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Tournament NameDragonphoenix Royal Rumble
Organizer NAF nameVabap (28431)
OrganizerKYRKILIS ALEXANDROS
VariantBlood Bowl 2020
Major/Nationalno
Start Date (YYYY-MM-DD)2021-10-02
End Date (YYYY-MM-DD)2021-10-03
TypeOPEN
StyleSwiss
Scoring3/1/0
Cost10 EUR
NAF Fee Includedno
NAF Member Discountno
Emailhbbascribe@gmail.com
Webpage

Tournament Statistics

Winner

Nykteas (25819)Chaos Dwarf

Runner up

Eiravel (29560)Underworld Denizens

Most Touchdowns

Nykteas (25819)Chaos Dwarf

Most Casualties

Nykteas (25819)Chaos Dwarf

Stunty Cup

Cazual (29555)Halfling

Best Painted

Other Awards

 
Tournament Location
AddressILIA ILIOU 55
 
CityNEOS KOSMOS
StateATTICA
Zip11744
NationGreece

Ruleset Document

Information
Basic Rules
Event is played with the current edition of Blood Bowl known as Blood Bowl 2020 with the NAF tournament changes, teams of legends and the latest GW's FAQ. No Spike Magazine, No Death Zone, No White Dwarf Magazine, No Akhorne the Squirrel.
We play according to the resurrection style of play.
All coaches start each game with the same roster and skills they registered before the tournament.
Registrations close 3 days before the event. There will be a priority list so first come first serve.
The tournament consists of six rounds. Each round lasts 2 hours. Each player has 1 hour to play all his 16 turns (approximately 4 minutes per turn per player).
Round 1 will be a random draw and rounds 2, 3, 4, 5 & 6 will be paired by the Swiss tournament system. The individual match-ups are decided randomly in the first round and by Swiss-draw thereafter.
1st and 4th round matches are announced the night before.
Event starts at 10.00, 1st round at 10.30, 2nd round at 13.00, 3rd round at 15.30, the day ends at 18.00. Day 2 starts at 10.00, 4th round at 10.30, 5th round at 13.00, 6th round at 15.30, the event ends at 18.00.
Coaches are expected to arrive at least before 10.00 to give their players time to warm up!
All coaches must bring themselves, their team, their pass template and their dice.

Rules for fairplay
In order to ensure a tournament in good sport and the best fun for everybody there should be a set of rules that can be agreed upon by both coaches in their mutual game (E.G. what constitutes flat dice).
A rule you have agreed upon cannot be changed afterwards, unless both coaches agree.
Aside from this there is also a single rule to ensure both coaches feel the dice are, if not even, at least the same:
You must allow your opponent to use your dice if he so wishes. If the game comes under the time rules (see below).
You can mutually agree that a player who runs out of time isn´t forced to abandon all voluntary actions. In that case both players share the same time pool and the game will end when the time runs out, and the current score at this time will count.

Referee and Time Rule
Referee:
There will be a team of referees at the venue to help solve problems if they arise.
Feel free to contact one of the referees if you are not able to solve a situation by yourself.
Please remember that despite the fact that referees are walking encyclopaedias when it comes to the rules of the game, they are not clairvoyants and were not present at the table when the problem arose.
All problems not related to the rules of the game (in particular those related to cheating or inappropriate behaviour of any player) will be dealt with by the T.O. or NAF representative.
Throughout the event coaches are expected to behave politely (no shouting or swearing, etc.) and respect the presence of the other clients.
After the first warning of the T.O. or NAF representative, they can and will ban teams from the rest of the tournament.
Time rule:
The referees will also keep track of game time and if your match is not progressing fast enough you will be asked to use the official application with a chess clock.
The time you are given is the time you have for the rest of your turns combined.
If you run out of time you may not make any voluntary actions i.e. you may not say attempt interceptions or take any actions, but you may say roll armour rolls if your opponent knocks himself over.
Note that this can potentially allow your opponent to have several turns in a row.
All coaches should bring the app to use if necessary to keep matches on time.

Paint and miniatures
The miniatures do not have to be original GW-minis. However the miniatures must be representative for the roster's race and players (i.e a Norse thrower must look like a Norse thrower) and be easily recognizable from other positionals. If your opponent can't easily recognize 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.

Scoring system
A win is worth 3 points.
A draw is worth 1 point.
A loss worth 0 points.

Tiebreakers
The 1st tie breaker will be Strength of Schedule.
The 2nd tie breaker will be Team NET TD + NET CAS
The 3rd tie breaker will be a coin toss.

Team Creation
Stage 01: Standard Roster. (The cost will be as following and will count for all 6 games)
A minimum of 11 players and a maximum of 16 are to be rostered.
Star players can only be bought once 11 players are bought and a star player cannot take the roster to 17 players.
0-8 Re-Rolls, cost depending on race.
0-6 Assistant coaches for 10k.
0-12 Cheerleaders for 10k.
0-1 Apothecary, depending on race.
1-6 Dedicated fans for 10k, be aware that every team begins with 1 in Dedicated fans.
Stage 02: Inducements. (The cost will be as following and will count for all 3 games)
0-2 Bloodweiser Kegs each for 50k.
0-3 Bribes for 100k each, for Bribery and Corruption teams 50k each.
0-2 Wandering Apothecaries for 100k available to teams that can include an apothecary.
0-1 Mortuary Assistant for 100k available to teams with the "sylvanian spotlight" special rule.
0-1 Plague Doctor for 100k available to teams with the "favoured of nurgle" special rule.
0-1 Riotous Rookies for 100k available to teams with the "low cost linemen" special rule.
0-1 Weather Mage for 30k.
0-1 Wizard for 150k with fireball or zap!
0-1 Master chef for 300k, for 100k available to teams with the "halfling thimble cup" special rule.
0-2 Star Players for their regular cost (stars that can be taken only as a pair (for example The Swift Twins) count as ONE star player for buying purposes and TWO players for the roster).
Stage 03: Additional SPP. (The cost will be as following and will count for all 3 games)
6spp for a first primary skill.
12spp for a first secondary skill.
8spp for a second primary skill (skill stacking).
14spp for a second secondary skill (skill stacking).
Star Players may not receive additional skills.
Each player can purchase and stack up to 2 additional skills.
Each skill can be chosen up to 3 times maximum.
Stage 04: Unspent SPP. (The cost will be as following and will count for all 6 games)
Any unspent SPP can be converted to gold, at a rate of 6 SPP=20k gold.
This gold can be spent on the Standard Roster (Stage 1) and/or Inducements (Stage 2).
Any further unspent SPP are lost forever.

Tiers
Tier 1: Amazons, Ch. Dwarves, Dark Elves, Dwarves, Humans, Lizardmen, Norse, Old World Alliance, Orcs, Shambling Undead, Skaven, Wood Elves.
1150k gold to be used for standard team building and inducements.
36spp, 00 Skill Stacking, up to 01 Secondary Skill, 01 Star Player
Tier 2: Black Orcs, Ch. Chosen, Ch. Renegades, Daemons of Khorne, Elven Union, High Elves, Imperial Nobility, Necromantic Horror, Nurgle, Slann, Tomb Kings, Underworld Denizens, Vampires.
1200k gold to be used for standard team building and inducements.
50spp, 01 Skill Stacking, up to 02 Secondary Skills, 01 Star Player
Tier 3: Goblins, Halflings, Ogres, Snotlings.
1250k gold to be used for standard team building and inducements.
64spp, 02 Skill Stacking, up to 04 Secondary Skills, 02 Star Players

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