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Tournament NameMatador Melee
Organizer NAF namehyperbolemur (21888)
OrganizerJon Spurgeon
VariantClassic
Major/Nationalno
Start Date (YYYY-MM-DD)2019-08-17
End Date (YYYY-MM-DD)2019-08-17
TypeOPEN
Style
Scoring
Cost
NAF Fee Includedno
NAF Member Discountno
Emailmatadormelee@gmail.com
Webpage

Tournament Statistics

Winner

cyberedelf (19538)Orc

Runner up

Oni_Goku (19551)Shambling Undead

Most Touchdowns

Macbeth9 (20290)Dark Elf
Best Offense

Most Casualties

Darth_Gooch (28308)Chaos Renegade
Most Brutal

Stunty Cup

Best Painted

ak_the_snake (25539)Norse
Player's Choice

Other Awards

durthu (21975)Skaven
Dust In The Wind (Wooden Spoon)
scottprime (11678)Bretonnian
Fan Favorite (Highest Fan Factor)
WIldManTX (4885)Human
Best Defense
TheCamshaft (27135)Lizardmen
Best Sportsman
 
Tournament Location
Address2155 A 50th Street
 
CityLubbock
StateTX
Zip79412
NationUnited States

Ruleset Document

Information
SCHEDULE
9:30 Registration
10:00 – 12:15 Round 1
12:15 – 1:00 Lunch
1:00 – 3:15 Round 2
3:30 – 5:45 Round 3
6:00 – 8:15 Round 4
8:30 Results

COST
$25 – Pre-register by August 1st
$35 – At the door the day of the event

Register at https://www.stormcrow-games.com/events/matador-melee-blood-bowl-tournament/

Please send your rosters to matadormelee@gmail.com before August 1st.


TOURNAMENT RULES

Format and Teams Allowed
Any teams listed in the NAF Team Lists 2019 pdf are allowed (https://www.thenaf.net/tournaments/information/tournament-team-list/)
All injuries will reset after each match as this is a Resurrection Tournament

Illegal Procedure
In the spirit of good sportsmanship, Illegal Procedures will not be called.

Timing
The game round time limit WILL be strictly enforced. You will receive ‘Time Remaining’ updates from the Tournament Organizer to help you stay on pace.

Dice
You are required to share dice with your opponent if requested. Only GW or NAF Block Dice may be used.

TEAM BUILDING RULES

You may build your team with 1250K GP. You may purchase players, Rerolls, Apothecary, Fan Factor, Assistant Coaches, Cheerleaders and Inducements.

The only Inducements allowed for purchase are Bloodweiser Babes, Bribes, Halfling Master Chef, Igor, and Star Players.

Of your 1250K, you are allowed to use up to 150K GP to purchase additional skills as described below.

Stunty
To qualify for the Stunty Champion, your roster must not have any players with S3 or S4 other than Star Players e.g. Halfings, Ogres, Goblins, Lizardmen with no Saurus, etc.

Star Players
You must have 11 players on your roster before hiring any Star Players. Golden Age Star Players are not allowed.

Additional Skills
You are allowed to use up to 150K GP out of your 1250K GP not used on your team creation to purchase additional skills.

• A normal skill upgrade costs 20,000
• A doubles skill upgrade costs 30,000
• You may purchase Fan Favorite for 20,000

You may not assign more than two skills to any single player.
No skill may be taken more than three times.
Fan Favorite may not be taken more than one time.
You may not assign a skill to a Star Player.
The BB2016 version of Piling On will be used.

SPECIAL RULES
Kick-Off Table
The kick-off table at the end of this ruleset will be used in place of the standard kick-off table.

Fan Factor
Over the course of the tournament, certain events will increase your team’s Fan Factor permanently for the duration of the tournament. Your team’s Fan Factor will be used for tiebreakers in the tournament standings, and an award will be given to the team with the highest total Fan Factor at the end of the tournament.

Your team’s Fan Factor will increase by 1 each time on of the following events occurs:
• Your team scores a Touchdown
• Your team causes a casualty via Foul, Secret Weapon, Stab, or crowd push
• Your team wins or draws a match


SCORING

Standings

Standings will be determined by winning percentage. There is no championship game. Ties will be broken by Bonus Points described below.

Bonus Points

After each round you will fill out the results sheet based on the game just completed.
• 1 bonus point for each touchdown scored (max 4)
• 1 bonus point for each touchdown more than your opponent (max 4)
• 1 bonus point for each casualty caused by block, foul, crowd push, stab, or secret weapon (max 4)
• 1 bonus point for each casualty caused by block, foul, crowd push, stab, or secret weapon more than your opponent (max 4)
• If you finished the game by using all turns +4 bonus pts

Overtime
There will be no overtime played. If your game ends in a draw, it is a draw.

