likely that at some point a Stunty player will
find themselves in the clutches of an opposing player with the Always Hungry trait. Therefore, the
Really Hungry trait applies to any Stunty player not just Goblins. In the event that one of your Big
Guys “eats the Yeet” then you must nominate one of your remaining players as the new Yeet. If the
Yeet was an opposing player then this will cause a Turnover and the opposing team may nominate
one of their players to be the new Yeet. However, eating an opposing player will award your player
with 2 SPP as if causing a casualty.
If tragically one of your Stunty players dies, then you may sell them to a Troll or Ogre spectator.
Trolls and Ogres love to eat Yeets especially if they have been dunked in Bugman’s. You may redeem
10k for any dead player at the end of the game. If by any chance the payer was Thrown into a Barrel
of Bugman’s due to the Tip-off table result (see below), then the player is worth a whopping 100k.
Sadly living Beer soaked Yeets are not willing to sacrifice themselves for such culinary delights.
Scoring a Barrel
The winner of the game is the team that scores the most Barrels. To score a Barrel the Yeet must
land on the Barrel square either from a Throw Team-Mate action or a Slam Dunk action. Barrels are
worth 2 points because, well because they just are. Unless of course you can Throw the Yeet in the
Barrel from outside the 3-point line, then they are worth 3-points!
Sudden Death
If a winner is needed to progress, such as if the game was played in a tournament and the game
ends in a tie, then the game goes into Sudden Death. Set up as usual for a Tip-off and roll to see who
can nominate one of their players to be the Yeet. However, do not roll on the Tip-off Table. Continue
taking turns until 1 team scores a Barrel and wins the game.
Each Big Guy may perform a Throw Team-mate action once per turn providing they have the Throw
Team-Mate trait and the player being Thrown has the Right Stuff trait. Due to games of Barrel Bowl
being played indoors there is no wind to alter the course of the player. This has led Barrel Bowl
players to refine the way little people are hurled about. Normal BB2020 rules apply for Throw Team-
Mate actions, with the following changes made.
• If a player is Thrown the distance of a Quick Throw, then they will only Scatter twice instead
of the usual three times.
• If the Throw is a Superb Throw due to the Passing Ability test being passed or the roll is a
natural 6 then the Throwing player may choose to Reroll one of the Scatter directions when
Scattering the player. Note that a player using the Aerodynamic skill may also Reroll one of
the Scatter directions. However, you may never Reroll the Scatter direction twice.
An additional difference to the Blood Bowl 2020 Rules is that in Barrel Bowl you may Throw a player
from the opposing team. If the player is standing, then you must first roll a D6 to see if the player
struggles free. If the roll is a 1 then the player attempting to use the Throw Team-mate trait loses
their activation and the player that they were attempting to Throw remains in the same square. If
the D6 was a 2+ then apply an additional -1 Modiefier to the Throw to account for the struggling
Yeet. Additionally, if the Throw is Fumbled by rolling a natural 1 then the opposing player gains a +1
Modiefier when rolling to Land Safely.
A player can use the Throw Team-Mate trait to shoot a Yeet at the Barrel. As explained above, If the
Throw is a quick Throw, then the Yeet will only Scatter 2 times. A Barrel is scored if after Scattering,
the Yeet lands on the square which is occupied by the Barrel. If after Scattering, the Thrown Yeet
lands on the Barrel square then a Barrel has been scored. Make a landing roll as usual and do not
apply a +1 Modiefier to the armour roll if the Yeet did not land. When Scattering, if the Yeet were to
Scatter in a direction that is either directly towards the backboard or diagonally to either side of it,
then the Yeet will bounce off the backboard. Use the Throw-in template directly away from the
backboard and roll to see which direction the Yeet will rebound. Roll a D3 to see how many squares
the Yeet will bounce back. If the D3 result is a 1 then the Yeet will fall into the Barrel and score.
Landing
A player may attempt to Land Safely if the player was standing and had not lost their Tackle Zone,
and if the player lands in an unoccupied square or in a Barrel. To Land Safely, the Thrown player
must pass an Agility test and apply the following Modiefiers.
A Big Guy can attempt to Catch a Stunty player providing they did not fumble or drop the player and
if the Player is going to land in the square of the Catching player or an unoccupied square in their
Tackle Zone (as if using the Diving Catch move). To do this the Catching player must test against their
agility applying the following Modiefiers.
If a player successfully Catches the player, then the caught player automatically lands safely and can
be placed in an unoccupied square of the Catching players Tackle Zone. The coach who made the
Catch may choose the square.
