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Tournament NameGoldcrush 2018
Organizer NAF nameCaptain_Prosecco (18367)
OrganizerJonathan Delacy
VariantClassic
Major/Nationalno
Start Date (YYYY-MM-DD)2018-02-18
End Date (YYYY-MM-DD)2018-02-18
TypeOPEN
StyleResurrection
Scoring50-25-10
Cost$25
NAF Fee Includedno
NAF Member Discountno
Emaildelacy.jon.j@edumail.vic.gov.au
Webpage

Tournament Statistics

Winner

KSHARPER (11651)Tomb Kings

Runner up

nubs11 (17536)Chaos Chosen

Most Touchdowns

Most Casualties

Stunty Cup

Best Painted

Other Awards

JamesDSF (18283)Vampire
3rd Place
 
Tournament Location
AddressGUF Games Ballarat
 9 Dana Street
CityBallarat
StateVictoria
Zip3350
NationAustralia

Ruleset Document

Information
Sunday 18th February 2018. Registration: 8:30 – 9.00am
VENUE: GUF games Ballarat, 9 Dana Street, Ballarat.
Cost: $20 Pre-register; $25 – Pay on the Day (Please let us know if you’re coming, though). Money will go to prizes, trophies.
Goldcrush will be the first qualifying tourney for team ASC V team.
PM Jonno on ausbowl.com or Jonathan Delacy on FB if coming.
STEP 1:
You are allowed 1,100,000 gold to spend on your base team.
Your base list must be made using the following rules:
• Minimum of 11 players
• One Star Player may be hired per team; Halflings, Goblins and Ogres may hire 2 stars from CRP, DZ1 & DZ2.
• All other inducements are permitted (but not special play cards & 150K Wizard only).
• As part of your base 1,100,000 list, each player may be upgraded with ONE normal skill at a cost of 20K (Star Players may not be given skills per this rule).
• Your base list MUST add up to exactly 1,100,000 gold. If you have spare gold, it will need to be used on items such as Fan Factor, Cheerleaders or Assistant Coaches.
• Addendums to the CRP rules, as per NAF Tournament rules can be read here:
https://www.thenaf.net/wp-content/uploads/2017/05/NAF-Rules-Update-v1-3.pdf ; Piling On will be per CRP rules.
• Korne and Bretonnian teams will also be allowed: https://www.thenaf.net/wp-content/uploads/2015/09/CyanideRaces.pdf
STEP 2:
Additional Pre-Training points:
A variable amount of skill points may be spent on pre-tournament training above and beyond your base list that you created in STEP 1. The amount of points is dependent upon the racial group of the team. These amounts are as follows:
• Group one (Dwarves): 6 points
• Group two (Undead, Amazon, Wood elves, Skaven, Chaos Dwarves, Dark Elves): 9 points
• Group three (Necromantic, Korne, Orc): 10 Points
• Group four (Norse, Lizardmen, , High Elves, Pro Elves, Human): 11 points
• Group five (Chaos Pact, Brettonians): 12 Points
• Group six (Khemri, Chaos, Chaos Pact, Slann, Vampires, Nurgle, Underworld ): 13 points
• Group seven (Halflings, Goblins, Ogres): 15 points

Players that are given points may be given more than one [additional] skill (but not more than 6 - in line with CRP) according to the costs detailed below:

 Normal skills for a player cost 1 point each
 Double skills for a player, MV+ and AV+ cost 2 points each
 AG+ or removing one extraordinary skill (not secret weapon) cost 3 points each
 ST+ costs 4 points
 No more than one stat upgrade per player (e.g. you can have a STR4 AG3 Human Blitzer but you cannot have a STR4 AG4 Human Blitzer).
 Star Players may not be given points.
But wait! One player is your ‘Hero’. They must be given at least 5 points of skills, chosen as you wish according to the constraints above. Skill stacking is encouraged! Note: lists must still be built within the constraints of the CRP. That is, no player may have more than 6 added skills.
Important: please ensure all players are clearly numbered so your opponent can easily identify which players have which skills. This is very important, especially for teams with more than 5 or 6 upgrades on their roster where keeping track of different skilled players can be difficult.
On your list, please highlight the extra training points used (as opposed to a purchased 20K normal skill) and place an * against your Hero Player.
Rosters are to be submitted prior to the tournament date for checking. More information to follow closer to the date. This helps with timing on the day. Please let us know if you are particularly grumpy about this decision.
Special Rules:
Special Play Cards
Each coach will be dealt 3 random $50K CRP special play cards before Round 1. These cards may be used in any of the coach’s next four games, but once used are then discarded. One card per game is the maximum allowed to be played (Coach’s choice). For example, a coach may choose to use one of his cards in Game 1, one in Game 2, none in Game 3 and the remaining card in Game 4.
We like the randomness of it all.

Scoring:
All players will compete in 4 games over the course of the tournament. Swiss draw - however, in the first round players will be paired randomly. All care will be made to ensure that all players that travel and are from the same gaming circle do not play each other in the first round. There will be no further exceptions after the first round. Games starting from the second round will be seeded based on: 1) Win/Draw Points, 2) the total sum of the Touch Down Points differential AND Casualty Points differential AND Kills for.
• Win 50 Points
• Draw 25 Points
• Loss 10 Points
The following bonus points below will be allocated to players to use for determining seeded scores(s).
• 2 Points for a Touch Down scored against your opponent
• - 2 Points for a Touch Down against you
• 2 Points for each Casualty caused against your opponent
• -2 points for each Casualty caused against you
• One point for each kill against an opponent

In the case that two or more coaches end on the same W/L/D record after 4 games the first tie breaker for the winner of the tournament will be based on Strength of Schedule of all opponents’ W/L/D. Second tie breaker will be Net TD + Net CAS + Kills.

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