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
- Designate catcher
- Resolve catch
- Bounce and repeat catch sequence if applicable
