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Tournament NameNAW Cup 24
Organizer NAF namebigmonky (31942)
OrganizerSam
VariantBlood Bowl 2020
Major/Nationalno
Start Date (YYYY-MM-DD)2024-09-28
End Date (YYYY-MM-DD)2024-09-28
TypeOPEN
StyleSwiss
Scoring60-30-10
Cost$20
NAF Fee Includedno
NAF Member Discountno
Emailbigmonky6@gmail.com
Webpage

Tournament Statistics

Winner

Runner up

Most Touchdowns

Most Casualties

Stunty Cup

Best Painted

Other Awards

 
Tournament Location
Address5050 Factory Shops Blvd
 Suite 1025
CityCastle Rock
StateCO
Zip80108
NationUnited States

Ruleset Document

Information
Not Another World (NAW) Cup
“Not everyone is able to go to the Famous ‘Euro Bowl’, so this tournament is for those who aren’t so professional.”

What to Bring:
• Your Painted Team (minimum 3 colors)
• 3 copies of your Roster
• Blood Bowl Pitch, no cardboard pitch or dugout
• 3 blocking dice, 1d8 and a d16.
• Tournament dice will be provided.
• Pen
• Send your team roster and your NAF name and number to bigmonky6@gmail.com or any other questions you might have. To register for the NAF, visit thenaf.net ($10)

Special Rules:
• No Special Play cards will be used
• “Share the Wealth” rule will be used
• Illegal Procedure will not be used
• No Wizards, Mercenaries, or Biased Referees may be purchased
• Special Balls will be in play each round (See Below)** Cannot be sent off on a double during the kickoff.

You can use https://bbtc.pl/ to build your team and send it to bigmonky6@gmail.com

Payment via PayPal or Venmo @bigmonky6, or cash. Send preference for payment along with roster.

Trophies:
- Champion
- Runner Up
- Best Offence
- Best Defense
- Most Casualties
- Stunty Cup
- Wooden Spoon

Team Building Rules:
• You will be given 1.2m to build your team using the Blood Bowl 2020 rules, Spike Magazines 11-17, Teams of Legend, the additional team list (Slann), and the NAF updated pdf. You may purchase players, Dedicated Fans, Coaches, Cheerleaders, and Inducements as normal. Each team will start with 1 Dedicated Fan for free.
• Skills can be purchased out of budget. 20k for primary skills and 40k for secondary skills. Maximum 4 skills of any one type added. Only one added skill per player.
• No stat increases
• Inducements: At cost to you, out of your budget. No mercenary players, Special Plays (playing cards), and mages/wizards of all types.

Star players: You must have 11 players on your team before hiring Star Players.
- Griff, Morg and Hackflem are not available. They are at Euro Bowl.
- Highlander Rule will be in effect.

** When all the reliable officials are off at Euro Bowl, you are left with the goblins in charge of the balls.
Round 1 – Precious Ball: When a player picks up this ordinary looking ball, they gain the ‘My Ball’ trait. The ball begins to glow with ancient markings. When the player loses possession of the ball, they lose this trait and the ball returns to normal.
My Ball: A player with this trait may not willingly give up the ball when in possession of it, and so may not make Pass actions, Hand-off actions, or use any other skill or trait that would allow them to relinquish possession of the ball. The only way they can lose possession of the ball is by being knocked down, placed prone, falling over or by the effect of a Skill, Trait, or special rule of an opposing model.

Round 2 – Extra Spikey Ball: When an Extra Spikey Ball lands in an unoccupied square, it will not bounce. Additionally, when a player rolls a natural 1 when attempting to catch an Extra Spikey Ball (after re-rolls), make un unmodified armor roll against that player:
• If the player’s armor is not broken, they have caught the ball safely.
• If the Player’s armor is broken, they have not caught the ball well at all! The player becomes prone, and an injury roll is made against them. This injury cannot be modified in any way.

Round 3 – Snotling Ball-Suit: During each of their team turns, the coach of the kicking team can activate the ball to perform a move action as if it were a player on their team! If, when activated, the ball is in possession of a player on the receiving team, it must first try to escape. The coach of the receiving team makes an agility test for the player in possession of the ball, applying a +1 modifier. If this test is passed, they keep possession of the ball, and it cannot perform an action this turn. Otherwise, it bounces once, using up one of its MA, and can then carry on moving.
The ball has a MA equal to the roll of a D3 (rolled each time the ball is activated) and it can never rush. For each square the ball moves, the coach of the kicking team places the throw-in template over it, facing towards either End Zone or either Sideline as they wish. Then they roll a D6 and move the ball one square in the indicted direction; the ball automatically passes any agility tests it may be required to make in order to dodge, regardless of any modifiers. Repeat this process for each and every square the ball moves. If this movement takes the ball off the pitch, it is thrown back on as normal and its move ends.
If the ball moves into a square that is occupied by a standing player, that player must attempt to catch it, as though it were a bouncing ball.
It should go without saying, but here it is – a Snotling Ball-suit cannot score a touchdown by itself, it must be in the possession of a player.

Scoring: 60/30/10
- 3 points for a TD and 1 Point for a CA. CAs that count as points will be all block dice, Surfs, Fouls, and Secret Weapons.
- 5 points for a pitch clear. Available once per match per coach. The final player of the opponent’s team must be removed on your turn.

10am doors open: registration and set up
10:15am start match 1
12:30pm Lunch
1:15pm start match 2
3:45pm start match 3
6:15pm Awards

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