Tiebreakers
All ties will be broken in the following order
• Highest bonus points
• Highest total Fan Factor
• Highest net Fan Factor increase
• Coin Toss

Painting
All teams are expected to meet the minimum painted guidelines. They must have 3 colors on them and have had some attempt at making them appear finished.

Sportsmanship
We are here for the fun of the game. Sportsmanship is not encouraged from the coaches it is required!
Fouling 16 turns in a row and running up the score is not poor sportsmanship, but gloating and ridiculing your opponent while doing so is.



AWARDS

To be eligible for an award, you must have played all 4 rounds of the tournament.
The following awards will be given out after the last round (subject to attendance):
• Champion
• Runner Up
• Best Offense (most TDs scored)
• Best Defense (least TDs allowed)
• Most Brutal (most CAS caused by block, foul, crowd push, stab, or secret weapon)
• Stunty Champion (top placing Stunty team)
• Fan Favorite (Highest Fan Factor)
• Player’s Choice (Appearance, voted by peers)
• Best Sportsman (voted by peers)
• Dust In The Wind (lowest in standings)

Spread the Wealth
A coach may only win one award. If they are in line to win more than one award, they will be asked which one they would prefer and the next coach in line will be given the other award. Tournament organizers reserve the right to adjust the awards as deemed necessary.


KICKOFF

2 Hold them back! - To contain the crowd, stadium security puts up barriers between the action on the field and the bleachers.

For the rest of the game, if a player (unless being thrown by teammate) or bouncing ball would cross the sideline or endline, it stops in the square adjacent to the boundary. If it is a bouncing ball in the same square as a player, scatter it again until it would not go out of bounds. If a player would be pushed out of bounds, he instead is knocked Prone and +2 is added to the Armor roll. Any subsequent rolls of 2 or 12 on this table for the remainder of the game are treated as a Pitch Invasion.

3 Smuggled Weapon - Each coach rolls a D6 and adds their FAME. The winning coach (or both in case of a tie) chooses a player on his team and either the Chainsaw + Secret Weapon skills or the Stab skill. The player(s) gains the skill(s) for the rest of the game.

4 Clear a Path! -The receiving team chooses one player to make a bonus Blitz action before the ball comes down. The player gains the Horns, Frenzy, and No Hands skills until the end of the next turn.

5 Quick Snap! (rulebook) - Additionally, if this result is chosen via Dueling Crowd Chants, the kicking coach rolls the D6 and D8 again. The receiving coach may choose to apply the result as a second scatter before moving his players. This can cause a touchback.

6 Bountygate - If this result is chosen via Dueling Crowd Chants, the receiving team gains one team Reroll or one Bribe.

Otherwise, each coach rolls a D3 and adds their FAME and the number of assistant coaches on their team. The coach with the higher total (or both if tied) gains a Bribe.

7 Dueling Crowd Chants - Each coach rolls D3 and adds their FAME to the roll.
• If the kicking team’s result was higher, the kicking team’s coach may choose to modify the Kick-Off roll result by adding up to their FAME modifier and applying that result on this table.
• If the receiving team’s result was higher, the receiving team’s coach may choose to modify the Kick-Off roll result by subtracting up to their FAME modifier and applying that result on this table.
• If the result is tie or the coach with the higher result does not choose to modify the result, make a new roll on the Weather table and apply the result.

8 Distracting Cheerleaders - If this result is chosen via Dueling Crowd Chants, the kicking team gains one team Reroll or one Bribe.

Otherwise, each coach rolls a D3 and adds their FAME and the number of cheerleaders on their team. The coach with the higher total (or both if tied) gains a team Reroll.

9 Perfect Defense (rulebook) - Additionally, if this result is chosen via Dueling Crowd Chants, the kicking coach rolls the D6 and D8 again. The kicking player may choose to apply the result as if they have the Kick skill as a second scatter before rearranging their team.

10 Crowd Noise - For the next turn, players on the receiving team that declare an action other than Block must roll a D6. If the roll is a 1, the player hesitates and his MA is reduced to 1 for this action.

11 Crowd-Fueled Frenzy - For the remainder of the drive, each team’s FAME is added to armor rolls during their Foul action. Additionally, each team’s FAME is added to any Argue the Call rolls until the next roll on this table (apply natural 1 normally).

12 We can’t hold them any longer! - The crowd's frenzy compels them to encroach on the field to get closer to the action.

All squares adjacent to the sideline count as out of bounds for the rest of the game. Any subsequent rolls of 2 or 12 on this table for the remainder of the game are treated as a Pitch Invasion.

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