Welcome to the new coaches guide

The aim for this guide is to help a new coach learn some basic principles about Blood Bowl, help one choose a team and get it set up ready for a match, league season or tournament.

If there’s anything this guide doesnt cover, please drop us a question and we’ll get back to you.

Introduction

Lets start with some of the basics…

What is Blood Bowl?

Blood Bowl is a fantasy football board game by Games Workshop, where teams made up of Orcs, Elves, Humans, and other Warhammer fantasy races clash in a brutal, turn-based sport. It combines strategy, dice-based risk management, and over-the-top humour.

Released in 2020, Blood Bowl Second Season edition (also known as BB2020) is the latest edition of the game.

Alongside the main version of the game, there are a few variants which lean into smaller scale matches, playing in Dungeons or on the grubby street of the local market… but in this guide we will focus entirely on the ‘standard’ version of the game.

why play Blood bowl?

There’s many reasons why Blood Bowl is a fantastic game to get into.

It’s one of the best story-generating games around – each and every dice roll brings incredible tension, and whether you’re relaxing with a beer and regaling your friends about that time your Orc Blitzer dodged a few tackles to push through your opponent’s defence to carry the ball to the end zone and your team to victory, or that time your Skaven Gutter Runner pushed itself just a bit too far, tripped on the goal line, broke its neck, and died… you’ll quickly gather a slew of memories of last-turn heroics and heartbreaks.

Blood Bowl is currently experiencing its golden age. There’s multiple events held each weekend and, in Wiltshire, you only need to casually swing your Gnoblar around to find leagues and local groups a-plenty! 

what do i need to play?

Blood Bowl is very accessible and has one of the lowest barriers to entry of any GW game. To play a match you’ll require:

  • A team of 11 players.
  • A pitch, side-line dugouts, pass range ruler and scatter template.
  • A handful of dice (D6, ‘Block’ dice, D8, D16).
  • Access to the rules.

Blood bowl history

Blood Bowl has been around a long time! Here’s some handy links if you want to take a trip down memory lane:

Recommended first steps

  • First read and become familiar with the game mechanics in the rule book.
  • Play a good number of matches with as many different teams as you can. Blood Bowl has many team to try – all have different strengths and weaknesses… and, of course, models! Playing a handful of matches will help you get a feel of which playstyle you naturally prefer.
  • Take advantage of all the available resources to help you decide which team, playstyle and models you want to commit to for a league season/tournament. We cover this in the ‘Resources’ section below.

What do I need to buy first?

The Blood Bowl Second Edition starter set from GW retails for around £100 and is a great way to source all the equipment you’ll need to play Blood Bowl – two teams, a pitch, a couple of balls, rulers and templates, and plenty of dice to assist you in fully experiencing the blessings of Nuffle at the most inopportune moments. That’s not to say its the only method. Pitches, templates, rule book and dice can all be sourced cheaply on eBay.

There’s also an endless array of 3rd party teams, dice, gaming aids, cases & pitches available for coaches to purchase and use alongside, or instead of, GW ‘official’ products.

Key concepts *WIP*

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Positioning

TBC

Agility (AG), Passing Ability (PA) and Armour Value (AV) are all shown as target numbers; a number followed by a ‘+’ symbol. In the case of AG and PA a lower number is better, whereas in the case of AV a higher number is better.

Core mechanics

Lets have a high level look at some of the core mechanics involved in a game of Blood Bowl.

Turn Structure

On your turn, you may:

  • Move players.
    The most basic action. Any player on the active team that is not Stunned can perform a simple Move action.
  • Block.
    ‘Block’ is the term used when a player targets an opposition player with an attack, hoping to push them back, knock them to the ground and perhaps cause a lasting injury. A Standing player on the active team can target a Standing opposition player that is within their Tackle Zone with a Block action (or a Special action granted by a Skill or Trait that can be performed instead of a Block action), but cannot move before or after performing the action.
  • Blitz.
    Once per team turn, a player on the active team may perform a Blitz action, an action that combines together both a Move action and a Block action (or a Special action granted by a Skill or Trait that can be performed instead of a Block action). When a player performs a Blitz action, they may move as normal. However, performing the Block action costs a Blitzing player one square of their Movement Allowance. The player may move both before and after performing the Block action if they wish, and may follow-up if the target of the Block action is pushed back.
  • Pass.
    Once per team turn, a player on the active team may attempt to pass the ball to another square.
  • Foul.
    Once per team turn, a player on the active team may commit a Foul action, stealthily sticking the boot into a downed opponent when they hope no one is looking! Be warned that such flagrant disregard for the rules may result in the active player being sent-off and the team turn ending with a turnover.
  • Hand-off.
    Once per team turn, a player on the active team may attempt to hand the ball off to another Standing layer from their team that is in an adjacent square.
  • Throw team-mate.
    Once per team turn, instead of performing an ordinary Pass action, a player on the active team with the ‘Throw Team-mate’ trait may attempt to throw a player from their team that has the ‘Right Stuff’ trait. A team may not perform both a Pass action and a Throw Team-mate action during the same team turn.
  • Special actions.
    In addition to these seven main actions, there are numerous Skills and Traits a player may possess that allow them to perform another, unique action. Examples include Hypnotic Gaze, which allows a player to transfix an opponent, causing them to temporarily lose their Tackle Zone so that they cannot Mark other players.

If you fail an action (e.g. drop the ball, fail a dodge, knock your own player down on a block), your turn ends immediately.

Key Stats

Each team member (model) comes with a standard set of stats.

  • Movement Allowance (MA) – represents how many squares a model can move… so the higher the number, the better! Standard value is ‘6’.
  • Strength (ST) – represents how strong that model is. ‘3’ is the standard value and higher the number, the better! Used for blocking.
  • Agility (AG) – represents how agile is that model. Used for actions such as dodging, picking up the ball, passing. ‘3+’ is the standard value.
  • Passing Ability (PA) – represents how good the model is at passing. This is a new stat added to the latest edition. Standard value is ‘3’
  • Armor Value (AV) – represents how tough the armour, or hide, worn by the player is. Used to resist injury so the higher the number, the better. Standard value is ‘9+’

Agility (AG), Passing Ability (PA) and Armour Value (AV) are all shown as target numbers; a number followed by a ‘+’ symbol. In the case of AG and PA a lower number is better, whereas in the case of AV a higher number is better.