If a player fails a Catch, then they lose their activation for that turn. If the player has already been
activated during the turn, then a Turnover is caused.
A Big Guy may also walk whilst carrying a Prone or standing player with the Stunty trait once per
activation, the player does not need to have the Right Stuff trait to be carried.
If the carrying player has the Always Hungry trait then they must make a roll for this when they
begin to carry the player. If the roll is passed then the player may be carried, if the roll is failed then
roll again to see if the player is eaten, if the roll is passed then the player is Dropped and may
attempt to Land Safely if they are standing and haven’t lost their Tackle Zones.
The player being carried must begin in one of the Big Guy’s Tackle Zones. Every time the Big Guy
moves into a new square you must move the carried player into a free square in one of the Big Guy’s
Tackle Zones (similar to the Grab skill being used). A carried player cannot be moved into a new
square unless the player carrying them also moves into a new square. At the end of the carrying
player’s turn the carried player is put down and will be treated normally as a standing or Prone
player. They do not need to do an agility test to Land Safely.
A carrying player can dodge in and out of Tackle Zones as they move when carrying the player and
need not apply any additional Modiefiers. If they fail a dodge and are Knocked Down then the player
is Dropped. A player being carried does not need to dodge when being moved in and out of Tackle
Zones.
A player may pick up and carry the player and perform a Slam Dunk (see below) or Throw Team-
Mate action.
The carrying player may perform a Blitz when carrying the player and is able to do this before
performing a Slam Dunk but may not Blitz and then perform a Throw Team-Mate action, however
the player is not allowed to carry and then stop carrying the player before performing the Block
action from the Blitz and must roll a d6 before rolling the Block dice. On a 3+ the carried player can
continue moving with the player if they wish, on a 1 or 2 then treat the player as if he was Fumbled
from a Throw Team-mate action before performing the Block action from the Blitz. You may not use
the carried player to gain an assist when Blitzing even if the player was Dropped before the Blitz and
landed safely in a position that would mark the player being Blitzed.
Some actions may result in a player with the Stunty trait being Dropped or Fumbled. If a player is
Dropped use the Scatter template to determine the square the dropped player will attempt to Land
Safely. If the player lands on a square that is occupied by another stunty player then the player
occupying the square is Knocked Down and an armour roll and possible injury roll is made against
them even if they were already Prone or Stunned. The player will then Scatter once from this square
and will automatically land badly in the square that they land in. If the player lands in another square
that is occupied by a player, then repeat the process above.
Note that if a Slam dunk is failed then the Yeet will automatically fail their landing.
Rebounds
A Big Guy may Catch a Yeet after a rebound providing the Yeet is going to land in the Big Guy’s
square or in one of his Tackle Zones. If the Rebound is successful award 1SPP to the Catching player.
You may additionally attempt to Intercept a Thrown player using the same rules for intercepting a
ball in Blood Bowl. If a Thrown player is successfully caught from an interception, then they
automatically Land Safely and are placed in one of the Catching players Tackle Zones. The player
making the interception may choose which square to place the player providing that the square is
unoccupied.
Slam Dunk!
A Big Guy may attempt to slam dunk the Yeet into the Barrel. To do this the Yeet must be in a Big
Guy’s Tackle Zone. The Big Guy must also be stood in a square adjacent to the Barrel and must make
an Agility Roll with the following Modiefiers.
If the dunk attempt is unsuccessful then the Yeet is Fumbled and will automatically land badly. If the
Slam Dunk is successful, the Yeet must make an armour roll to check he is not injured from being
slammed violently into a Barrel.
Note that a player need not have the Throw Team-mate trait to attempt a slam dunk and the Yeet
does not need to have the Right Stuff Skill. In fact, this is the only way that Lizardmen Teams may
score Barrels.
A Yeet may be slam dunked when they are caught by a Big Guy who is standing in a square that is
adjacent to the Barrel. To do this they must first successfully Catch the Yeet and then successfully
dunk them. This can happen at any time regardless as to whether the dunking player has been
activated or not. You can perform the move after the Scatter process of a Throw Team-mate action
providing the Yeet finishes Scattering in one of the Big Guy’s Tackle Zones. You can also perform the
move once a rebound has travelled the full distance of squares.
Rejection Blocks!
If a Big Guy is being marked by another Big Guy when they attempt a Slam Dunk, then the opposing
Big Guy may attempt to jump up and swot the Yeet from the air to stop them going into the Barrel.
