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Deathball 2025 Edition

The document outlines the rules and gameplay mechanics for a tabletop game called Deathball 2025, inspired by various other games. It details team setup, player actions, scoring, and advanced rules including terrain effects and special ball types. The game involves strategic movement and actions within a defined pitch, with players competing to score points by controlling a ball and knocking out opponents.
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0% found this document useful (0 votes)
35 views16 pages

Deathball 2025 Edition

The document outlines the rules and gameplay mechanics for a tabletop game called Deathball 2025, inspired by various other games. It details team setup, player actions, scoring, and advanced rules including terrain effects and special ball types. The game involves strategic movement and actions within a defined pitch, with players competing to score points by controlling a ball and knocking out opponents.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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1

Blue outer Center outer Red outer


Deathball 2025- Inspired by ULC Battle Reports and OnePageRules. zone zone zone
E E
Further inspirations to Blitz Bowl and Kaosball.
N Blue Team Center pitch Red Team N
The Playfield: The game is played on an 18x11 square pitch (Same size as Blood Bowl Home
Home
Sevens). The Pitch D Zone Zone D
Blue outer Center outer Red outer
The Teams: The players put together two teams of 5 models. See available models zone zone zone
under “Player types”. The models: Use whatever you have ☺. Every model has a
control zone of 1 square around it.

Deployment: Both players roll-off and the winner picks pitch half and places the 5 models anywhere in the team home zone.

Playing the Game: The game is played in alternating player turns in which they try to activate their models, starting with the player that
deployed first. Once a player has activated all models - or fails an activation - play passes to the opponent. The game is played over 40 turns.
Every time a player activates the team, it counts as one turn – no matter how many players activate (use dice or some counter to track turns).

Match points: When playing in a tournament or league, a win will earn a team 2 points, a draw 1 point and nothing for a loss.
Sprint: Move up to 5 spaces
Activation: The player picks one model that hasn’t activated yet and rolls 1, 2 or 3 dice, Tackle: Move up to 3 spaces and take the ball
trying to roll their activation value or better. For each success the model may take one
from the opponent
action, however, if two or more rolls fail then the player’s turn is over after any
Attack: Move up to 3 spaces and attack one
remaining actions are taken. A model can perform the same action more than once.
opponent
Possible actions:
Shoot: Shoot the ball at a target
Recover: Recover from prone.
Sprint: A standing model may move up to 5 squares. Models may freely move into the
control zone of opponents, however when moving out of enemy control zones those models get a free attack action against them. If a model
moves out of several control zones each model gets a free attack. If an opponent’s attack hits, this model’s activation ends immediately, but the
player may continue the turn if there are still models to activate.
Attacking: Models may move up to 3 spaces and attack an enemy. (It’s also possible to attack stunned models). Roll one die and compare to
the Attack value of the player. If the roll is equal to or greater than the Attack Value, then the attack is successful. If it is less than that, then the
attack failed. If the attack was successful, then roll one die and consult the following Injury chart.
1-3 Shove: The enemy model is moved 1 space either
straight back or diagonal. The attacking model may
follow and enter the space the target had left.
4-5 Knock Down: The enemy model is placed prone in
the square they were attacked and must roll a
Defense roll. If the roll is equal to or greater than the
Defense Value, then the target is just Prone and can
take future Recover actions. If the roll is less than the
Defense Value, then the target is Stunned and cannot
be activated the following turn.
6 Knock Out: The enemy model is removed and placed
in the Dugout. Roll on the Serious Injury chart when
this occurs to see if the injury causes additional
penalties.
Attacking a Prone or Stunned model gives an additional +1 to the Attack roll and results of Knock Down become Knock Out
instead. However, doing such a blatant foul can potentially get the attacking model in trouble with the Ref.

Strength in numbers: Models can have assistance when making an attack on an enemy model. If there is an allied teammate that is adjacent to
the target of the attack, and the teammate is not in any other enemy control zones, they can give add +1 to the attack roll. However, if making
an attack on an enemy model and there is an adjacent enemy model that is not in an opposing player’s control zone, then the attack player
adds a -1 to the attack roll.

Taking the Ball: Once per action, if a model Sprints into the ball whilst it’s not controlled by another model, then they gain possession of the
ball. If a model moves into the ball’s space while performing an Attack action, then the ball will bounce instead.

Tackling: Models may move up to 3 spaces and attempt to take the ball from an enemy model. Roll a die and compare it to the Skill Value. If
there are multiple enemy control zones, an additional -1 is added to the dice roll per control zone. If the roll is equal to or greater than the
value, then the model gains the ball. If the roll is less than the value, the enemy maintains possession of the ball.