Actions & Dice

Blood Bowl Dice

In Blood Bowl we use 4 different varieties of dice to determine the outcome of actions and events. D6, D8 and D16 are regular dice and used alongside ‘Block dice’ which are unique to Blood Bowl.

Block dice

Block dice are used to resolve Block and Blitz actions against opposition players. They are six-sided dice that feature five unique icons (one is duplicated on two faces), each representing a different outcome.

The D6 dice are for many of the standard actions (e.g. Dodging, Passing, picking up the ball). D8s and D16s are used when resolving ball scatter or results on various tables (i.e. the casualty table when a player has been injured).

The utilisation of dice adds the risk and reward element to Blood Bowl. A coach must understand their approach to this risk management; it’s important in the context of finding a team which provides that playstyle.

Skills

Understanding skills is critical to both getting the best out of your players, and to help understand where the biggest threat to your players will come from.

Alongside the stat line, all players have skills* (e.g. Block, Dodge, Sure Hands) that:

  • Improve the reliability of certain actions. For example ‘Sure Hands’ skill allows a coach to re-roll a failed Agility roll to pick up the ball.
  • Adds lethality and/or protection for your players.
  • Allows SPECIAL ACTIONS. For example Amazons have a unique skill ‘Hit and Run’ which only they have access to.

*many players start with various skills as standard, where as some players do not have any skills as part of their basic player details. Note adding skills to players is something you’ll experience through player progression in leagues or via tournament skill packs.

Inducements

Inducements!

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Your first team

Here we cover basic details for each team in Blood Bowl. Notes on flavour and playstyle are provided alongside example ‘rookie’ rosters to help you pick a suitable first team.

Players, and other important addons cost Gold Pieces (GP) in Blood Bowl. For this guide we define ‘rookie’ rosters as those with a 1,000,000 GP budget. This is the standard budget per the rule book, however, its important to recognise many leagues and tournaments use amended team values (often referred to as ‘TV’) and ‘skill packs’ which allow for further roster customisation.

Note: Tiering is used as a method to give an idea of the relative strengths and weaknesses of rookie Blood Bowl teams.

Amazons

Highly skilled and agile, Amazons are among the very best players of Nuffle’s sacred game. These warrior-athletes possess an exceptional blend of agility, tactical prowess, and violence that makes them thrilling to watch on the pitch, with an acrobatic style of play honed by years spent darting through dense rainforest and evading apex predators. With tactics moulded around the deadliest animals of their jungle home, these players unleash vicious hit-and-run moves that dazzle Blood Bowl fans and opponents alike.

On the pitch, Amazon teams are a force to behold – though relatively lightly armoured, their agility allows them to dance around sluggish teams, while raining down blows on the Old World’s complacent weaklings. With a fearsome reputation as both warriors and players, it’s no surprise that these explosively agile teams regularly crush competition at the very top of the sport.

Tier: 1

Amazons have very cheaply costed players which means you can set up a team with many of the available positional players, more than 11 players and with enough re-rolls to shake a stick at!

Good starter team: Yes, Amazons are a fantastic choice for new coaches. Cheap and all players have Dodge!

★★★★

Black Orcs

A mix of high strength/armour and low strength/armour players, the Black Orcs play a running (ok, more like jogging) game and certainly don’t chuck the ball around. They tend to plod down the field in a classic ‘cage’ formation, scoring late in their own drive hoping to contain the opposition in defence. If you like Italian football and grinding out a 1-0 win, then maybe these guys are for you!

That said, they do have access to some fun stuff. Bribes are cheap and allow you to keep cheap secret weapon star players on the pitch and also allow you to foul a bit more than other teams with less risk of being sent off.

Black Orcs are a tricky team to play without experience. They may look like they can dish it out in a fight with all that st4, but the reality is you only have 6 fighters (7 if you take the trolll) and they don’t have the usual core ‘bash’ skills like block, guard or mighty blow. Consequently they can be slow to skill up further as they don’t tend to do much with the ball. No-one on your team is throwing the ball unless they have to and the goblins will tend to be the scorers in most games, meaning your precious SPP’s go on players that tend to get hurt a lot.

This is a team that requires a good understanding of positioning to maximise the use of Grab and get more 2D blocks on the opposition. Those extra blocks can be vital to hurt the opposition who will usually be faster, or more skilled or both. A goblin foul (with a bribe if you can afford one) is a good way of trying to rid the field of expensive opposition players when you do get them down and can be worth being sent off if you remove a Wardancer, Werewolf or Ogre!

Tier: 2

Most teams would start with all 6 Black Orcs and the Troll with 3 rerolls. It’s then a case of preference. In a bashier league you may want an Apothecary early on, just in case a Black Orc gets seriously hurt. In a more high-scoring league you won’t get hurt as much so getting that 12th Goblin is probaby a better choice and hire the medic later on.

Good starter team: No. This should be a team you pick up after playing a few seasons with easier teams that are more forgiving if (when) you make a positioning error or just get outmanoeuvred by the opposition.

★★

Chaos Chosen

Chaos Chosen Blood Bowl teams are what happens when the deadliest of Chaos Warriors don’t have wars to fight, as is the case in the Blood Bowl setting. Strong and powerful, they’re here to crush their opponents into the dirt and demonstrate their absolute superiority over the lesser races (everyone else).

Very much on the “punch first, ask questions later” end of the spectrum, Chaos Chosen teams lack any of the skills you might want for getting the ball up the field and scoring touchdowns. Chosen teams want to fight but have more agility and movement than a lot of other combat-oriented teams.

Tier: 2

Here’s a set of good starting rosters.

Good starter team: Not great; Chaos Chosen can become terrifying as they build up some players, but all the early games are at best tricky and at worst painfully frustrating due to a lack of all the skills required to make the team reliable. Good overall stats at least make them more forgiving than some teams on this list.

★★★

Chaos Dwarves

Chaos Dwarf teams are the twisted reflections of their mountain-dwelling cousins—driven not by honour, but by cruelty, industry, and domination. Dwelling in the ash-choked lands of the Dark Lands, they forge weapons, armour, and players alike in smoke-belching factories devoted to Hashut, the Father of Darkness. Their teams feature bull-headed monsters, mutated creations, and enslaved Hobgoblins who serve as cheap labour and even cheaper linemen. While slow and surly, Chaos Dwarves bring resilience and ruthless control to the pitch. Every game they play is a grim march of attrition—a grinding engine of pain and precision, fueled by spite and molten iron.

