BB2025 Sequences

NOTE: The sequences are copied from “the FUMBBL Guide to Understanding the Rules” version 1.1 (pages 17, 18, 19 and 20) created by Christer (https://fumbbl.com/). Reference pdf -document can be found here.

This page is updated: 07.12.2025

Declaring actions

  • Declare the action:
    • Block
    • Blitz
    • Move
    • Pass
    • Hand-off
    • Secure the Ball
    • Foul
    • Special Actions
  • Resolve effects that take place when declaring the action:
    • Animal Savagery
    • Bloodlust
    • Bone Head
    • Jump Up
    • Really Stupid
    • Take Root
    • Unchannelled Fury
  • If applicable, perform the free Move Action
  • Resolve effects taking place before the action:
    • Bloodlust, if Pass Action, Hand-off Action, or about to score
  • Perform the action
  • Continue the Move Action if allowed
  • Resolve effects taking place at the end of the activation:
    • Bloodlust

Block action

  • Resolve effects that take place prior to
    performing the action:
    • Foul Appearance (“attempts to perform”)
    • Dump-off (“before the Action is resolved”)
    • Dauntless (“before modifiers are applied”)
  • Apply modifiers that affect the roll:
    • Horns
    • Multiple Block
  • Trickster
  • Determine the number of block dice
  • Roll the block dice
  • Use re-rolls (only one source of re-roll can be used):
    • Brawler
    • Hatred
    • Leader
    • Pro
    • Team re-roll
  • Alter block dice result:
    • Juggernaut
  • Select the block die to apply:
    • Wrestle
    • Block
    • Tackle
    • Dodge
  • Mark players for Push Back and Knock Down as applicable
  • Designate Push Back direction:
    • Grab
    • Sidestep
  • Resolve Chain Push
    • Sidestep
    • Juggernaut
    • Stand Firm
  • Resolve Push Back
    • Juggernaut
    • Stand Firm
    • Eye Gouge
  • Move player back
  • Follow up
    • Fend
    • Taunt
    • Frenzy followup
  • Strip Ball
  • Bounce ball (if stripped)
  • Knock Down marked players:
    • Safe Pair of Hands
    • Steady Footing
    • Saboteur
    • Knock Down player if applicable
  • Resolve Knocked Down players:
    • Armour Roll
    • Injury Roll
    • Resolve Regeneration
    • Casualty Roll
    • Resolve Apothecary
    • Resolve Raise Dead / Plague Ridden
    • Roll for Hatred
  • Bounce ball (if held by knocked down player)
  • Frenzy second block
  • Pile Driver

Move action

  • If prone and MA 2 or less, roll to stand up
  • If prone, spend 3 movement to stand up
    • Jump Up
  • Repeat jump or move squences until the player can not move further or wants to stop

Jump sequence

  • Designate destination square
  • Count number of players marking
    source and destination squares
  • Tentacles
  • Roll for Rushes
  • Use re-rolls:
    • Team re-roll
    • Leader
    • Pro
    • Sure Feet
  • Roll for jump, applying modifers as appropriate:
    • Leap
    • Prehensile Tail
    • Marking player modifiers from
      above
  • Use re-rolls:
    • Team re-roll
    • Leader
    • Pro
  • Diving Tackle
  • Mark player for Falling Down if applicable (continue with falling down sequence)

Move sequence

  • Designate destination square
  • Count number of players marking the
    destination square
  • Tentacles
  • Move the player to the destination square
  • Shadowing
  • Roll for rush if applicable
  • Use re-rolls:
    • Team re-roll
    • Leader
    • Pro
    • Sure Feet
  • Roll for dodge, applying modifiers:
    • Prehensile Tail
    • Stunty
    • Two Heads
    • Break Tackle
    • Marking player modifiers from
      above
  • Use Re-rolls:
    • Team re-roll
    • Leader
    • Pro
    • Dodge (take care for Tackle)
  • Diving Tackle
  • Mark player for Falling Down if applicable (continue with falling down sequence)

Falling down sequence

  • Fall Down:
    • Steady Footing
    • Safe Pair of Hands
    • Player Falls Down if applicable
  • Resolve Fallen Down player:
    • Roll Armour
    • Roll Injury
    • Resolve Regeneration
    • Roll Casualty
    • Resolve Apothecary
    • Resolve Raise Dead
  • Bounce Ball

Pass action

  • Declare target square
  • Measure range
    • Hail Mary Pass
  • Resolve On the Ball
  • Count modifiers
    • Range
    • Nerves of Steel
    • Marked opponents
    • Disturbing Presence
    • Accurate
    • Cannonneer
  • Roll for pass
  • Use re-rolls:
    • Team re-roll
    • Pass
    • Pro
    • Leader
  • Fumble if applicable
    • Safe Pass
  • Scatter if applicable
    • Hail Mary Pass
  • Intercept
    • Cannonneer
    • Disturbing Presence
    • Very Long Legs
  • Resolve pass
    • Designate catcher
      • Diving Catch
    • Count catch modifiers
      • Diving Catch
      • Disturbing Presence
      • Nerves of Steel
      • Marked opponents
    • Catch roll
      • Apply modifiers from above
    • Use re-rolls:
      • Team re-roll
      • Pro
      • Leader
      • Catch
  • Resolve catch
    • Bounce and repeat catch sequence if applicable