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Tournament NameSapphire Cup 2019
Organizer NAF namebhall (23772)
OrganizerTreasure Valley Blood Bowl League
VariantClassic
Major/Nationalno
Start Date (YYYY-MM-DD)2019-10-05
End Date (YYYY-MM-DD)2019-10-05
TypeOPEN
Style
ScoringA WIN is worth 60 pts A DRAW is worth 30 pts A LOSS is worth 10 pts If you lost by 1 Touchdown, you earn +2 bonus pts If you caused 1 more CAS from Blocking than opp you earn +2 bonus pts If you caused 2 or more CAS from Blocking than opp you earn +5 bonus pts If you clear the pitch you earn +5 bonus pts (max once per game) If you won by 2 Touchdowns you earn +2 bonus pts If you won by 3 or more Touchdowns you earn +5 bonus pts If you finished the game by using all turns +3 bonus pts There is no championship game the standings will solely be determined by total points
Cost$20
NAF Fee Includedno
NAF Member Discountyes
Emailtreasurevalleybbl@gmail.com
WebpageSapphire Cup 2019

Tournament Statistics

Winner

sebr (23782)Dwarf

Runner up

jackbedead (26498)Necromantic Horror
2nd Place
Vice (25799)Shambling Undead
3rd Place

Most Touchdowns

Vice (25799)Shambling Undead

Most Casualties

Vice (25799)Shambling Undead

Stunty Cup

bhall (23772)Ogre

Best Painted

thanatos (27323)Lizardmen

Other Awards

 
Tournament Location
Address44 E. Fairview
 
CityMeridian
StateIdaho
Zip83642
NationUnited States

Ruleset Document

Information
Come join us for a day of fantasy sports mayhem In the Gem State! Coaches will be able be provided with 1,150,000 gp to hire a team. Up to 150,000 gp of your budget may be used to purchase skills and ability score improvements.

Day of entry fee: $20
NAF membership is required for the tournament. If you are not a member, you can sign up at the tournament for $10

For the tournament, all participants will receive 2 custom D6 dice with their entry fee and are encouraged to use them during the matches. Only block dice from Games Workshop or NAF may be used.

Registration will start at 9:00 am, with first matches starting at 9:30 am. There will be 4 two hour matches. A 45 min Lunch will be before round 2. The participants and bystanders will vote for best painted during lunch break. There will be a 15 min break between rounds 2, 3 and 4.

All injuries will be reset between rounds (resurrection tournament format)

Tournament will be a Swiss style, resurrection tournament. So any injuries your team suffers will not carry over to the next game. The first round will see a coach play against a random opponent. In each subsequent round, the highest ranked player plays the next highest ranked player they have not previously played. The roster you start the tournament with will be the same for each round you play.

Rules systems
As a NAF sanctioned event, this event will use the BB2016 rules, all Spike Journals, the Blood Bowl Competition Rules Pack (CRP): http://www.thenaf.net/wp-content/uploads/2013/06/CRP1.pdf and the 2019 NAF rules changes: https://www.thenaf.net/wp-content/uploads/2018/12/Rules-for-NAF-Tournaments-2019.pdf . The “Piling on” skill will use the CRP ruleset.

Team Building Rules
Team Creation:
Total team value will be 1.15 million gold pieces. This gold may be used to purchase players (minimum 11 players) and other team benefits as well as individual skills and upgrades. 11 players must be rostered before any inducements can be purchased.
Normal skill 20,000
Double skill 30,000
+1 move or armor boost 30,000
No AG or ST upgrades
Halfling, Goblin and Ogre teams can take double skills for the normal skill price of 20,000

You may purchase players, star players (only after you have 11 players on your roster), rerolls, fan factor, coaches, cheerleaders as normal. No optional rules or infamous coaching staff may be purchased.
Star Players are the ones listed in the CRP, BB16, Almanac, and Spike magazines. The Halfling Chef can be hired by a Halfling team for 100k or by other teams for 300k. Colored bands or some way to distinguish skills on players is mandatory along with clearly numbered players.

All 26 NAF approved races will be allowed, which includes Khorne and Brettonians.

Maximum of 3 duplicate skills (e.g a dwarf team can only have three players with guard)

Maximum of 50,000 in upgrades per player.

All coaches must have four copies of their roster to share with their opponents.