Chaos Dwarves play Blood Bowl like they forge metal: slow, methodical, and punishing. Their playstyle revolves around brutal control—anchored by sturdy Blockers and menacing Bull Centaurs who combine speed with smashing power. Their secret weapon? A line of disposable Hobgoblins who fill in the gaps and take the hits. Chaos Dwarf teams grind down the opposition with relentless blocks, winning through attrition rather than agility. They dominate the line of scrimmage, forcing messy, mistake-prone scrums. Though lacking flair, their success lies in patience, pain, and positional mastery. Play them right, and they’ll turn any flashy team into shattered helmets and broken dreams.

Tier: 1

Here’s a set of good starting rosters.

Good starter team: TBC

★★

Chaos Renegades

The brother to the Chaos chosen, this mixed chaos team take all your favourite chaos ridden players and mashes them togother for some mutatation related shenanigans.

Renegades have access to 4, YES 4! big guys that consist of the Ogre, Troll, Rat Orge and lastly the minotaur. Their playstyle can lead you a few crazy ways, having access to mutations things can get unpredictable, you also have access to Dark elves, Skaven, Goblins, Orcs and Human Throwers.

Tier: 2

Here’s a set of good starting rosters.

Good starter team: Chaos Renegades are generally not recommended as a first team for new Blood Bowl players. While they offer a unique and fun playstyle with a variety of big guys and access to different races, their high cost, lack of starting skills, and reliance on random skills make them a challenging team to learn with. More experienced players may find them rewarding due to their customization options and potential for powerful plays, but beginners are likely to struggle with their complexities.

★★

Dark Elf

Thousands of years ago, the Dark Elves were little more than a small group within High Elf society who turned their back on traditional Elven ways. They eschewed nobility and grace for power and glory, believing their immortality marked them out as the most powerful of all the world’s races. Their thirst for conquest led to a bitter civil war that rocked the Elven kingdoms. Dark Elf teams exhibit similar strengths and weaknesses to their Elven cousins, but are distinctly more aggressive in their game.

Dark Elf teams venerate the running game above all, and they’re just about the best in the biz when it comes to dashing and gashing their way to victory. Where other Elven teams tend to be a bit squishy, Dark Elves show up with good armor and some very hard-hitting skill players. They’re fast, tough, and are easily one of the best teams in the game. Treat your Dark Elves with respect, though, as they’re some of the most expensive players out there, and losing a few early can spell doom for a burgeoning Dark Elf team.

Tier: 1

Here’s a set of good starting rosters.

Good starter team: TBC

★★★★★

Dwarf

Dwarves (or Dwarfs – you be the judge), one of the original two races to discover and play Nuffles sacred game. There is probably no more maligned team in Blood Bowl, and if you play them, be prepared to accept all the banter around you about playing Bloodbowl with stabilisers on etc. etc. They are also probably the easiest counter to the other ‘best’ starting team, Amazons, as their Linemen come with tackle and block, so they bypass the tricksy ladies dodginess and smash them to the ground, at least in theory.

Dwarf(ve)s play a classic running game centered around their Runner, and dishing out the pain as they plod towards the endzone.

You won’t be scoring much, but they are possibly the most forgiving team in Bloodbowl as they have a lot of good starting skills and high armour so you will have a full team most of the time.

The Dwarve(f)s also have access to one of the strongest pieces in the game, the Deathroller. Watch it crush your opponents best players to a pulp, destroying both their league hopes and any chance of a friendly pint after the game.

Tier: 1

You can pretty much afford every positional, with 3 rerolls from the start (note: but not if you take a Deathroller). That said, one runner is usually enough, and the benefit of only having one is that they will get ALL the scoring SPP and very soon have enough for block, dodge, leader and be the most hated player in the league.

Good starter team: Yes. Dwarfves Stunty Guys are an excellent team to start with. They can do almost everything reliably, from picking up the ball, keeping it safe, take on teams in a stand-up fight, but still (just) be agile enough to break away when required (a Dwarf runner suddenly bursting away and moving 8 squares after 6 turns of barely moving is often a big shock to the opposition!).

★★★★★

Elven Union

Once proud members of the Elven Kingdoms League, the Elven Union broke away to pursue a more elegant form of Blood Bowl. Eschewing brute force for poise and perfection, they dazzle with balletic passes and graceful maneuvers that blur the line between sport and art. Former High Elf and Wood Elf stars form their ranks, united by disdain for “uncultured” teams that rely on brute strength. Though fragile, they’re fast, accurate, and vain to a fault. Every touchdown is a performance, every match a runway. Win or lose, they always look better doing it than their opponents ever could.

Elven Union teams represent one of the extremes of Blood Bowl: the very best passing play in the game. With the ball, an Elven Union team can seem unstoppable as they’re able to move the ball around the field with ease, leaving the opposition dizzy and confused. Without the ball they play a lot like other elf teams, backing off and probing for any clumsiness or opening that the opponent leaves. The problem for EU teams is that they’re amongst the most fragile teams in the game, they never want to be anywhere near a fight.

Tier: 2

Here’s a set of good starting rosters.

Good starter team: Not great; Elven Union teams are flimsy and require some care to avoid suffering from too many opposing blocks and fouls. That said while they struggle in a scrap, they’re often very forgiving when it comes to positioning – if an Elven Union team needs to move their players (and the ball?) to the other side of the pitch, they can usually just do it.

★★★

Gnome

Gnome teams in Blood Bowl are eccentric oddities—sprightly forest folk who defy logic with trickery, gadgets, and unshakable cheer. Hailing from hidden glades and burrows beneath ancient roots, these diminutive players rely more on cunning than clout. They often field mechanical marvels like burrowing drills, jet-propelled contraptions, and the infamous woodland creatures they “train” (or befriend?) for mayhem. Though physically unimposing, Gnomes are masters of illusion and mischief, confusing opponents and turning chaos into opportunity. Teams like the Brambleburrow Bouncers are beloved by fans who prefer pranks over power. Win or lose, they’re the most unpredictable circus the pitch has ever seen.

