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Tournament NameUnderworld 2011
Organizer NAF nameFather_Gailus (9812)
OrganizerAron Wisneski
VariantClassic
Major/Nationalno
Start Date (YYYY-MM-DD)2011-12-03
End Date (YYYY-MM-DD)2011-12-03
TypeOPEN
StyleSwiss
Scoring55-35-10
Cost$15
NAF Fee Includedno
NAF Member Discountno
Emailaronwisneski@yahoo.com
Webpage

Tournament Statistics

Winner

Runner up

Most Touchdowns

Most Casualties

Stunty Cup

Best Painted

Other Awards

 
Tournament Location
AddressRockheads Cards and Games
 
CityKenosha
StateWI
Zip
NationUnited States

Ruleset Document

Information
Underworld Cup 2011 rules:
The tournament will be held December 3rd, 2011 at Rockheads Comics and Games in Kenosha, Wisconsin.
Sign-in begins at 9:30 a.m. on Saturday; Round 1 will begin at 10:00 a.m.
Entry Fee: $15
The Rules will be CRP rules.

Rounds, Team Set-up, and Skills.

The tournament will be 1-Day, 4 rounds of Swiss.
Starting team value, before skill-ups, will be 1,100,000. You may purchase any inducement as part of your team other than Mercenaries or Special Play Cards. However your team must still have a minimum of 11 players including Star Players – i.e. 9 linemen and 2 Star Players is acceptable.
After the team is built, you may add 5 regular skills and one doubles skill (or, if you do not want to use a doubles skill, 6 regular skills – no stat increases.) You can stack as many of these 6 extra skills on any number of players – so, you can put all 6 on one player, or one on 6 different players, or any combo in between. You may choose the same skill multiple times. This will be the team you use for all 4 games.

SCORING:
GAMES:
4 Rounds, Swiss, top three at end determined by points, not necessarily by table.
Win: 55 points
Tie: 35 points
Loss: 10 points

RESULTS:
Won by 3+ points = +15 , Won by 2+ points = +10, Lost by only 1 point = +10
Caused 2 or more casualties than opponent = +10
Caused one casualty more than opponent = +5
(NOTE: Casualties caused as a result of block dice on the pitch or via fouls will be counted (a.k.a. Wisconsin Rules). Casualties caused by events, balls, or the crowd will not count toward casualty total.)

SPORTSMANSHIP:
At the end of the tournament, coaches will award sportsmanship rankings to their opponent. Each coach should give one and ONLY one of the five players he played against a 1 rating for sportsmanship as the best sportsman of his five opponents. Players may also award a 3 rating to players who were poor sportsmen. You do not have to award any 3 rating if you do not feel any players desire it and likewise you may award more than one 3 rating if you had more than one poor sportsman opponent (excessive use of 3 ratings will be questioned by tournament organizers). All other players should receive a 2 rating for sportsmanship. Points for each of these ratings will be scored as follows:

1 -- 11 points, 2 -- 6 points, 3 -- 1 point
If you have an opponent who drops out without voting you will receive 6 points from that coach. NOTE: Sportsmanship points do not count toward tournament points for placement, however they may be used in order to break ties.


SPECIAL BALL RULES:

Because the Underworld Cup is played underground, there will be no weather events. However, the necromancers and rogue wizards of the Underworld have cast some nasty spells on all tournament pitches to wreak havoc on all games!

The normal Blood Bowl weather chart will be replaced with a “Special Ball” chart. The type of ball will be rolled at the beginning and halftime of each match, and any time that ‘change of weather’ is rolled on a kickoff table.

Ball table:

2- Explosive Ball
3- Slippery Ball
4-5 Spiked Ball
6-8 Standard Ball
9-10 Winged Ball
11- Sticky Ball
12- Teleport Ball

Explosive Ball - Whenever a ball is fumbled (i.e. comes to rest on the pitch after a player has attempted to handle it in some way), roll a D6. If a 4+ is rolled, it acts just like a bomb (adjacent squares, knocked down 4+, armor/injury roll, casualties do not count toward total.) A new ball appears in the same square after an explosion. If a ball scatters out-of-bounds, the ball risks exploding if it comes to rest on the pitch after the throw-in by the crowd.

Slippery Ball (Crazy fish) - Must re-roll successful pick-ups and catches/interceptions. If player has sure hands/catch then make only a single roll.

Spiked Ball - Any failed pick up or catch roll (but not interception roll) is treated as the player being attacked with the Stab skill by an opponent.

Winged ball - Every pass is 3+ (regardless of range/AG or skills, up to maximum range ruler distance - can still be modified by tackle zones). Opposing team is allowed to nominate one player to take a Pass Block action (whether they have the skill or not) as the ball gently floats towards its target. Pass/Catch/Safe Throw can still be used.

Sticky - player counts as having AG 5 when picking up the ball. Before making any hand-offs or passes roll a D6. On a 1 or 2 the ball remains stuck to their hand and the action is lost.

Teleport Ball – If the ball is held by one of your players at the end of your turn roll a D6. On a 1 the ball becomes dimensionally unstable and the player and ball are teleported. Roll a D8 to determine the direction they teleport, then a D3 to determine the number of squares. If this would end up on top of another player handle same as a thrown player landing on another model. The teleport move cannot take the player out of bounds (player and ball stop at the last square before leaving the pitch). If your turn ends with a TD, do not roll for teleportation.


prizes:
Prizes will be awarded for the following categories: 1st place, 2nd place, Most Touchdowns, Most Casualties, Best Defense (fewest TDs scored against), Best Sportsman, Wooden Spoon, and "Best Balls".

Schedule, etc.:
The Schedule of events will be:
9:30 a.m.: Sign-in
10:00 a.m. – 12:00 p.m. : Round 1
12:00 p.m. – 12:30 p.m. : Lunch (pizza and soda provided)
12:30 p.m. – 2:30 p.m. : Round 2
3:00 p.m. – 5:00 p.m. : Round 3
5:30 p.m. – 7:30 p.m. : Round 4
7:45 p.m. – Awards

Included in your entry fee is a pizza lunch on Saturday.

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