To do this they need to do an Agility roll and apply a -1 Modiefier. A rejected Yeet will Deviate from
the Big Guy performing the Rejection Block in the same way as a Wildly Inaccurate Throw.
In times of desperation the Yeetmen are known to stand on each other’s shoulders so that they can
“dunk” one of their kind into the Barrel. This is an incredible spectacle when pulled off, but in all
honesty very rarely achieved.
To perform a Leaning Tower of Yeet the Yeet must be one of their players and they must have 4
stunty players from their team including the Yeet standing in the Restricted Area. When the last
player has moved into the Restricted Area you may declare the action. Each of the 4 players must do
an Agility roll with a -1 Modiefier for each opposing player that is also in the Restricted Area. Team
Rerolls may be used once for each of the Agility rolls. If successful the Yeet will automatically Land
Safely in the Barrel.
Time Out
Each team has one Time Out per half. A Time Out can occur after a Barrel has been scored. To use
your Time Out you must first declare that you are going to use it. You may then remove players to
place in their respective boxes in the dugout and substitute players providing that you do not exceed
the 5 player limit or 6 players if it is the first half and you started with the Yeet. Not that you may
wish to field no Big Guys to reserve them for later. Additionally, you may roll to see if players will
recover from a KO. You may also do this for a player who is currently on the court and was KO’d and
has not incurred any additional injuries. You may also treat any Stunty players with an Apothecary if
they have not yet been treated. If a Time Out is used, then the Time Out rules are also applicable to
the opposing team.
Arguably the greatest Barrel Bowl player of all time Ogre power forward Bear Jawman of the
Grabbers Balls once commented that “A good Yeet never gives up, even when he’s dead”
Stunty players that are injured or KO’d remain on the court until removed at half time or from a
Time Out. These players will remain Prone but can still be carried and dunked by Big Guy players and
if they have the Right Stuff trait can still be Thrown using the Throw Team-Mate trait. They can also
suffer additional injuries whilst they are Prone. If a player becomes Badly Hurt then the next time
they are injured they must roll a D6 and consult the following table
1-2 Serious Injury NI and MNG (add more NIs for subsequent rolls)
6 Dead
Continue to tally up injuries on your Stunty players until they are Dead.
Stunty players that are Prone due to injury or are Knocked Out may be set up after a Barrel is scored
in their team’s defending half as usual but continue to be Prone.
If a Big Guy is injured, then they are instantly removed and placed in the Dead and Injured section of
the Dug Out. If a Big Guy is KO’d then you may roll a D6 at the start of each turn to see if he will
recover. If the result is a 1-3 then the player remains KO’d, if the result is a 4-6 then the player
recovers and is changed to Stunned. You may choose to remove a KO’d big guy as soon as he is KO’d
or you can choose to keep him Prone on the court. However, you will not be able to use a
Bloodweiser Keg inducement on that player and the player risks the chance of being fouled.
A team can choose to bring on injured Stunty players during the second half if they are unable to
field a healthy player, simply place them Prone in the teams defending half. If they have a healthy
player in reserves, then they must field this player instead of an injured player. If a team is unable to
field any healthy Big Guys, then they may choose to forfeit the game. A team must wait to forfeit
until either half time or after a Barrel has been scored.
Apothecaries
Naturally a game of Barrel Bowl can result in many a broken Yeet. In addition, Big Guy players can
become extremely valuable and very hard to replace. Therefore 3 Apothecaries can be hired by a
team.
An Apothecary can be used on a Big Guy immediately after they have been KO’d or injured. You may
not use the Apothecary on this player again for the remainder of the game. If using an Apothecary
on a Stunty player during play, i.e. not during a Time Out or at the end of a half, then you may only
use them on players that are not currently the Yeet this is because the player needs to be removed
from the court to use an Apothecary. An Apothecary can either be used straight after an injury has
occurred or during a Time Out or at Half Time. The Apothecary can only be used to heal one injury
that has occurred during the game. For instance, the Yeet currently has suffered a broken neck and
is also dead. Your Apothecary could try and fix his neck, but the player would still be dead so
probably best to treat the fatality instead.
Barrel Bowl apothecaries are highly trained and therefore a little pricier than their Blood Bowl
cousins. To account for their professionalism apothecaries have the following changes:
An Apothecary may be used at the start of the match on a player with Misses Next Game to make
them match ready. This player may remove the Miss Next Game effect. You may still use an
Apothecary on this player later in the game if you need to.
If a player is Badly Hurt then the Apothecary can be used to turn the effect into KO’d. The player
must first be removed from the court for this to work. You may not use an Apothecary on this player
again for the rest of the game.