Gnome teams in Blood Bowl play like mischief incarnate—forget brute force; it’s all about smoke, mirrors, and mayhem. With low strength and armour, they dodge rather than brawl, relying on sneakiness and an arsenal of absurd tricks. Their woodland critters—like foxes and badgers—disrupt formations and sow chaos, while tunneling devices and bouncing contraptions add wild-card utility. Gnomes excel at baffling opponents, creating openings with gadgetry and guile. Success requires creativity, nerve, and a taste for the unpredictable. When their plans work, it’s glorious bedlam; when they don’t… well, at least the crowd gets a show. Never dull, often deranged—always fun.

Tier: 3

Here’s a set of good starting rosters.

Good starter team: TBC

★★

Goblin

Goblins are cruel, callous, and uncouth, with a juvenile sense of humour and a wicked imagination dedicated to discovering new ways of hurting others without getting hurt themselves. The fact that Goblin teams win even the occasional match can be attributed to one factor: their extensive, flagrant use of “secret” weapons. From chainsaws to pogo sticks to satchels full of explosives, there’s very little a Goblin team won’t use to gain an advantage on the pitch. They’re also known to be incredibly efficient when it comes to fouling- Dirty ‘Arris, who is still looked up to by bribe-happy Gobbos across the land, actually perfected the art of belabouring a downed opponent with a large bag of gold, then releasing it in one smooth motion so it landed neatly at the ref’s feet

Goblin teams in Blood Bowl are known for their chaotic and dirty play style, relying on mayhem and trickery rather than conventional tactics. They are a challenging team to play, but their access to Secret Weapons, including Chainsaws, Bombs, and Fanatics, and their ability to bribe referees, can make them a fun and unpredictable force on the pitch. They are not a team for beginners as they are inherently fragile and prone to ejection.

Tier: 2

Here’s a set of good starting rosters.

Good starter team: No, goblins are generally not recommended as a starting team in Blood Bowl. They are considered a “stunty” team, meaning they are intentionally underpowered and designed for experienced players who enjoy a chaotic and challenging playstyle. While they can be fun and unpredictable, their low stats and reliance on “secret weapons” can lead to frequent losses, especially for new players. Goblins have low Strength and Armor, making them very vulnerable to injury and death.

Halfling

Halflings bring equal parts chaos, charm, and culinary excellence to the pitch. Hailing from the Moot, these pint-sized pranksters are more suited to feasts than fights, yet they field teams with unshakable spirit and endless enthusiasm. Known for their disastrous tackling and snack-fueled strategy sessions, Halflings thrive on mischief and underdog magic. But their secret weapons? The mighty Treemen—towering allies who dish out the violence Halflings can only dream of. Whether flung skyward in a desperate Throw Team-Mate play or scurrying between legs, they play to entertain, embracing every game as a glorious farce with the faint whiff of victory

Halfling teams are notoriously hopeless at the basics—too short to throw, too slow to run, and their blocking is more wishful thinking than strategy. Coaches usually make up for it with sheer numbers, hoping a swarm in the End Zone can pull off a miracle and actually hold onto the ball. The real wildcard? Their ancient alliance with Treemen. Managing to recruit one (or two!) of those towering titans transforms the team from laughable to, well, slightly less laughable—and maybe even dangerous if you’re not paying attention.

Tier: 3

Here’s a set of good starting rosters.

Good starter team: TBC

High Elf

High Elves are very, very good at Bloodbowl. They have AG2+ across the team as you would expect for Elves, but their catchers are able to carry 2 bags of shopping without feeling faint (ie they have st3 not st2) and their thrower is up there with the very best in the game. They can run it, throw it and, as their armour is actually pretty good, you won’t get annihilated in a fight if you get caught out (but do still try to avoid all fights!).

Their drawback? They are very expensive players so you will not get a full roster of positionals and each time one of them gets hurt you will burst into tears while the rest of the league dances a little jig.

Picking up the ball, throwing, catching, running, these guys can do it all. Except foul, you’ll probably never, ever foul with a high elf before turn 16 and then quite rightly need to hang your head in shame while being pelted with rotten fruit for such a heinous act.

In offense you can score quickly if needed, or you can hang back and avoid the fight and score later. In defense they are fast enough to punish any opposition that fumbles a pick up, or leaves the back of their cage open to attack. So in summary, hard to find many faults with them, just that pesky player cost that makes any casualty so harmful.

Tier: 1

In some ways this is the hard bit for High Elves, but in other ways it often writes itself. Usuallly 2 Blitzers, 2 catchers, 1 thrower and the rest on linemen up to 11 players. Spend the rest on rerolls and buy that Apothecary and 12th player as soon as you can!

No GW team (yet!?), but again, lots of great third party teams.

Good starter team: Yes, probably the easiest of the Elf teams to play (unless it’s Dark Elf). You won’t fail too much, too often, and you’ll soon be able to see the many ways they can score themselves or deny the opposition.

★★★★

Human

Human teams are the beating heart of Blood Bowl—versatile, adaptable, and fiercely competitive. Hailing from bustling cities and war-hardened provinces of the Empire, these teams represent a melting pot of grit, ambition, and raw talent. Unlike the specialized rosters of other races, Human teams balance speed, strength, and skill, drawing recruits from mercenaries, ex-soldiers, street brawlers, and local legends. Their squads are known for tactical flexibility, making them the proving ground for up-and-coming stars and coaching greatness alike. From the legendary Reikland Reavers to local league hopefuls, Humanity’s pride lies not in perfection, but in perseverance and potential.

Human teams in Blood Bowl are the ultimate jacks-of-all-trades—masters of none, but flexible enough to face any challenge. Their roster is balanced, featuring dependable Blitzers, agile Catchers, and solid Throwers, supported by versatile Linemen and the occasional Ogre for added muscle. This flexibility allows for both running and passing plays, adapting to the opponent’s weaknesses. While they lack standout strengths, they also avoid glaring flaws, making them ideal for reactive, tactical coaching. Human teams shine in leagues where adaptability and consistency win the long game. Success lies in smart positioning, steady pressure, and knowing exactly when to switch gears.

Tier: 2

Here’s a set of good starting rosters.