Rule for Multiple of the Same Star Player
This is a once in a lifetime event for most of the guys. As such, some players may pretend to be a Star Player or some of the smart ones will be cloned by Wizards to get double the pay. What does that that mean? Star Players may play for both teams. There is no “Highlander Rule”.
Star Players follow the same rules that are in the Rule Book. 0-2 Star Players may be purchased per team.

Scoring
After each round you will fill out both the game sheet based on the game just completed.
A WIN is worth 60 pts
A DRAW is worth 30 pts
A LOSS is worth 10 pts
If you lost by 1 Touchdown, you earn +2 bonus pts
If you caused 1 more CAS from Blocking than opp you earn +2 bonus pts
If you caused 2 or more CAS from Blocking than opp you earn +5 bonus pts
If you clear the pitch you earn +5 bonus pts (max once per game)
If you won by 2 Touchdowns you earn +2 bonus pts
If you won by 3 or more Touchdowns you earn +5 bonus pts
If you finished the game by using all turns +3 bonus pts
There is no championship game the standings will solely be determined by total points

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

Tiebreakers
The Scoring system has been setup to hopefully get the most accurate representation of how everyone has performed. If, by chance there is a tie in Tournament points, the ties will be broken in this order:
Winning Percentage
Strength of schedule
Net TDs plus Net CAS
Total TDs plus Total CAS
If it is still a tie at that point, the tournament organizer will use his best judgment in finding a way to break the tie.

Awards
The following awards will be given out after the last round:
Champion - Most points scored
2nd Place – 2nd most points scored
3rd Place - 3rd most points scored
Fan Favorite - Best Painted team

Spread the Wealth
A coach may only win one award. If they are in line to win more than one award, they may be asked which one they would prefer and the next coach in line will be given the other award. TO reserves the right to adjust awards based on extenuating circumstances.

Additional rules
Early list entry send your name and roster to biffh@msn.com . This will save time on the match day as rosters can be pre-verified
“Perfect” blood bowl weather will be used for each game

Custom Kick Off Table 2D6 results
Opt out rule: If a single player and/or his opponent wishes not to use the custom kick off table in this rules packet both players are to use the regular kick off table for the game. This decision must be made at the beginning of the match.

2 Ruby Ball - The Ruby Ball occasionally gets angry and hot when held: When a player with this ball begins any action he must roll a D6, on a 1 he drops the ball and the ball scatters as normal, on a 2-6 the player withstands the heat for the turn. Dropping the ball due to the heat does cause a turnover and scatters as normal
3 Emerald Ball - The Emerald Ball disappears in grass: Any time the ball lands in an empty square. It will move in a random direction decided by the scatter template (D8) and will move a D3 worth of squares. It will move its full movement before a bouncing ball pick-up attempt can be used. The ball will never move out of bounds on its own, it will stop in the last square it would move to. It could be kicked out of bounds on a kick off
4 Pearl Ball - The Pearl is a round gem...not the most aerodynamic object : -1 pass attempts
5 Aquamarine - The Ball Carrier is reminded of the sea and is cruising over the waves. No rush bruh...just go with the flow: The Ball Carrier cannot “Go For IT”
6 Zircon - Zircon is the densest gem in the world; so heavy that this ball requires Strength instead of Agility: For any picking up, throwing, catching, or intercept attempts the player must use Strength rather than agility
7 Knock off gem - low quality... not durable and kinda rubbery...: extra bounce every time the ball hits the ground (2 times)
8 Spinel Ball - Everyone is in awe in the spinel ball in mid-air!: d3 + assistant coaches + FAME, winner can rearrange all players not in a tackle zone into new legal kickoff positions. If there is no winner in the roll-off, no effect
9 Alexandrite - Inspired by the beauty of the gem, the ball carrier may attempt to run further than usual: the ball carrier can attempt an extra “Go For It” as if they had the sprint skill
10 Sapphire - "shooting star sapphire”: +1 pass attempts and intercepts
11 Diamond - Diamonds are a girl’s best friend: If only one player has a cheerleader, that player gets a reroll. otherwise roll d3 + cheerleaders + FAME, winner gets a reroll. On a tie both teams get a reroll
12 Opal -Oooh pretty: As the opal spins through the air, both teams use the distraction to attempt to smuggle players around the pitch using tunnels. First the receiving team may move a player not in a tackle zone to any unoccupied trapdoor square shown on the pitch, then the kicking team may move a player not in a tackle zone to any unoccupied trapdoor square shown on the pitch. The smuggled players are treated as knocked down (no armor rolls) due to stealthy climbing out of the trapdoor. If the pitch does not have trapdoors, reroll the kick-off event.

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