Mortuary Assistant
These may be used in the same way as in Blood Bowl 2020 rules to Reroll a Regeneration roll.
However, they may also be used to turn a Badly Hurt effect into a KO and to remove the Miss Next
Game effect at the start of the match.
Barrel Bowl games are meant to be high paced and exciting. Therefore, measures are put in place to
stop the teams from ‘stalling.’ If a team spends 3 turns in possession of the Yeet and during those 3
turns they have not attempted to shoot (or dunk) a Barrel, then they lose possession of the Yeet.
The opposing team nominate one of their own payers to be the Yeet at the beginning of their turn.
The Restricted area is the area marked out under the Barrel inside the 2 points area. If a player ends
their activation inside the restricted area, then during their next activation they must move at least 1
square out of the area. If they fail to do this, then the opposing team may nominate one of their
players to be the Yeet at the start of their turn. Note that this rule applies even if the player has been
Knocked Down by a Block action and is left Prone in the restricted area. If a player causes the
Restricted Area Violation and the opposing team is already in possession of the Yeet then the team
who caused the Restricted Area Violation triggers a Turnover at the start of their next turn.
Currently the Barrel Bowl Association is very tight on rules and to this date no chainsaw has
managed to grace the court. A game of Barrel Bowl is also slightly easier to police than Blood Bowl
due to the small size of the court and the number of players. Therefore, no Secret Weapon players
are included in the game rosters. However, Barrel Bowl is a relatively new game and there is no
telling what direction the game might go in.
Players can however perform a foul action as they normally would in Blood Bowl. If a player who is
the Yeet is sent off from using a foul action then a Turnover is caused and the opposing team can
nominate one of their players to be the Yeet.
Sideline Staff
Assistant Coaches and Cheerleaders may be bought and used as normal. Infamous Coaching Staff
and Biased Referees are not currently available.
Inducements
The following Inducements from Blood Bowl are available in Barrel Bowl.
A team may only field Stunty players and Big Guys (Players of 5 strength or more), therefore you
must take this into account when choosing to induce any star players into your team. A Big Guy can
sit in the reserves though.
0-3 100k Extra Time Out: Gives you an extra Time Out. This can be used once in the normal way.
Note this is not an extra Time Out per half.
Some Blood Bowl Star Players can be coaxed on to the court providing that they pay conditions are
met, they are not attempting to bring a secret weapon onto the court and they are able to meet the
height guidelines (Stunty players and players that have a strength rating of 5 or more). However, to
hire these players you must pay an extra 20,000 GP towards their hiring fee. The following Blood
Bowl 2020 Star Players are currently available in Barrel Bowl.
The following are some of the finest players to ever stuff a small being violently into a wooden
receptacle.
Tomb Guardian
Plays for: Sylvania Teams
Special Rules The Swnw: Once per game this player may Reroll a failed dunk attempt.
Swnw K, otherwise known as the Pharaoh of the Slam Dunk, literally invented the staple move of the Big Guys. His
signature dunk The Cradle of Civilisation is so explosive that when he plays the courtside seats are the cheapest tickets as
nobody wants to be showered in bits of zombie Yeet.
NAME MV ST AG PA AV SKILLS & TRAITS GOLD PIECES
TO INDUCE
Yellin’ Grrrrunt 5 5 4+ 4+ 9+ Brawler, Claws, Disturbing Presence, Frenzy, 200,000
Loner (4+), Throw Team-mate
Yhetee
Plays for: Tossing Dwarves
Special Rules Clutch: Once per game this player may ignore any negative multipliers when using the Throw
Team-mate trait.
Yellin’ Grrrunt is the only Yhetee to make a name for himself in the sport, albeit a name that was seemingly impossible to
pronounce. His game honed to perfection by meticulous Dwarf trainers, he can reliably be counted on to sink the Yeet at
the most crucial moment. His terrifying Barrel Bowl persona aside, off the court Grrrunt is said to have a very kind
demeanour and has no qualms about fellow team-mates petting his soft glossy coat.
Barrel Bowl players receive star player points for different plays and can level up in the same way as
players do in Blood Bowl. Apply the following SPP:
1 SPP Throw Team-Mate Completion: Thrown Player Landing Successfully or being caught by
another player.
2SPP Interception
2SPP Casualty
2SPP Awarded to Yeet when scoring a Barrel (note that this could go to an opposing player)
4SPP MVP (chose 3 players at end of the game and roll a D3 to select)
Note that a completion is not awarded to a player using the Thow Team-mate trait if the player
lands successfully in the Barrel.