Good starter team: TBC

★★★

Imperial Nobility

 Imperial Nobility teams bring haughty arrogance and heavy coin purses to the pitch, representing the upper crust of the Empire’s elite. These gilded warriors, often former duelists, fencers, and ex-military officers, play not out of necessity, but as a spectacle of privilege and refinement. Backed by powerful sponsors and clad in immaculate livery, they rely on their bodyguards—hulking Blitzers and Ogre enforcers—to keep the rabble at bay. Their throwers and nobles favour precision and discipline, a stark contrast to the chaos around them. With snide sneers and well-paid referees, they’re here to prove that bloodshed, too, can be a noble pursuit.

Imperial Nobility teams thrive on control, discipline, and disruption. Their gameplay hinges on leveraging Wrestle, Fend, and Stand Firm to frustrate opponents and manipulate positioning. While not flashy, they grind down drives with careful spacing, denying momentum and punishing overcommitments. Bodyguards absorb pressure while Blitzers handle key strikes, and the Ogre adds muscle where finesse falters. With decent Throwers and reliable Linemen, they can edge into a modest passing game—though their true strength lies in defensive rigidity and field dominance. Success demands patience and precision: they don’t win with flair, but by outclassing opponents one polite boot to the face at a time.

Tier: 2

Here’s a set of good starting rosters.

Good starter team: TBC

★★

Khorne

Born of rage and soaked in blood, Khorne teams charge onto the Blood Bowl pitch as brutal emissaries of the Blood God himself. These squads aren’t here to win hearts or trophies—they’re here to spill blood and earn favour through carnage. Formed in the blasted hellscapes of the Chaos Wastes, Khorne teams draw from frenzied marauders, snarling Bloodseekers, and demonic forces thirsting for violence. Revering skulls more than touchdowns, they see the game as a sacred rite of destruction. Their fans chant for slaughter, not strategy—and when they play, every whistle sounds like a war cry.

Khorne teams revel in chaos—literally. Their playstyle centres on violent aggression, driven by players with Frenzy, which forces follow-up blocks and often drags them out of position. Bloodseekers deliver devastating hits, while Khorngors provide mobility and support. Ball-handling is an afterthought: their true game is disruption, overwhelming opponents with a tidal wave of blocks and mayhem. Positioning is tricky, as overcommitment can backfire, but coaches who embrace risk and ride the red tide can dominate. Win or lose, one thing’s certain—when Khorne plays, the pitch is awash with broken bones, severed drives, and blood for the Blood God.

Tier: 2

Here’s a set of good starting rosters.

Good starter team: TBC

★★

Lizardmen

According to the annals—if Blood Bowl historians are to be taken at face value—Lizardmen have been competing on the pitch for more than 8,000 years. That timeline might raise a few scales of suspicion, but press them on it and you’ll get a smug nod, a glint behind the spectacles, and a cryptic remark about the Lizardmen’s uncanny foresight. However they got involved, one thing’s certain: their presence in the sport is anything but subtle. Dinosaurs in shoulder pads—honestly, that’s all some coaches need to hear before jumping on the Lizardmen bandwagon.

Lizardmen are the epitome of on-field synergy, fielding up to four species in perfect harmony. Skinks are nimble and lightning-quick, darting between opponents with ease. Saurus provide brute strength, trading speed for smashing power. Towering above them all, the Kroxigor can flatten foes with a single hit. Each player is highly specialised—brilliant in their roles, hopeless outside them. A frontline of seven high-strength, high-armour enforcers shields the vulnerable Skinks. When the Saurus and Kroxigor hold strong, the team becomes a dominant force. With a few key skills, they’re near unstoppable and more than capable of crushing the competition.

Tier: 1

Here’s a set of good starting rosters.

Good starter team: TBC

★★★

Necromantic Horrors

Necromantic teams have some of the most varied positionals of any team. Slow but durable Zombies flesh out your lineup, but the real fun comes in how you build your specialised players, and a savvy Necromancer can tailor the team to a variety of play styles. Ghouls and Werewolves bring speed, Wraiths are slippery, and Flesh Golems are strong and tough. And as most of the players have a 50/50 chance to heal from bad injuries (a skill that seems to work about 1 time in 10), they’ll sometimes be back for more.

Played well, the Necromantic team can be very powerful in both offense and defense, but it can be tricky if you have the wrong players in the wrong place at the wrong time. This is most common in offense where you are realistically limited to just 4 ball-carriers in the Ghouls and Werewolves. As none of them can pass well and you often want to blitz with one of the werewolves to use their claws, your drive can easily be stalled if these four AG3+ players are knocked down or marked by the opposition.

Tier: 2

You can’t get all the positionals in one starting roster, not unless you leave out rerolls (don’t!).

This means you have to decide what type of Necromantic team you will start with and this usually means 2 werewolves, 2 Ghouls, and then either 1 Wraith of 1 Flesh Golem. The Wraith can’t pick up the ball, but tbh the Flesh Golem is never going to do that either so it comes down to personal choice. St4 and stand firm or st3 with block and sidestep.

Good starter team: No. Necromantic are a great team, but are more complex to use for beginners and would be better suited to more expreienced players who are less likely to put the fragile best players in harms way.

★★

Norse

Hailing from the frigid fjords of Norsca, Norse Blood Bowl teams are wild, hard-drinking brawlers who view the game as just another excuse for glorious combat. Fueled by mead, madness, and sheer machismo, they charge into matches with reckless abandon, fists flying and beards bristling. Their lineups mix berserkers, ulfenwerers, and hardy linemen with scant regard for self-preservation. While tactics are optional and passes rare, few can match their hunger for carnage. Every touchdown is a war cry, every block a saga. Win or lose, the Norse play for glory, honour, and the next tankard of ale.

The Norse crash into Blood Bowl matches like a blizzard of fists and fury. Built for brawling, their low Armour is offset by an avalanche of Block skills across their roster, making them masters of the early-game punch-up. Berserkers thrive in chaos, while Ulfwereners bring primal power to the front line. Their fragile defence forces a bold, aggressive offence—stalls are rare, and passes even rarer. They’re all about fast, furious violence, cracking skulls and charging headlong for the end zone. A Norse drive isn’t surgical—it’s a tavern brawl with a touchdown at the end.

Tier: 1

Here’s a set of good starting rosters.

