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Tournament NameDrexxlBowl 2017
Organizer NAF nameDrexxl (21319)
OrganizerDrexxl
VariantClassic
Major/Nationalno
Start Date (YYYY-MM-DD)2017-08-05
End Date (YYYY-MM-DD)2017-08-06
TypeOPEN
StyleResurrection
Scoring3-1-0
Cost100 swedish crowns / 200 with place to sleep
NAF Fee Includedno
NAF Member Discountno
Emailworso@yahoo.se
WebpageForum Post (In Swedish)

Tournament Statistics

Winner

pellevin (19271)Tomb Kings

Runner up

Drexxl (21319)Dwarf

Most Touchdowns

Most Casualties

Stunty Cup

Best Painted

Other Awards

 
Tournament Location
AddressDelta
 Skolgatan 15
CitySkärhamn
StateTjörn
Zip471 32
NationSweden

Ruleset Document

Information
Rules
We use the CRP and these naf rules http://www.thenaf.net/wp-content/uploads/2017/01/NAFRulesFeb17.pdf unless otherwise noted here, and the three standard additional teams.
This is a resurrection tournament. Casualties are ignored at the end of the game, no SPPs or
winnings are ever earned and your team-value is never calculated. You play with the exact
same team all 6 games.
Illegal procedure will not be used.
Each game will have 2 hours and 15 minutes to be completed. If the game seems to be
progressing too slowly, a referee can place a chess clock with half the time remaining per
coach to be used for the rest of the game. When your time has run out you are only allowed
to stand your models up, or place them for kickoffs, but may not take any further actions.
No dice hogging, any dice used are allowed to be used by both coaches. Any cocked dice
should be rerolled.
Both teams may play with the same Star Player if it is on their roster. The game will decide
who of them is an imposter.
A drive is considered started when the receiving team’s coach has moved the turn marker or
made a die roll after the kick-off is resolved. If a coach has set up too many players on the
pitch and the drive has started the following rules apply: For each player over the number
allowed, each coach chooses one player from the team with too many players on the pitch
starting with the active coach. A player can’t be chosen if at least one of the following is
true: the player is not on the pitch, is holding the ball, is stunned or prone, have the skill
secret weapon or is a star player. The opposing coach rolls a D8 and refers to the table below
to find out what happens. Note that this could apply to both coaches. If that is the case,
resolve each team separately.
Roll a D8
1 both the chosen players are taken of the pitch and put in the reserves box
2-4 the player chosen by the opposite coach is taken of the pitch and put in the reserves box
5-8 the player chosen by the faulting coach is taken of the pitch and put in the reserves box
Pairing is done using a Swissy method

Team Creation
To be allowed in this tournament, your team has to be fully painted and based, and there
can be no ambiguity as to what position each player is. Implementing the base colouring
guidelines is encouraged.
The amendments presented in http://www.thenaf.net/wpcontent/uploads/2017/01/NAFRulesFeb17.pdf
are in effect.
Every team gets the amount kgp their race is entitled to (see the list on next page) to
purchase at least eleven players. In addition to that, the money can be used to buy skills,
rerolls, staff and inducements. All inducements in the CRP are allowed except for:
Wizard
Special Play Cards
Bloodweiser Kegs.

Normal skills cost 20
kgp, and double skills cost 30 kgp.
Each team is allowed to stack two normal skills on one player, at an extra cost of 20 kgp.
(This means that if for instance a Tomb Guardian got Stand Firm and Multiple Block, it would
cost 60 kgp for the skills: 20 kgp for each skill, and 20 kgp for the right to stack. It would also
mean that this Khemri team would not be able to stack skills on any more players. Only one
stack per team.)
Races #22-24 also get their own special rules:
Uncountable (Ogres): The Ogres choose a drive where they may field up to 14 players. (They
can still just have 16 players on their roster.)
Silver Tongues (Goblins): The players are sneaky silver tongued gits. Choose a drive, whenever you roll for
KO recovery at the drives end of the drive, you may also roll a d6 for each player from a Goblin team who is currently sent
off. On a 4+ the penalty is revoked, and he may return to play provided that he isn’t KO’d or
injured. To track the status of a player who is both injured and sent off, simply place him
prone in the proper box of the dug-out.
Flying Circus (Halflings): Choose a turn, on that turn Halfling teams may take up to two pass actions. All
players in a Halfling team are allowed to reroll the D6 if they fail a landing roll. Can only be done once per game.
1. wood elf 1200 2. undead 1210
3. lizardmen 1220 4. amazon 1230
5. dark elf 1240 6. skaven 1250
7. chaos dwarf 1260 8. dwarf 1270
9. norse 1280 10. orc 1290
11. necromantic 1310 12. elf 1330
13. human 1340 14. chaos pact 1350
15. khemri 1360 16. high elf 1370
17. nurgle 1380 18. chaos 1390
19. slann 1400 20. vampire 1410
21. underworld 1420 22. ogre 1430
23. goblin 1440 24. halfling 1450

Signing up
To play in this tourney, you need to send an email to worso@yahoo.se with the
text ”DB-anmalan” in the subject line. The email should contain your name, your NAF-name,
your NAF-number and your team’s roster. Contact information is also greatly appreciated.
I need this mail no later than 1 week before the event.

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