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Tournament NameMutants,Magic & Mayhem 1
Organizer NAF nameshadow_webster (25465)
OrganizerMoon Webster
VariantClassic
Major/Nationalno
Start Date (YYYY-MM-DD)2019-04-06
End Date (YYYY-MM-DD)2019-04-06
TypeOPEN
Style
Scoring
Cost30.00
NAF Fee Includedno
NAF Member Discountno
Emailmsw_66@yahoo.com
Webpagehttp://www.coachshadow.com/mutants-magic-mayhem

Tournament Statistics

Winner

Runner up

Most Touchdowns

Most Casualties

Stunty Cup

Best Painted

Other Awards

 
Tournament Location
AddressAt Ease Games
 8990 Miramar Rd #140
CitySan Diego
StateCa
Zip92126
NationUnited States

Ruleset Document

Information
Complete set of rules to be found following the link on the left.

There are 2 sets of rules that make this Tourny unique.

Mutant Rules For Tourny

Each round a Coach MUST roll for a mutation below and then roll to select a player from their team to receive one of the mutations from the chart below (Star players are excluded from this tournament mechanic but the coach MUST SELECT one non star player per round at random).
The mutation selected each round carries over to the next round and the coach MUST select at random another player for each round after the first one. This means the Coach at the end of tournament will have 3 players with mutations.
A Coach CANNOT have more than one player on their team with the same mutation from chart below.

Roll 1D6 Result
Name
Effect on Player
1
That player has Thick Skin.
Player’s skin has mutated and became very hard and very heavy (Through Mutation). +1AV and ONLY SUCCEEDS 0N 4 -6 WHEN ATTEMPTING A GFI
2
Man your Fat!
Player has become obese (Through Mutation). +1 ST & AV and -1 MA & AG and and ONLY SUCCEEDS 0N 4 -6 WHEN ATTEMPTING A GFI
3
They call him Tripod.
Player has grown a large 3rd member (Tripod through Mutation). Gains the skill Kick & Jump Up and and ONLY SUCCEEDS 0N 4 -6 WHEN ATTEMPTING A GFI
4
Gutter Runner Gene Experiment
Player has become super fast and agile (Through Mutation). +1 MA & AG and -1 ST & AV and and ONLY SUCCEEDS 0N 4 -6 WHEN ATTEMPTING A GFI
5
Modern Science
Player gets a choice of the following of the mutations (Through Mutation, may only select one); Big Hand, Extra Arms, Foul Appearance, Horns, Claw / Claws
6
You’ve hit the Mutation Lottery
Coach chooses which mutation result 1-5 you want. You still have to roll for which player gets the mutation. (Note only may do this action once per round, per coach)

Magical Memorabilia Rules For Tourny
Each round a Coach MUST roll below for one Item of Magical Memorabilia. The Magical Memorabilia item is MUST BE USED (Failure to use it will lead to – 5pts for the coach that didn’t use the item for the round) in the game round it was gained in it CANNOT be carried over to the next round.

Roll 2D6
Name
Timing
Effect
2-3
Agrablag’s Ball of Pain
Play at the start of a drive in which you are kicking, before the kick-off
Until the end of this drive, if a player attempts to pick up or catch the ball (not including interceptions) and fails, they are treated as being attacked with the Stab skill.
4
Spranely’s Cup
Play at the start of any drive, while setting up your team
Pick a player from your team to wear the enchanted cup. For the rest of the game, fouls cannot be made against the player, and Injury rolls made against the player cannot be modified or re-rolled in any way (e.g. Niggling Injuries, Dirty Player, Mighty Blow, etc.)
5
Hightower’s Luck Sock
Play at the start of any drive, while setting up your team
Pick a player from your team to wear the lucky sock. The first time a successful Armour roll is made against that player, they are placed Prone without an Injury roll.
6
Luthor’s Dazzling Wrist guards
Play at the start of any drive, while setting up your team
Pick a player from your team to wear the wristguards. For the rest of the game, they have the Bonehead, Hypnotic Gaze and Sidestep skills.
7
Gruk The Bear’s Gauntlets
Play at the start of any drive, while setting up your team
Pick a player from your team to wear the gauntlets. For the rest of the drive that player has +1 ST. After the drive ends, the player is so drained that they have -1 ST for the rest of the game.
8
Skrot’s StickGyffard the Guardiany Slop
Play at the start of any drive, while setting up your team
Pick a player from your team to smear their hands with the slop, For the rest of the game, this player has the Catch and Sure Hands skills, but cannot make Pass or Hand-off Actions.
9
Von Wilkins’ Boots
Play at the start of any drive, while setting up your team
Pick a player from your team to wear the boots. For the rest of the game, that player has the Kick skill, with the additional effect that you can re-roll the D8 when the ball scatters on kick -off, so long as this player is the one kicking.
10
Bob’s Biffin Helmet
Play at the start of any drive, while setting up your team
Pick a player from your team to wear the helmet. The first time that player makes a Block or Blitz Action, they gain +1 ST and the Mighty

11-12
You’ve hit the Magical Memorabilia Lottery
N/A
Coach can choose any Magical Memorabilia item he/she wants (Note only may do this action once per round, per coach)

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