Good starter team: TBC

★★

Nurgle

From the festering pits of decay and despair crawl the blessed followers of Nurgle, the Plague Lord. Nurgle teams embody rot, resilience, and relentless contagion. Their players—bloated Bloaters, oozing Rotspawn, and pestilent Pestigors—shuffle onto the pitch trailing clouds of disease, spreading Papa Nurgle’s “gifts” with every blocked tooth and mangled tackle. They’re not out to score—they’re here to share the love… one pus-filled punch at a time. Cheered on by groaning Nurglings and diseased fans, they represent rot-as-resistance, transforming suffering into strength. To face them is to face entropy itself—inevitable, sticky, and disturbingly cheerful about it.

Nurgle teams excel at turning the pitch into a swamp of stagnation. Their players are slow, but nearly impossible to shift, using high Strength and skills like Foul Appearance and Disturbing Presence to sap opponents’ momentum. Their aura of rot makes passing plays risky and movement awkward. Bloaters clog lanes, Rotspawn disrupt with Tentacles, and Pestigors act as modest ball carriers—though scoring is often laborious. Their true strategy is decay: stalling drives, wearing teams down, and capitalizing on mistakes in an ugly grind. They don’t win pretty—but they do win putrid. If you’re into slow, smothering control with a side of slime… Nurgle delivers.

Tier: 2

Here’s a set of good starting rosters.

Good starter team: Not great; Chaos Chosen can become terrifying as they build up some players, but all the early games are at best tricky and at worst painfully frustrating due to a lack of all the skills required to make the team reliable. Good overall stats at least make them more forgiving than some teams on this list.

★★

Orge

From the snow-capped peaks of the Mountains of Mourn to the muddy alleys of backwater leagues, Ogres play Blood Bowl for one simple reason: they like to hit things. Glorified mercenaries with a love for food, fists, and fame, these massive bruisers make terrifying team captains. Their teams are a rowdy mix of hulking Ogres and nimble-yet-doomed Snotlings—tiny teammates whose main function seems to be getting squashed, flung, or eaten. Driven by hunger, greed, and the occasional urge to punt something squishy, Ogre teams aren’t elegant or strategic. But when they roll onto the pitch, the audience can’t look away.


Ogre teams are glorious chaos wrapped in muscle and mayhem. They field multiple Strength 5 Ogres, making them physically dominant—but hampered by the Bone-head trait, which causes frequent lapses in attention. Their Snotlings are fast, dodgy, and disposable, perfect for sneaky touchdowns or becoming improvised projectiles via Throw Teammate. The team relies on disruption, brawling, and slapstick unpredictability—smashing opponents while praying the Ogres remember what they’re doing. Strategy hinges on managing Bone-head rolls and positioning Snotlings to capitalize on gaps. Ogre teams don’t win often, but when they do, it’s with a belly laugh and a crater where the ball used to be.

Tier: 3

Here’s a set of good starting rosters.

Good starter team: TBC

★★

Old World Alliance

The Old World Alliance teams are a diplomatic nightmare stitched together with duct tape, grudges, and wishful thinking. Formed in the spirit of pan-racial cooperation (and mutual distrust), these squads combine Humans, Dwarfs, Halflings, and the odd Ogre—all united under one confused banner. Originating from politically motivated leagues and awkward guild contracts, the Alliance rarely agrees on anything… except playing Blood Bowl. Dwarf stubbornness clashes with Human ambition, while Halflings sneak snacks mid-drive. Yet when it clicks, their diversity becomes strength. Teams like the Middenheim Maulers prove that with enough headbutts and halftime negotiations, even chaos can find camaraderie

Old World Alliance teams offer versatility—at a price. Their roster blends speed, strength, and skills from multiple races, but suffers from Animosity, leading to unreliable interactions between players. Dwarfs bring defensive toughness, Humans offer balance, Halflings add agility (and lunch), and the Ogre brings bone-cracking muscle. Coaches must juggle positioning, mitigate failed hand-offs, and manage movement penalties while crafting hybrid strategies. The team can adapt to most situations, but punishes sloppy play. Success requires coordination, clever use of support pieces, and damage control. When it works, it’s a beautiful brawl of cooperation; when it doesn’t… well, you can always blame the Dwarfs.

Tier: 2

Here’s a set of good starting rosters.

Good starter team: TBC

★★

Orcs

Orcs have been part of Blood Bowl since its earliest days—after all, it was an Orc who first unearthed the shrine containing the legendary Tome of Nuffle. True to form, Orc teams favour brute force over finesse, aiming to flatten opponents and open up lanes for their Blitzers to charge through. If they have a flaw, it’s that they’re either brawling with each other or relentlessly clobbering the opposition. Valuing muscle over brains, Orcs typically stack their scrimmage with hulking Big ’Uns and even Trolls. They also share strong ties with other Greenskins, so spotting Goblins in their ranks is hardly unusual.

Orc teams bring raw brutality and stubborn resilience to the pitch. Their game is built on controlled violence—slow, methodical, and punishing. Big ’Un blockers form a tough front line, grinding forward while shrugging off all but the fiercest hits. Blitzers offer mobility and hitting power, while the Thrower provides just enough passing threat to keep opponents honest. Goblins sneak in to exploit gaps or handle the ball when needed, but they’re fragile and often flung rather than protected. Orcs excel in a scrap, thriving in tight brawls and dominating the grind game with strength, armour, and sheer stubbornness.

Tier: 1

Here’s a set of good starting rosters.

Good starter team: TBC

★★

Shambling Undead

Shambling Undead teams are drawn from a mix of vicious undead creatures and former Blood Bowl players that died on the pitch and – through the art of necromancy – have been given the chance of a second career!

This team has lots of choices in start up and player/team development so you can really tailor it to suit your own coaching style.

An extremely versatile team with lots of good positional players who are great at what they do. You have strength, cannon-fodder and skills for the line of scrimmage in Mummies, Zombies and Wights and plenty of ball carriers in the Ghouls.

One of the Ghouls can also be built into a good defense threat with strip ball, wrestle, tackle, diving tackle….

You will be playingShambling Undead teams are drawn from a mix of vicious undead creatures and former Blood Bowl players that died on the pitch and – through the art of necromancy – have been given the chance of a second career!

This team has lots of choices in start up and player/team development so you can really tailor it to suit your own coaching style. a running game, but can do it as a cage, or swing from left to right with surprising speed around a central block held by the Mummies.