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Shooting the Ball: Models controlling the ball may try to shoot the ball up -1 for every full 4 inches to the target
to 12 inches to other models, or to a square on the pitch. Roll a D6 and add
-1 if the Shooter is in an enemy control zone.
compare it to the Skill Value of the player, applying the following modifiers:

A roll of 6+ (with or without modifiers), then the ball lands on target. A roll of 1 (with or without modifiers), then the ball is dropped and
bounces D3 squares from the shooter. A failure and the ball lands/bounces D3+1 from the target square (see bouncing table).

Hand-off: When a model has possession of the ball is next to a teammate, they can choose to try and hand the ball off. This action counts as a
Shoot action, but only the catching teammate must roll to receive the ball. If the teammate fails to catch the ball, it will bounce from that
player.

Receiving the Ball: If the ball lands on target in a model’s square, either due to a pass or because of a bounce, it may try to take it (receive it).
Roll a die and compare it to the model’s Skill Value. If the receiver is in an enemy control zone, an additional -1 is added to the dice roll per
enemy control zone they are in. If the roll is equal to or greater than value, then the player takes possession of the ball. If the roll is less than
the value, then the ball will bounce instead.

Scoring Goals / Team K.O.: If a model controls the ball in the opponents endzone or if all a teams’ models are all knocked out - one
point/goal is scored. The ball is placed in the center of the table again, and the player who didn’t score, activates first in the following turn.
1. All stunned models stand up and stay where they are (they are too confused to go anywhere!)
All models are 2. Knocked out models must roll 3+ on a D6 and if so, enter the pitch, but only up to 3 squares from own endzone
repositioned in
3. Standing models are placed freely in their own home zone
this order:
4. In case of a team K.O – all models roll a D6. On a roll of 1 they are still knocked out. 2-4 they can enter the pitch up to 3
squares from their end zone. 5-6 Line up normally. If no players can return, the other team scores another goal until they
can.
5. Reserve players can freely enter the pitch and lineup normally after a goal/point
Bouncing: If the ball bounces, it lands D3 squares away in a direction determined by D8. There are two version the bounce
tables that could be used. “clockwise bouncing”

Or the “line” version


Serious Injuries: When a model is Knocked Out, the opposing player rolls 2d6 and consults the following chart.
2-9 Bump on the head: No serious injury
10 Badly Hurt: The model will miss the rest of game.

11 Permanent injury: The model will miss the rest of the


game and have a -1 to dice roll of a random stat. Roll
1d8: 1-2 Activation, 3-4: Attack, 5-6: Defense, and 7-8:
Skill.
12 Death: The model is killed and removed from the
roster
Ref: When attacking a prone/stun model, after deciding the result, roll 1d6 to determine if the ref saw.
1 Red Card: The attacking player is Sent-Off and
removed from the game.
2-3 Yellow Card: The attacking model is sent to the Dugout
4-6 No foul: No effect occurs.

Result Events
Pre-match events – Roll 3 D6:
3-8 Beautiful clear skies and excited fans - nothing to worry about
9-10 Furious home fans - rock thrown at random player from away team. The player will be stunned
11-12 Furious away fans - rock thrown at random player from home team. The player will be stunned
13-14 Heavy rain - the ball will bounce one square less down to a minimum of one
15-16 Windy City - the ball will bounce one extra square
17-18 False start - The game will run D6 turns before the players are ready

Coach Point When setting up a game both coaches roll 1d3. This serves as a number of re-rolls your team has. Coach Points can re-roll 1 dice
rolled on your turn and can only be used once per turn. When a goal is made remaining Coach Points are lost and new ones are rolled.
General Principles: The most important rule: Whenever the rules are unclear use common sense and personal preference. Have fun!

3
Teams & available players – Starting funds for leagues/tournaments = 35 GP (Gamepoints):
Player Types:

Blocker - Special: This model has a 2” control zone but can only Sprint 3 spaces. (Starting price 9 GP for advanced rules & competitions)
Brawler - Special: This Model can only Sprint 3 spaces. (Starting price 7 GP for advanced rules & competitions)
Dodger - Special: Can re-roll Skill rolls when performing dodges. (Price 7 GP)
Shooter - Special: n/a (Starting price 7 GP for advanced rules & competitions)

Bruiser - Special: n/a (Starting price 7 GP for advanced rules & competitions)
Runner- Special: n/a (Starting price 7 GP for advanced rules & competitions)
Lineman - Special: n/a (Starting price 5 GP for advanced rules & competitions)

_______________________________________________________________________________________

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Team Traits: When creating your team, you may pick one specialization between being an Offensive Team,
Defensive Team, or a Dirty Team and then pick traits that apply to all models. Teams cannot have more than
one trait. You can also choose to not join any specialization and keep the roster as is.

