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Tournament NameThundergnome III
Organizer NAF nameTheOldTook (21684)
OrganizerTheOldTook
VariantClassic
Major/Nationalno
Start Date (YYYY-MM-DD)2019-06-29
End Date (YYYY-MM-DD)2019-06-29
TypeOPEN
StyleSwiss
Scoring
Cost30
NAF Fee Includedno
NAF Member Discountno
Emailtreeman_1@yahoo.com
WebpageZurich Alchemists League

Tournament Statistics

Winner

Jokaero (2785)Underworld Denizens
12 Points

Runner up

Kithor (3874)Necromantic Horror
11 Points

Most Touchdowns

Candlejack (5844)Slann
8

Most Casualties

tijane (25851)Halfling
8
Candlejack (5844)Slann
8
Z.F. (12019)Norse
8
Jokaero (2785)Underworld Denizens
8

Stunty Cup

Best Painted

Other Awards

 
Tournament Location
AddressGZ Oerlikon
 Gubelstrasse 10
CityZurich
StateZurich
Zip8050
NationSwitzerland

Ruleset Document

Information
Thundergnome III
When: 29th June 2019
Organiser: TheOldTook/Kithor/Milo
Type: OPEN
Style: SWISS
Cost: 30 CHF/25 EUR for NAF Members
+5 CHF for NAF registration if not yet a member.
Soft Drinks will be provided
Various Take Aways within walking distance for lunch or Pizza Service (not included in costs.
Email: treeman_1@yahoo.com
Webpage: www.zal.obblm.com
Where: GZ Oerlikon
Additional Information
Rules of Engagement
The Gnomes of Zurich welcome you to the third Thundergnome!
In this special World Cup Year, the Gnomes are supporting their counterparts in the vale of Thornpear by helping the World to prepare. Thus we are playing World Cup rules for the three matches. However, as the Gnomes still like their fun, some of the special rules still apply – read on.
Current Rules of Games Workshop™ Blood Bowl™ – as applied by the NAF.
All teams previously registered in the Competition Rules Book/LRB6 including Slann/Chaos Pact/Underworld/Bretonnian/Khorne are welcome.
Three Games played – Saturday 29th June – Registration 09:00 – 09:30
Game 1 – 09:30 – 11:45
Lunch - 11:45 – 12:45
Game 2 - 12:45 – 15:00
Game 3 – 15:30 – 17:45
Award Ceremony 18:00/18:30

Tiers and Team Creation:
Tiers as per World Cup:
• Tier 1: Amazons, Bretonnians, Chaos Dwarves, Dark Elves, Dwarves, Lizardmen, Norse, Orcs, Skaven, Undead, Wood Elves
• Tier 2: Chaos Renegades, Elf Union, High Elves, Humans, Khemri, Necromantic
• Tier 3: Daemons of Khorne, Chaos, Nurgle’s Rotters, Slann, Underworld Denizens, Vampires
• Tier 4: Goblins, Halflings, Ogres
Team Creation as per World Cup:
Teams will be built and will gain improvements (additional skills or stat upgrades) according to their placement in the tier system above. The composition of all teams and all improvements to be taken must be submitted before the tournament.
Team Building:
Coaches must spend a minimum of 1,100,000 gold pieces when building their team. When building your team, you may buy:
• At least 11 standard roster players before any star player
• 0-8 Re-Rolls
• Assistant coaches
• Cheerleaders
• 0-1 Apothecary or Igor, depending on race
• 0-9 Fan Factor
• Inducements. The cost will be as following and will count for all 9 games:
o 0-2 Bloodweiser Kegs for each 50 kgp
o 0-3 Bribes for each 100 kgp, for Goblins only for each 50 kgp
o 0-1 Masterchef for 300 kgp, for Halflings only 100 kgp
o 0-2 NAF-approved star players for their regular cost
Wizards, (in)famous coaching staff and/or Special Play Cards are explicitly not allowed at Thundergnome. If both teams have hired the same star player, he/she will play for both teams.
Additional Cash:
Each team receives additional funding based on their tier. Starting cash can be used for team building (as above) or used to buy skills or a mixture of both. Cash for days 2 and 3 can only be spent on skills in advance of those days.

Tier 1 - Starting Cash Game 1 - 1,160,000
Cash Game 2 - 40,000
Cash Game 3 - 40,000
Tier 2 - Starting Cash Game 1 -
1,200,000
Cash Game 2 - 50,000
Cash Game 3 - 40,000
Tier 3 - Starting Cash Game 1 - 1,250,000
Cash Game 2 - 50,000
Cash Game 3 - 40,000
Tier 4 - Starting Cash Game 1 -
1,250,000
Cash Game 2 - 70,000
Cash Game 3 - 40,000

• A ‘normal’ skill costs 20 kgp
• A ‘double’ skill costs 30 kgp
o Tiers 1-3 are limited to one double skill during the tournament
o Tier 4 may have more than one double skill
• Your roster can have one player that has two additional skills. Both skills must be normal skills and the second skill has a cost of 30,000 gold pieces. These skills can be added at different times in the event.
• Tier 4 may buy a single stat upgrade. This cannot be combined with any other additional skill.
o + MA / AV costs 40,000 gold pieces,
o + AG 50,000 gold pieces and
o + ST 60,000 gold pieces.
• Star players may not receive additional skills or stat upgrades
All gold left unspent each day is lost, and does not carry over to subsequent days. If you choose to not spend all of your gold, the organizing committee thanks you for your contribution to our bar tab!
Additional Rules:
• The four-minute rule is not used. However, due to time constraints, matches must be played within the time allowed, should a match begin to overrun, the players will be given a chess clock.
Scoring:
A Win is worth 4 points
A Draw is worth 2 points
A Loss within 1 TD is worth 1 point
A Loss by more than 1 TD is worth 0 points.
Discontinue/Give Up -2 points.


Additional Game Rules
GAME 1 – Fan Participation – the Fans have all been issued with free Rocks to throw – First Half, Each Kick-Off result is applied as usual, but another D6 must be thrown – on a roll of 1 or 2, the Fans also throw a Rock. / Second Half, most rocks have been expended and a rock is only thrown when a 1 is rolled. Both teams are equally affected – only FAME +2 adds +1 to the Dice Roll, FAME +1 gives no advantage.

GAME 2 – Secret Weapons – A secret weapon is stashed in every corner – a player reaching this corner (may not be placed within 4 squares from the corner at Kick-off) may, at the start of the next turn, act as if he had picked up a secret weapon / Determined by Dice Roll: Chainsaw, Set of Bombs, Dagger. The Ref has been paid to ignore these secret weapons, but they have to be dropped when a Touch Down is scored and the player reverts to being just a normal player for the next drive.

GAME 3 – Spiked Ball – The usual Game Ball has been replaced by a specially spiked ball that may or may not harm the ball carrier – every time the ball is mis-handled/fumbled – on pick-up, pass, catch, intercept, including when attempting to catch a bouncing ball – the player is placed prone and an armour roll is made.

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