?>  NAF World Headquarters :: Blood Bowl
NAF Logo
leftstar May 23, 2024 - 02:59 AM
capleft
spacer
NAF World Headquarters
home forum rankings tourneys nyleague faq
Ask Lord Borak rightstar
capright
Tournament NameRiver City Dungeon Bowl SE7ENS Warm Up
Organizer NAF nameLEGION (5222)
OrganizerJames Luft
VariantDungeon 7s
Major/Nationalno
Start Date (YYYY-MM-DD)2019-12-09
End Date (YYYY-MM-DD)2019-12-09
TypeOPEN
StyleResurrection and Swiss Pairings
ScoringPoints Based
CostNO COST
NAF Fee Includedno
NAF Member Discountno
EmailCoach@FloridaBloodBowl.com
Webpage

Tournament Statistics

Winner

Jogrenaut (22460)Dwarf

Runner up

TheDrake (28716)Dark Elf

Most Touchdowns

Brogre (28714)Human

Most Casualties

Biscotti (27884)Tomb Kings

Stunty Cup

LEGION (5222)Halfling

Best Painted

Other Awards

 
Tournament Location
AddressGet Your Fun On
 Get Your Fun On
CityMelbourne
StateFL
Zip32811
NationUnited States

Ruleset Document

Information
This is a warm up event for the River City Dungeon Bowl 7's Tournament which has the same rule set in 2018 & 2019.

Tournament Specific Rules:
- You get 600,000 to build your team (No Skills). Inducements can be permanently purchased (except wizards) after your team has at least 7 players. Fan factor cannot be purchased (it is not used for anything).
- After the team is built, you can add the following skills:
o Tier A (Chaos Dwarf, Dark Elf, Lizardman, Orc, Undead, Wood Elf) = 1 skill total, NO doubles.
o Tier B (Amazon, Dwarf, High Elf, Necro, Norse, Skaven) = 1 skill total, up to 1 double.
o Tier C (Chaos, Chaos Pact, Pro Elf, Human, Khemri, Nurgle, Bretonnians) = 2 skills total, up to 1 double.
o Tier D (Goblin, Halfling, Ogre, Slann, Underworld, Vampire, Khorne) = 2 skills total, up to 2 doubles.
- Starting before Rounds 2 – 4 (but after opponents are announced), coaches will select a player on their team that does not have an additional skill/enhancement already assigned to receive a “level up”. The TO will roll 2 D6 (just like a level up in league play) and the resulting roll will determine what skills or attribute enhancement is available for the selected player. All players will have the same roll for that round.
- Resurrection style tournament
- All 4 rounds will use the same dungeon template
- When a player opens a chest, roll a D6. If there are 5 or 6 chests, the ball will be in the opened chest only on a 6. If there are 3 or 4 chests, the ball will be in the opened chest on a 5+. If there are only 2 chests, the ball will be in the opened chest on a 4+
o If the ball is already in play, all remaining chests are traps.
o If there is only one chest remaining, and the ball is not yet in play, the remaining chest automatically contains the ball.
- Rounds are a maximum of 1 hour long. Turns will be a maximum of 3 minutes.
o If one player is ahead by 2 or more TD’s after 30 minutes, they automatically win (Runaway Win).
o If one player is ahead by 1 TD after 45 minutes, they automatically win (Close Win).
o If both players are tied after 1 hour, it is a draw.
o If your opponent has no players in the dungeon at the start of your turn, and at least 30 minutes has been played, you automatically win. (Annihilation Win).
- Once the 3 minute turn timer goes off, the player can finish the current action. Once that action is complete, their turn ends.
- Once the match timer hits 1 hour, the player can finish the current action. Once that action is complete, the match immediately ends.
- The winner will be most total points after four rounds. If there is a tie, we will use the tie breaking procedure outlined below.
- Points are earned in the following ways:
o Annihilation Win / Runaway Win – 30 points
o Close Win – 20 points
o Draw – 15 points
o Close Loss – 10 points
o Annihilation Loss / Runaway Loss – 0 points
- Rerolls reset at the 30 minute alarm.
Tiebreaking Procedure:
- The patrons of the Colleges of Magic love to see exemplary play in the dungeon. In the case of a tie between teams in points, the team that will be placed ahead will be determined by a “fan favorite” vote. The patrons are looking for specific exemplary plays throughout the course of the games. They are:
o Slobberknocker! (you and your opponent combine for 7 or more total casualties in the match. Either both coaches earn this point, or neither coach earns this point.)
o Lost In The Portal (willingly choose to send your player through the portal, only to have them disappear from the dungeon.)
o Escape Through The Portal (your ball carrier must successfully go through a portal and come out the other side STILL HOLDING ON TO THE BALL.)
o Meat Shield (block an opponent into a chest, causing it to explode. If the chest had the ball, you do not earn this point.)
o Nuffle’s Blessing (successfully find the ball when opening the first chest. This has to be the first chest opened in the round, and the team the opener plays for gets the point, so if you block an opponent into a chest and it is the ball, your opponent gets the point.)
- You can earn each possible point in all three matches, but only once each match. This makes the maximum score for tiebreakers 30.
- If teams have the same tiebreaker score, then most tiebreaker points in the last round wins, followed by most in the fifth round, and so on in reverse order that the rounds were played in. If still tied, most TD’s scored, followed by most casualties, followed by TD differential, then casualties differential, and if somehow still tied at this point, 100 yard dash carrying a person on your back (or coin flip, whatever works for the tied coaches).

Tournament Report
View Matches
Back to tournament list