Some Blood Bowl skills are not valid for a game of Barrel Bowl, such as ball handling skills. Therefore,
some more specific, and useful skills are available. If rolling random skills, you should replace these
with their Barrel bowl equivalent. In addition, replace any of the skills if a rostered Blood Bowl player
usually has them, for instance Halfing Catchers start with Safe Lander. No Barrel Bowl player has
access to Passing skills. If a skill that is not applicable to the player is selected when rolling for
random skills for instance Tip-off for a Stunty player or Aerodynamic if the player doesn’t have the
Right Stuff trait, then you may Reroll and select a different skill.
Agility:
Catch – replace with Safe Lander (STUNTY): This player may Reroll any landing roll when landing
from a Throw Team-Mate action.
Diving Catch – replace with Aerodynamic (STUNTY): This player may Reroll 1 Scatter roll when they
are Thrown from a Throw Team-Mate action.
Safe Pair of Hands – replace with Safe Pair of Legs (STUNTY): when using the Scatter template to
decide what square this player will fall in if they are Dropped or Fumbled, the player with this skill
may instead choose an unoccupied adjacent square to attempt to Land Safely in.
Leap - Players may use their Leap skill to trigger an Alley Oop action. They must first leap into one of
the Big Guy’s Tackle Zones when they are standing in a square adjacent to the Barrel. The Big Guy
must then successfully Catch them and successfully dunk them.
General:
Kick – replace with Tip-off (BIG GUY): Add a +1 Modiefier when rolling the D6 for a Tip-off.
Strip Ball – replace with Get Outta My House (BIG GUY): Add a +1 Modiefier to any Rejection Blocks.
Sure hands – replace with Window Cleaner (BIG GUY): Just before rolling to decide the direction that
the Yeet will rebound from the backboard this player may move 1 square in order to be ready to
attempt a Catch or tip in action. This action may only happen once per turn.
Mutations:
Extra Arms (BIG GUY): Apply a +1 Modiefier when attempting to Catch a Thrown team-mate.
Monstrous Mouth: Players with this skill can not fumble carried players when Blitzing.
Big Hand (BIG GUY) Ignore any Modiefiers for being marked when dunking.
Very long legs: In addition to existing effect this skill now adds a +1 Modiefier to any Slam Dunk
attempts.
Traits:
Players may use their Pogo Stick trait to trigger an Alley Oop action. They must first leap into one of
the Big Guy’s Tackle Zones when they are standing in a square adjacent to the Barrel. The Big Guy
must then Catch them and dunk them.
Regeneration: An injured player with the Stunty and Regeneration traits who passes their
Regeneration roll will recover on the court, treat the player as if they are Stunned. The player can
use this trait for any subsequent injuries incurred during the game.
Shoe Endorsements
In addition to being able to spend SPP on skills, players may use their SPP to get shoe endorsements.
A player may only ever have one shoe endorsement at a time. If a coach wishes to change the
endorsement they may, but they will not retrieve the spent SPP it costs to buy the original shoe
endorsement. Shoe endorsements do not raise the level of the player, but they do raise the value of
the player. Each player who manages to raise their level to Star and is in possession of a shoe
endorsement will generate +10k per game. If the player changes the Shoe Endorsement then the
value increase from their previous shoe is removed.
Tip-off Table
A Tip-off occurs only at the beginning of the game after setting up players for the Tip-off. Roll a D6
and apply the following results.
1 Barrels of Bugman’s Best: Somebody filled up the Barrels with ale. Every Yeet who finds their
way into one of the Barrels gains the Really Stupid trait. In addition, they have suddenly found
themselves to be the favourite snack of Trolls and Ogres alike. Therefore, if a Really Hungry roll
is failed apply a +1 Modiefier to decide if the Troll will eat the Yeet or not.
2 Guest Yeet: The Yeet for today’s match is a surprise member of the audience. Remove the
current Yeet and place them in the Reserves box. Replace the Yeet with a random Stunty player
of your choosing who does not belong to any of the teams. The Guest Yeet will try to flee for
their life. At the beginning of each turn the Yeet will move 1 square in a random direction using
the Scatter template. If the square is already occupied, then the Yeet stays in the same square. If
the Yeet moves into a square that takes them off of the court then bring them back in using the
Throw-in rule. The Yeet is removed when a Time Out is used or at half time. If the Yeet is
removed when a Time Out is used then both teams will still only field a maximum of 5 players.