Tier: 1

Note: Maybe don’t buy the GW version of this team unless you like trawling eBay for the 2 other Ghouls you need. Plenty of very good third party teams out there (though the GW models are nice to be fair!)

Plenty of ways to build a starting roster, but it will almost certainly contain both mummies, both wights and 3-4 Ghouls, probably 3 as you’ll want rerolls to begin with.

Good starter team: Yes….and No? There are simpler teams to learn, but these have a smattering of the most common core skills in Block, Dodge and Mighty Blow and as long as you look after them, the Ghouls will all quickly become little stars in their own right.

As mentioned, the flexibility in player advancement means they might be better as a second team rather than a beginner team so you can see what direction you might want to take players in.

★★★★

Skaven

Skaven, the rat-men of the Old World living in tunnels deep beneath cities all across the continent. Skaven take to Blood Bowl very well, their natural speed finding a perfect home on the pitch and allowing them to compete with the very best Blood Bowl has to offer.

Skaven teams have prodigious speed, including the fastest players in the game in the form of their Gutter Runners, but are hindered by poor armour and below average combat prowess. Their line-rats are mostly sacrificial pieces, thrown into the fray to bog down the opposition while the Gutter Runners are the stars of the show, using their speed and agility to penetrate the opposing lines harry their ball-carriers.

Tier: 1

Here’s a set of good starting rosters.

Good starter team: Good; Skaven are a strong team with a lot to offer – so long as you don’t get too attached to some of your players. Skaven teams start with a lot of the core skills to make the basics of the game fairly reliable, plus all the speed you could want to get around the pitch and respond to a canny opponent. Just don’t get too attached to your line-rats as they tend to get murdered on a regular basis (sometimes by your own Rat Ogre).

★★★★

Slann

Ancient beyond reckoning, the Slann are mysterious, amphibious beings from lost jungle temples—celestial seers who once shaped the stars. Though most sit immobile in psychic meditation, a few eccentric Slann have taken to Blood Bowl as a means of testing fate, chaos, and gravity. Their teams—comprised of agile, leaping acolytes and inscrutable priest-kings—are known for bending the rules of physics almost as much as the rules of play. Cryptic chants, cosmic alignments, and sacred diving tackles guide their game. Fans don’t always understand their motives—but when a frog-man pirouettes into the end zone, they cheer all the same.

Slann teams bring one word to mind: mobility. Every player has Leap, granting unmatched vertical movement and the ability to bypass defensive lines with ease. Their unique skill set enables surprise blitzes, cage-breaking acrobatics, and daring interceptions. However, they lack traditional positionals—no reliable blockers, few dedicated hitters—which demands finesse and creativity. Their defence thrives on unpredictability, while offence hinges on timing and gutsy jumps. Turnovers are always a risk, but the payoff is spectacular. Slann don’t grind—they bounce, skipping past guards and dancing through chaos. For coaches who love calculated risk and defying convention, they’re ribbiting fun.

Tier: 2

Here’s a set of good starting rosters.

Good starter team: TBC

★★

Snotling

Snotling teams are the chaotic dregs of the Blood Bowl world—tiny, filthy, and barely sentient, but somehow sanctioned to compete. Spawned from squig dung heaps, mushroom groves, and Goblin-infested hovels, Snotlings play for the joy of mayhem and the occasional stale pie. They swarm the pitch in numbers so ridiculous it becomes more infestation than formation. Coaches are usually mad, cruel, or both, relying on sheer body count and sheer audacity. With pump wagons, fungus-fueled lunatics, and boundless enthusiasm, Snotlings are the league’s underdogs… if “dogs” implies they chew wires, eat paint, and explode when overly excited.

Snotling teams are pure chaos turned up to eleven. With absurd numbers of tiny players—who are weak, squishy, and prone to self-destruction—they flood the pitch like a tidal wave of giggling pestilence. Their secret weapons include pump wagons, fun-hoppers, and even fungi-crazed loonies, which can swing turns or spectacularly backfire. Snotlings rely on swarming tactics, foul saturation, and the occasional sneaky touchdown from out of nowhere. Winning isn’t common—but losing with maximum spectacle absolutely is. For coaches who embrace madness, the Snotlings offer joyful nonsense, creative strategies, and the most satisfying underdog victories in the game. Just don’t expect elegance.

Tier: 3

Here’s a set of good starting rosters.

Good starter team: TBC

★★

Tomb Kings

Emerging from the sun-scorched sands of Nehekhara, the Tomb Kings are ancient monarchs and warriors resurrected to reclaim glory—not through conquest, but on the Blood Bowl pitch. Once rulers of a mighty empire, they now travel in gilded barges adorned with relics of their past, bringing a regal, if slightly dusty, presence to the game. Flavour-wise, they’re a fascinating mix of faded grandeur and undead stubbornness. Their helmets are carved in the likeness of ancient gods, anointed with sacred oils, and their every move seems to echo the rituals of a bygone age. They may be slow, but underestimate them and you’ll find yourself buried—literally and figuratively—beneath the weight of history.

Their teams are a blend of skeletal discipline and brute strength. At the heart of their roster are the Tomb Guardians—towering, strength-5 constructs who dominate the line of scrimmage without the usual drawbacks of Big Guys. Supporting them are Anointed Blitzers and Throwers, whose regal titles belie their clumsy agility and limited finesse. The rest of the team is made up of Skeleton Linemen, cheap and expendable, but surprisingly resilient thanks to Regeneration and Thick Skull. Tomb Kings play a slow, grinding game, relying on pitch control and attrition. Their offense is deliberate and methodical—ball handling is a nerve-wracking affair due to poor agility, so they favour long, guarded drives over flashy plays. Defensively, they aim to lock down the field with sheer strength and numbers, often relying on an “artificial numerical advantage” by tying up opponents with their Guardians.

Tier: 2

Here’s a set of good starting rosters.

Good starter team: TBC

★★

Underworld Denizens

Underworld Denizens teams recruit from the dank caves and foul sewers that lurk beneath the surface, bringing Goblins, Snotlings and Skaven together in a cocktail of fur, fungus, and foul play. They have 8 player profiles to choose from, but the positionals are 0-1, so you don’t get many of them and you’ll need to look after them if you want to stay in the game!

