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Tournament NameMootland Grand Half-Bowl 2019
Organizer NAF nameEmilius (23217)
Organizer
VariantClassic
Major/Nationalno
Start Date (YYYY-MM-DD)2019-04-14
End Date (YYYY-MM-DD)2019-04-14
TypeOPEN
StyleRessurection
ScoringWin – 2 pts; Draw – 1 pt; Loss – 0 pt
Cost10 euro
NAF Fee Includedno
NAF Member Discountno
EmailGrandHalfBowl@gmail.com
Webpage

Tournament Statistics

Winner

rorarimbo (24592)Orc

Runner up

borgut (24443)Orc

Most Touchdowns

Biromryn (26013)Elf Union

Most Casualties

Emilius (23217)Goblin

Stunty Cup

Emilius (23217)Goblin

Best Painted

PigInSpace (25748)Vampire

Other Awards

borgut (24443)Orc
Best Coach
 
Tournament Location
AddressBar Restart Sofia
 Bozhan Angelov str., 424
CitySofia
StateSofia
Zip1715
NationBulgaria

Ruleset Document

Information
Location

April 14th at Bar Restart Sofia (Gaming Club)
Bozhan Angelov str., 424
1715 Sofia, Bulgaria

Cost

- 10 euro/20 levs (+ 5 euro/10 levs to get NAF membership if you’re not a member). All coaches will receive two D6 dice with the Grand Half-Bowl logo on them for participation in the tournament. Other prizes will be given too.


Registration

The tournament is limited to 16 players.

Preregistration is possible with upfront payment. You can pre-register at GrandHalfBowl@gmail.com
We’ll contact you regarding payment. Please send your Roster at this email too.

If there are free slots on the day of the tournament, coaches can register also register at the tournament place.


Schedule

10:30 - 11:15 Registration
11:15 – 13:45 1st match
13:45 – 14:30 Lunch break
14:30 – 17:00 2nd match
17:30 – 20:00 3rd match
20:15 – 20:45 Closing ceremony
Team Building Rules

The Grand Half-Bowl is a resurrection tournament. All coaches start each game with the same roster and skills they registered for the tournament.

Each coach have 1 100 000 gold pieces to build their team.

Team Building

In addition to the players available for their chosen race coaches may buy:
- 0-2 Star Players (coaches must have at least 11 regular players before inducing Stars);
- 0-8 Re-Rolls;
- Assistant coaches;
- Cheerleaders;
- 0-1 Apothecary or Igor, depending on race;
- 0-9 Fan Factor;
- 0-2 Bloodweser Kegs;
- 0-3 Bribes (100k each, 50k each for Goblins);
- 0-1 Master Chef (300k, 100k for Halflings);
- Tear 4 teams can additionally induce:
Gumbo Ranchstock – Halfling Thrower, Price 140 000 gp MA 6 ST 2 AG 4 AV 7 Skills: Loner, Right Stuff, Dodge, Stunty, Kick

Additional Cash

Each team receives additional funding based on their tier. The additional funding can be used for team building (as above) or used to buy skills or a mixture of both.






Tier Chart

Tier 1 - 60k additional cash
Wood Elves, Shambling Undead, Lizardmen, Skaven, Dwarves, Chaos Dwarves, Orcs, Dark Elfs, Norse, Amazons, Bretonnians

Tier 2 - 100k additional cash
Chaos Renegades, Humans, Khemri Tomb Kings, Necromantic Horrors, High Elf, Elven Union,

Tier 3 - 150k additional cash
Chaos Chosen, Slann, Underworld Denizens, Daemons of Khorne, Nurgle’s Rotters, Vampires

Tier 4 - 150k additional cash
Halfling, Goblin, Ogre, “Stunty” Lizardmen, “Stunty” Underworld Denizens

Teams considered “Stunty” and thus competing for the Stunty Cup are Halfling, Goblin, Ogre, Stunty Lizardmen (no Saurus Blockers), Stunty Underworld Denizens (no Skaven players).


Skills cost and clarifications

- A ‘normal’ skill costs 20 kgp
- A ‘double’ skill costs 30 kgp
- Tiers 1-3 are limited to one double skill during the tournament
- Tier 4 may have more than one double skill
- Your roster can have one player that has two additional skills. Both skills must be normal skills and the second skill has a cost of 30,000 gold pieces.
- Tier 4 may buy a single stat upgrade. This cannot be combined with any other additional skill.
+ MA / AV costs 40,000 gold pieces,
+ AG 50,000 gold pieces and
+ ST 60,000 gold pieces.
- Star players may not receive additional skills or stat upgrades
- The Skill "Piling On" will be used according to CRP, i.e. no Re-Rolls are required


What you should bring

- 4 Copies of your Roster;

- Throw in/scatter templates if you have such available – we will provide enough fields and printed templates, but if you prefer sturdier templates we advise you to bring your own

- Your team. Painted miniatures are not mandatory but always welcome.
The miniatures don’t have to be original GW-minis however the miniatures must be somewhat representative for the roster's race and players and be easily recognisable from other positionals.

We encourage you to use the following colour coded bases:
Grey/none: Lineman
Red: Blitzer
Green: Blocker
White: Thrower
Yellow: Catcher, Runner
Blue/Violet: Big Guy/Special position

If your opponent can't easily recognise the different player types on your team, you must let him mark them somehow (without damaging the miniatures, of course). This could be with bottle caps or coloured rings etc.

All miniatures have to be numbered and the numbers should match the numbers on the team roster sheet. The numbers may be written anywhere on the models or on the bases using paint, decals, markers, stickers, etc.

Skill markers would be greatly appreciated. We’ll provide rubber bands for you to use and encourage you to use the following colour code for the most common skills:
Blue: Block
White: Wrestle
Green: Guard
Red: Mighty Blow
Orange: Dodge
Yellow: Sure Hands
Pink: Frenzy
Beige: Break Tackle
Purple: Tackle


Points System


Win – 5 pts
Draw – 2 pt
Loss – 0 pt

Tie-Breaker in Swiss Draw:
1) Touchdown difference
2) Casualty difference
3) Most touchdowns
4) Most casualties


Fair Play

In order to ensue a tournament in good sport and the best fun for everybody there are a series of rules that the players should try to follow. Small changes on the following rules can be made, if both coaches agree on it

1) You must allow your opponent to use your dice if they so wish.
2) Illegal procedure rule will not be used at all.
3) Every match has a limit of two and a half hours. If after hour and a half a match is still in its first half, a chess clock (or similar smartphone app) will be introduced giving the two coaches 30 minutes each. The coach who runs out of time may not make any voluntary actions except standing up his players. For example, this coach may not attempt interceptions, but still rolls armour and injury rolls and un-stuns his players.
4) If a coach arrives late to the table, the match will still take place. If the delay exceeds 15m, the waiting coach will start the match winning by 1-0, and can choose if he starts attacking or defending, without having to roll any dice.
5) Dice are cocked if they are not flat on the table.
6) If one, two or three dice come out of the dice cup when shaken then none count and they should all be rerolled.


Prizes

Half-Bowl Champion
2nd place
Best painted team
Most Touchdowns
Most Casualties
Best Sportsman (decided by player votes)
Stunty Cup
Wooden Spoon

Tournament Report
View Matches
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