5
6
Mix teams: Will always play as hybrid teams with different players representing the different player types.
Possible Mix Teams: Human/Halflings – Orc/Goblin – Havoc/Daemons, Goblin/Ratmen, Renegades, and
Alliance. Mixed teams can choose one trait – not two! For example, on an Orc/Goblin team, the Goblins can
choose “Sticky fingers” OR the Orcs “Slow but Sturdy” – not both. The team also gains the Animosity trait
for all players.

Animosity: When this player wishes to perform a Hand-off action to a team-mate of a different player type
(ex: Human to Dwarf) or attempts to perform a Pass action and the target square is occupied by a team-
mate of a different type, this player may refuse to do so. Roll a D6. On a roll of 1, this player refuses to
perform the action and that activation ends. Other activations may be attempted, or it can be attempted
again if able.

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Advanced Rules – (Use some or all with the standard rules)
Terrain

When setting up the table you may place as many of the following terrain pieces on the table as you want.

• Obstacles (barrels, rocks, trees, etc.): Each obstacle has a 1” control zone and counts as an opponent in the
way when shooting.
• Difficult Terrain (mud, water, bushes, etc.): Models halve their move when crossing difficult terrain.
• Dangerous Terrain: (lava, spikes, etc.): Models must roll one die when crossing dangerous terrain, on a 1
they take an automatic hit as if they were attacked. When the ball crosses dangerous terrain roll one die, on
a 1 it is destroyed and a new one is placed at the center of the table as if a goal was scored.

Special Ball

When a ball is placed on the field, roll a D6. On a 3+ it is a regulation ball (normal rules), otherwise roll another D6.

1. Bomb ball: Whenever a model comes into possession of the ball, the ball is knocked loose, or the ball is shot
to a place on the table, roll 2d6. On a result of doubles, stun the model with the ball and all other models
within a number of inches equal to half the result of 1 of the dice (rounded up). Remove the ball from play.
2. Possessed ball: Whenever a model comes into possession of the ball, the spirit possessing the ball grants a
curse (1-3) or a blessing (4-6). Add 1 if the team gaining the ball has scored less points. While the ball is
carried decrease (curse) or increase (blessing) Attack and Skill by 1 point each.
3. Dangerous ball: Whenever a model comes into contact with the ball, they suffer an attack from the ball. Roll
a Defense roll, if failed then the model is knocked down and stunned and the ball will bounce.
4. Living ball: At the start of a player's turn before rolling to activate the first model, a living ball moves 1d6" in a
random direction if it is not in a model's possession.
5. Looks Normal: At the start of a player's turn before rolling to activate roll a D6. On a 5+ the ball reveals its
nature (roll again on the special ball table; Looks Normal is a possible result).
6. Double Ball: Place a second ball 2d6" from the first ball in a random direction. Roll to see what type of ball
this new ball is, ignoring further Double Ball results. When a goal is scored and there is more than 1 ball, the
scoring ball is removed from play and not replaced. A model can only hold one ball at a time.

Random Events

At the beginning of the game and every time a goal is scored roll one die to get a random event. These effects only
last until a new goal is scored and don’t carry over.

Result Event

1. Clear Weather: No changes.


2. Rock Throw: One random model is immediately stunned.
3. Changing Weather: The entire field counts as difficult terrain.
4. Perfect Recovery: Knocked out players are placed within 12” of their goal.
5. Cheering Fans: All models that were stunned immediately get up.
6. Blitz: One random model only needs 3+ next time it activates.

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Advanced Rules – (Use some or all with the standard rules)
Deathball Weather

To use the weather rules, before deployment, roll 2d6 to determine the stadium type being played in. This will
determine which weather table is rolled on. Then, roll on the appropriate weather table (usually 2d6). Place a marker
on the result (the actual die total, not just the effect for the weather, so a move may not change the actual weather
result). During the game, the weather can change. If using the Countdown Clock* deck, each time a card with a
weather symbol is drawn, the weather changes. Otherwise, after each score the weather changes. When the
weather changes, either the acting player (for Countdown Clock*) or the player that just scored (if not using the
Countdown Clock*) rolls a D6 and compares it to the weather change table. A result cannot go lower than 2 or higher
than 12. Moving down is moving closer to 2 and moving up is moving closer to 12.

If playing with the Random Events rule from the advanced rules, roll for the new event before rolling for weather and
on a Changing Weather result reroll the weather result instead of making a roll on the Weather Change table instead
of the normal effect of Changing Weather.