It’s hard to define a playstyle for such a diverse team, but most of the time you’ll either be running the ball, or catching the ball with the gutter runner, so keep her safe at all costs!

The rest of the team is fairly adaptable and can handle most situations except a big ol’ scrap in the middle of the pitch. This is a team that will tend to have a few more than the usual 12 players. Snotlings are dirt cheap, totally expendable and are great for the line of scrimmage so your linerats don’t have to do it. They are surprisingly resiliant unless your opponent has block or tackle

Tier: 1

You’ll get a lot onto the roster with all those cheap players. It is certainly a very valid tactic to keep the team value (TV) low and hope you get some inducements against better opposition in the form of bribes or star players.

Good starter team: Not really. This can be a fragile team that requires some careful positioning to avoid the handful of actually good players getting targeted by mean-spirited opposition coaches. A fun second team or painting project though. Another GW with great models, but missing Snotlings and the big guys from the box. Probably better off with 3rd party sculptors for this team.

★★

Vampires

In the twisted world of Blood Bowl, Vampire teams bring a mix of aristocratic elegance and chilling brutality. Hailing from ancient, crumbling castles, these undead lords descend upon the pitch with thralls in tow—disposable minions who serve both as teammates and mid-match snacks. Vampires possess immense strength, agility, and hypnotic powers, but their Bloodlust trait means games often devolve into chaotic feasts. Teams like the Sylvania Soul Stealers and the Lahmian Shadows are infamous for their cruel tactics and eerie glamour. Playing them is a gamble between brilliance and catastrophe… but watching them? Absolutely fang-tastic.

Vampire teams in Blood Bowl are a maddening blend of brilliance and instability. The Vampires themselves are powerful—fast, agile, and strong—with Hypnotic Gaze allowing them to neutralise key opponents. However, their Bloodlust trait means they must constantly feed on Thralls or risk losing their turn, forcing careful positioning and planning. Thralls act as both cannon fodder and sustenance, making them vital yet expendable. Coaches must balance calculated aggression with control, managing the chaos while seizing game-winning plays. When played well, Vampire teams can dominate through finesse and flair… but a single misstep can turn the pitch into a buffet of doom.

Tier: 2

Here’s a set of good starting rosters.

Good starter team: Bad, arguably very bad. Vampires are fairly robust and powerful but they are a complex team to pilot well; the skill ceiling is effectively the pinnacle of Blood Bowl but the learning curve is brutal. Vampires break several of the normal conventions of Blood Bowl and by doing so, generally reward coaches that know those conventions quite well already.

Wood Elves

Wood Elf teams in Blood Bowl hail from the ancient forest realms, where speed, grace, and precision are woven into their culture as tightly as their ivy-clad uniforms. Unlike their brutish kin, these elves treat Blood Bowl as an art form—a deadly ballet danced upon the turf. They emerge from woodland enclaves like Athel Loren, representing factions of Waywatchers, Wardancers, and Forest Spirits who see the pitch as a proving ground for agility and instinct. They shun brute force for elegant destruction, striking swiftly and vanishing like mist. Though aloof and enigmatic, they play with an untamed beauty that captivates… then kills.

Wood Elves are the masters of momentum in Blood Bowl—lightning-fast, breathtakingly agile, and utterly fragile. Their Wardancers are iconic: leaping into cages, dodging through traffic, and flipping the ball loose with a flair few can match. The team thrives on speed and finesse, pulling off dazzling plays that seem impossible. However, their armour is paper-thin, and every block risks losing a star player. Success depends on staying one step ahead, exploiting space, and capitalizing on opponents’ positioning mistakes. They’re not here to brawl—they’re here to dance across the pitch, score quickly, and pray the dice gods favour the bold.

Tier: 1

Here’s a set of good starting rosters.

Good starter team: TBC

★★

Ways to play

Whilst this guide is primarly focused on ‘tabletop’ Blood Bowl, there are a few very popular alternatives.  which can be great tools to help new coaches learn the game mechanics and team playstyles.

Tabletop Blood Bowl

Blood Bowls ‘bread and butter’ format and the primary focus of this guide. Good old models, cardboard (or neoprene) pitches and blessed cubes of Nuffle. The best way to experience Blood Bowl.

Blood Bowl III

BB3 is the flashy digital video game available on all the usual formats. The game features both single-player and multiplayer modes, and it runs on the updated Second Season ruleset. It also introduced a seasonal battle pass system called the “Blood Pass,” which unlocks cosmetics and new factions.

FUMBBL

The largest online Blood Bowl league in the world. Free to join and lets you create teams from official and unofficial rosters.

It’s more old-school compared to BB3, but it’s beloved for its community spirit, faithful adherence to the rules

Variants

Alongside standard ’11s’ Blood Bowl, there are various other ways to experience Nuffles favour…

Dungeon bowl

Dungeon Bowl is a chaotic, underground twist on the classic fantasy sports game Blood Bowl. Instead of playing on a traditional pitch, teams clash in a sprawling dungeon filled with traps, teleporters, and treasure chests—only one of which contains the actual ball.

sevens

Blood Bowl Sevens is a fast-paced, stripped-down version of the classic Blood Bowl game—think of it as fantasy football in a hurry. Only 7 players on the pitch per side and rosters are capped at 11 total players. Games are played in two 6-turn halves rather than the usual 8, making matches quicker—often under an hour.

gutter bowl

Imagine fantasy football played in the alleys and sewers of the Old World, with no referees, barely any rules, and a whole lot of chaos.

Games are played on a double-sided pitch: one side is a cobblestone street cluttered with market stalls, and the other is a sewer filled with sludge pits and hazards. Players must dodge obstacles, shove opponents into barricades, and occasionally get flung into sewer grates—sometimes hilariously, sometimes horrifically.



Once a new coach is familiar with the basics of Blood Bowl, these variants are great fun to explore.

TourPlay *WIP*

Tourplay is the preeminent platform leagues and tournaments use to facilitate their events so we’ve a little section in this guide to highlight some of the basics we feel are useful for new coaches to understand.

joining a competition

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setting up your team

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playing a match

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need support?

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Resources *WIP*

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PLAY THE GAME!

New coaches should now feel armed with plenty of information to help take their first steps into the game. There’s loads of reading and video material out there to help, but remember, the best way to learn and have fun is to play Blood Bowl!

submit a question

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