3 Inspiring Chant: Both coaches roll a D6 and add the number of cheerleaders on their Team Draft
List. The coach with the highest total gains one extra team re-roll for the half. In the case of a tie
neither coach gains an extra Reroll.
4 Bonus Time Out: Both coaches roll a D6 and add the number of assistant coaches on their Team
Draft List. The coach with the highest total gains one extra Time Out for the half. In the case of a
tie neither coach gains an extra Time Out.
5 Yeet fest: Both coaches roll a D3 the number will result in the amount of Stunty players who are
hurled onto the court. Randomly choose Stunty players from your reserves and Throw them
onto the court from the sideline from a square of your choosing in your defending half. If you do
not have the required number of players, then randomly choose your Stunty players currently
on the court to be Thrown in. These players can continue to play until a Barrel is scored, then a
free Time Out is used for both teams and fielded players are adjusted until a legal number of
players are fielded i.e. a maximum of 5 players with at least 1 Big Guy, 6 players if you started
with the Yeet at the Tip-off.
6 Bear Jawman Shoe Prototype: One lucky player has been selected to try out a prototype shoe
for the game. Randomly select one of the players on the court who does not currently have a
shoe endorsement. In the event that all players do have an endorsement then randomly select a
player with an endorsement with the brand Bear Jawman. If no player is applicable, then ignore
the Tip-off result. Once a player is selected, roll a D3 to select one of the following outcomes:
1: Bear Jawman Super Loot IV: The shoes are ridiculously ornate and cumbersome. Reduce the
player’s MV by -1. However, players are mesmerised by their beauty, granting the player the
Hypnotic Gaze trait.
2: Bear Jawman “Leap”: The shoes have springs installed. The player gains the Pogostick trait.
3: Bear Jawman Nurgle Edition: these shoes are utterly vile and disgusting. The player gains the
Foul Appearance skill.
Prayers to Unbeyay
It is very likely that Unbeyay is not a real deity but simply the drunken ramblings of a flatulent
Halfling under the influence of Bugman’s Best. So far there has been no evidence to support the
founder of Barrel Bowl Farts McGuiggan’s claim of divine intervention. Therefore, praying to
Nubblay has so far produced no real tangible results. However, it doesn’t hurt one to try.
Special Teams
These teams are rarely seen in the Barrel Bowl circuit but always make for highly entertaining
games.
Sylvania Team
0-2 Tomb Guardians 100k (From Tomb Kings Teams – Teams of Legends)
Primary A Secondary GS
Reroll 60k
Masters of Undeath: If a Stunty player on the opposing team who does not have the Regeneration
trait suffers a casualty result of 15-16 Dead and if they cannot be saved by an Apothecary, then they
may immediately be resurrected as a Stunty Zombie and join the ranks of the Sylvania team. The
player may Ignore all previous injuries and KO status. The player remains Prone but can stand during
their next turn.
Gone-off Yeet: If a Troll eats a Stunty Zombie Yeet due to the Always Hungry trait then they will
immediately projectile vomit. If a player is standing in one of their Tackle Zones then they will
projectile vomit onto that player – roll to choose a random player if more than one player is in their
Tackle Zones. If no player is in their Tackle Zones, then they will vomit onto themselves.
Tossing Dwarves
This band of Dwarves have monopolised on their smaller stature and heavy build to create
formidable ‘bashy’ Barrel Bowl teams. Capturing and training bears to Throw them around the court
and hand selecting only the smallest of their clan, they have managed to bypass strict Barrel Bowl
height eligibility restrictions. Just don’t call them Stunty to their face alright?
Primary G Secondary AS
4/5/5+/5+/9+ Loner (3+), Mighty Blow +1, Really Stupid, Thick Skull, Throw Team-Mate,
Primary S Secondary AG
5/5/4+/-/9+ Animal Savagery, Claws, Frenzy, Loner (4+), Mighty Blow +1, Thick Skull
Primary S Secondary AG
Reroll 70k
Height Infringement: After setting up teams before a Tip-off, after a Barrel has been scored, or at the
start of the second half, roll a D6 for each Tossing Dwarf on the court. For every roll of a 1 an
overzealous referee has attempted to check the height of the Dwarf with a tape measure and has
either found him to be too tall or has incurred the wrath of trying to measure a dwarf and has
subsequently had to send the player off for his violent behaviour towards an official. Treat the player
as being sent off for a foul. You may also argue the call.
These Rules were written by James Topple 01/04/21 and are simply intended for fun