Coach dice cannot be used to re-roll dice for weather type or weather change.

Deathball Countdown Clock

The Countdown Clock is a deck of cards designed as a means of tracking the 60 turns a game of Deathball last. It also
replaces the Random Events from the Advanced Rules. It references some advanced rules and the fan made weather
rules. If a card references something you are not playing with, ignore the game text for that card.

At the start of the game, shuffle the deck and remove 6 cards without looking at them. This leaves 60 cards in the
deck and means the mix of cards will be different in subsequent games.

At the start of a player’s turn, before nomination a model to roll activation for, the top card of the Countdown Clock
deck is flipped over. If the card has game text, that game text takes effect.

When the deck runs out of cards, the game ends.

9
Advanced Rules – League Rules (Use some or all with the standard rules)

Creating a team with gamepoints (GP): A coach will begin with 30 GP. Select team type and possible team trait. Any number of available
players from the team type can be bought up to a max of 11. Players (models) earn XP and can level up. The coach earns GP from matches and
can upgrade the roster or buy other stuff in between games. If less than 5 players are ready for a match (because of injury), new players must
be bought, or extra linemen hired – or the team must play with less than 5 players!

Gamepoints earnings pr. team: Lose or draw a game = D4+1 GP • Win a game = D6+1 GP

Gamepoints – Costs in between matches:

1. Cheerleaders (Once per turn, roll 1d6. On a 6+, you gain a coach point) = 5 GP (Max of 1 per team)
2. Doctor for the next D3 matches (Can prevent one injury pr. match – use before injury roll is made) = 4 GP
3. Hire a lineman for one match = 2 GP
4. Hire a personal trainer (Gives 1 XP to a selected player) = 2 GP
5. Nurses for one match (K.O. players will always be ready and -1 on serious injury chart) = 2 GP
6. Witch for one match (can re-roll roll-off and perform one magic attack on a player with attacker 2+ value) = 2 GP
7. Homebrew in the pocket (one time a model can add +1 to any attack, shoot, dodge, receive, or tackle roll) = 1 GP
8. Healing potion (drink to subtract 1 to an injury roll of one player) = 1 GP
9. Bribe (choose who will be the start player for one match) = 2 GP
10. Cheat (Once after setup, choose an opposing player and place it in their Dugout for one match) = 2 GP
11. Hire a ringer for D3 matches (special star players can be bought to play for the team. They do not gain XP) = 4 GP
12. Set Play (After both teams have been set-up, you can choose to re-set up your team before the game begins for one match) = 2 GP

Earning XP and levelling up

All models earn XP. When a model earns 5 XP they can either choose a player upgrade, they can gain a rank, or heal from an injury. A model can
have a maximum of 3 special abilities listed below. A model has a rank (rookie, expert, and veteran): players start as rookies and when they gain
a rank they can increase their attack, defense, or skill value (to a maximum of 2 plus). When a player has a serious injury it cannot be removed
unless healed.

As well as players getting upgrades, teams can get upgrades that grant an ability that can affect all the players on the team. The number of
team upgrades is based on the number of veterans. If the number of veterans drops, then team upgrades are lost until the team no longer has
more than allowed. A team with 2 experts has 1 team upgrade, a team with 4 experts has 2, and a team with 5 experts has 3 team upgrades.
Team upgrades marked with * can be taken more than once, but others cannot.

XP

Complete a successful +4 inches shot = 1 XP


Be the last model to complete an opponent team knock out = 2 XP
Score a goal = 2 XP
Injure an opponent model = 2 XP
Become player of the game (choose randomly) = 3 XP
The team with the lower Team Rating gets 1XP to give to any
player. If the higher team is 2x or more the Team Rating of the
lower rated team, one other player earns an extra 1XP as well.
Playing in a game = 1 XP

10
Player Upgrades – Earned by 5 XP:
Dasher: Can move 1 extra square. Roll a D6 – on a roll of 1 the player falls and must make a defense roll.
Receiver: Add +1 when someone is shooting the ball to this player
Jump-up: A natural roll of 6 on an activation die will earn a free recovery action.
Sharpshooter: +1 when shooting the ball
Sure shot: Ignore modifiers for opponent control zones.
Safe hands: +1 when Tackling or when receiving the ball
Pro: Can re-roll one activation die when 3 activation dice are rolled (Not if only 1 or 2 activation dice are rolled)
Persistent: Decides where to be pushed. Roll D6 – on a roll of 6 the push is ignored
Gambler: Can roll 4 activation dice but will be knocked out on 3 fails.
Athlete (Not Brawlers or Blockers): Once per activation jump over one empty control zone. Roll D6. On 3+ the jump is successful.
Reliable: Can choose to attempt only one activation that is automatically successful. No dice roll needed.
Hard hitter: +1 on the injury table.
Furious: On a push result after an attack, this model will attack once again with -1 attack value. On a roll of 1 the model itself will be stunned.
Dirty player: +1 when rolling attack AND +1 on injury roll – ONLY when attacking a prone/stunned player
Fast learner: Roll D6 after every match. On a 3+ the player will earn 1 XP
Defender (Linemen only): Dodging enemy players add -1 to the roll.
Blocker (Linemen only): Will hit on a 3+ when attacking a player with equal or worse attack value
Motivator (Shooters only): Can spend one (and only one!) successful action on another player – even if that player has already activated
Grabber (Brawlers/Blockers only): Can move a player to anywhere in own control zone after a successful hit
Scout (Dodgers only): Can make a move before game start (or after a point/goal) up to 4 squares into opponents’ outer zone
Accurate: Can reroll an initial roll of 1 on a shooting roll.
Agile Dodge: Opponents get -1 when making attacks triggered by this model moving out of their control zone.
Counterattack: Once per turn, if an attack by an enemy model misses this model, then they can make a free attack back against the attacking
model with a -1 to the attack roll.
Far Shooter: When shooting, subtract 3" from the total distance to the target before determining the modifier for distance.
Goalkeeper: When within 12" of own goal, can increase one activation die by +1.
Leap Attack: When this model makes an attack, they may voluntarily become prone after taking the action, in which case roll 2 dice and take
the highest for the attack.
Reach Out: Increase control zone by 1”
Stiff Arm: If a free attack (from moving out of a control zone) against this model misses, the attacking model can be moved up to 1" away from
the acting model.
Strider: The player can ignore difficult terrain, reroll an initial result of 1 for a dangerous terrain test, and ignore the control zone of 1 obstacle
the player is in the control zone of.
Hardy (Blocker and Brawlers only): Cancel the first serious injury they would have once per match.
Brick (Bruisers, Brawlers, and Blockers only): When this model would be knocked down, roll Defense first, if they pass, they stay standing
instead.
Coach upgrades-Earned by # of experts on team.
Coaching Staff*: +1 coach points when rolling for coach points (maximum of 6 coach points)
Expect the Unexpected: When you draw a Countdown Clock card with an event, you may treat the event text as being blank on a 4+
(requires using the Countdown Clock deck).
Hurry Up Offense: After set-up, each model may move 3". No model can come within 3" of the ball in this movement.
Momentum Mastery*: Once per game, can choose not to pass play to opponent on 2 or more failed activation dice.
Necromancer: For each player killed (on either team), gain 3 XP to distribute among players (max of 1 per player killed per each player). This
does not count for the game this upgrade is earned but would count even if a player death causes this upgrade to be lost.
Pitch Control: Before teams are set up, you may place one piece of terrain. Your opponent can then move it up to 3".
Speed Trials: Each player can move 1 additional space when performing the Sprint action.
Sponsorship Deal*: If you voluntarily pass instead of rolling to activate a model, roll a die. If the die is equal to or less than the number of
models you did not roll to activate, gain a coach point.
Staff Weather Wizard: When you are rolling a weather change, you may change the number of spots moved by 1, up or down (requires using
the Weather rules).
Team Healer*: When rolling an serious injury, you can reroll the result once during the post-game sequence. You must keep the second roll.
Training Camp: Replacement players start with D6-1 experience points. If this is enough for an advance, they start as expert instead of rookie.
Endorsement: Ringers are half price.
Sexy Contracts: At the end of matches, you gain 3 extra GP.
Hateful: If you would score a point due to Knocking Out the opposing team, you score two points instead.
Lucky: Once per turn, when you roll a 1, you can re-roll it.
Pain/Gain: When your models perform an Attack action, you can add +1 to their attack roll. But after resolving the attack, you must roll a
Defense roll for the attacking model. If it fails, then they fall stunned.

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Ringers: Ringers are star players of the game who have reached such celebrity that they now work as free-
lancers to other teams who want to hire their services. They come with unique stats and two new abilities
Star Player and Loner.
Star Player: Can reroll any initial roll of 1 on an activation roll.
Loner: This player cannot benefit from Team Traits. Also if this player wishes to use a coach point, roll a D6.
On a 1-3, the original result stands without being re-rolled but the coach point is lost just as if it had been
used.

There will be additional ringers added but these 4 ringers can be used as examples for what they can
represent.
I recommend making a deck of Ringers and pulling 2 cards from the deck when purchasing a ringer to
provide options for ringers available for this match.

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