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Tournament NameThrunk Memorial Brick III
Organizer NAF nameNotThePornGuy (28320)
OrganizerIan McKinley
VariantBlood Bowl 2020
Major/Nationalno
Start Date (YYYY-MM-DD)2022-08-21
End Date (YYYY-MM-DD)2022-08-21
TypeOPEN
StyleSwiss Resurrection
ScoringWin = 3 points, Draw = 1 point, Loss = 0 points
Cost$35, $30 for NAF members
NAF Fee Includedno
NAF Member Discountyes
Emailian@ianmckinley.com
WebpageThrunk Memorial Brick / Brique commémorative de Thrunk

Tournament Statistics

Winner

Chewblocka (15257)Tomb Kings

Runner up

skaven27 (6470)Orc

Most Touchdowns

supernintendochalmer (31366)Elf Union

Most Casualties

Taxal (6060)Necromantic Horror

Stunty Cup

runki_khrum (6780)Ogre

Best Painted

Drakenspear (28841)Khorne
Best painting job on any single model

Other Awards

psy-five (21115)Orc
Best Defence
McHoot (32500)Ogre
Broken Brick (Fewest Points)
MidnightOgre (25005)Human
Best Sporting Conduct
 
Tournament Location
AddressBeau's Brewing Co.
 10 Terry Fox Drive
CityVankleek Hill
StateOntario
ZipK0B 1R0
NationCanada

Ruleset Document

Information
The Thrunk Memorial Brick

COST:


$35 for non-NAF members.

$30 for NAF members.

-Includes dice, a Thrunk Memorial Brick patch, some free beers, and prizes


VENUE:


Beau's Brewing Co.
10 Terry Fox Drive
Vankleek Hill, Ontario
K0B 1R0


DATE:

Sunday, August 21


SCHEDULE:

9:15 AM - 9:30 AM
Arrival & Registration

9:30 AM - 12:00 PM
Game One

12:00 PM - 12:30 PM
Lunch

12:30 PM - 3:00 PM
Game Two

3:00 PM - 3:30 PM
Break

3:30 PM - 6:00 PM
Game Three

6:00 PM - 6:15 PM
Presentation of Prizes
Dinner & extended hangouts as desired.



TOURNAMENT RULESET:

Games will have a maximum length of 2 hours and 30 minutes. If you are unable to finish within the given time frame, the referee may stop the game prematurely. A referee’s decision is final in all cases.

As per NAF guidelines, the documents that make up the tournament rule set are:
- the rules in the BB2020 starter box;
- the rules for additional Star Players that appear in Spike! Journals;
- the Teams of Legend document, released by Games Workshop and hosted on the Blood Bowl website;
- the FAQ, Designer’s Commentary and Errata, hosted on the Blood Bowl website;
- the rules for Slann as per the NAF website; and,
- the special rules for the Ghost of Thrunk as approved by the NAF specifically for the Thrunk Memorial Brick (see the end of this document for the special rules).

Please note: none of the rules in the Death Zone supplement will be used.

The tournament is resurrection style, meaning no injuries or deaths during games carry over into the next game.Teams with the ability to raise killed players will be allowed to, but they will not carry over to the next game.


TEAM BUILDING

The Thunk Memorial Brick uses the suggested tiering of teams as per the rule book and Teams of Legend supplement. Thus the teams fall into the following categories:

Tier 1
Amazons
Chaos Dwarves
Dark Elves
Dwarves
High Elves
Lizardmen

Norse
Shambling Undead
Skaven
Underworld Denizens
Wood Elves

Tier 2
Black Orcs
Chaos Chosen
Chaos Renegades
Daemons of Khorne
Elven Union
Humans
Imperial Nobility
Necromantic Horror
Nurgle
Old World Alliance
Orcs
Slann
Tomb Kings
Vampire

Tier 3
Goblins
Halflings
Ogres
Snotlings

Coaches have 1,150,000 GP to create their starting team rosters, not counting additional skills (more on that below).

Team rosters must consist of at least 11 players. Star Players do not count toward this total.

Please note, the Highlander Rule is in effect (“There can be only one!”): If opposing teams have the same Star Player, neither may be used. Also, if coaches choose to include Deeproot, Griff, Hackflem, or Morg in their teams, they must sacrifice two of the primary skills they would receive as a result of their tiering for each of these stars selected. Additionally, if coaches choose any other star player, they must sacrifice one of the primary skills they would receive as a result of their tiering for each star selected. Stunty teams are not/not exempt from these rules (Stunty teams are meant to be a challenge to play).

Once your 1.15 million GPs have been allocated, teams will be granted skill-ups based on the tiers noted above.

Tier 1 Teams: these teams may give 5 skills to their players, one of which may be a secondary skill. Any given player may only receive one additional skill.

Tier 2 Teams: these teams may give 6 skills to their players, two of which may be a secondary skills. Any given player may only receive one additional skill, except for one player, who may be given 2 skills (either two primary skills or one primary and one secondary skill).

Tier 3 Teams: these teams may give 7 skills to their players, two of which may be a secondary skills. Any given player may only receive one additional skill, except for two players, who may be given 2 skills (either two primary skills or one primary and one secondary skill).

All skills are assigned before the tournament begins (i.e. no progression) and should be reflected on team rosters.

There is no limit on skill incidence. Dwarves can have 4 Guards and Lizardmen can have 4 Blocks.

The inducements Permitted are star players (including those in the most recent Spike! Journal), Halfling Master Chef, bribes, kegs, and riotous rookies. Wizards, special play cards, (in)famous coaches, and other inducements are not available for purchase.


MATCH-UPS:

The first round of games will be determined by random draw from two pools of coaches, one pool of coaches from the National Capital Region and another pool of coaches from the Montreal region to promote linkages between the respective Blood Bowl communities. Coaches from elsewhere will be invited to indicate their preferred pool in which to be placed. Subsequent rounds will follow the "Swiss" model, with the team with the most points playing the team with the second most points, and so on.


SCORING:

Points will be allocated as follow:
Win = 3 points
Draw = 1 point
Loss = 0 points

In the case of a tie, tie breakers are in the following order:
- Number of Casualties caused against the Ghost of Thrunk
- TD differential (TD scored - TD against)
- CAS difference (Cas inflicted - Cas received)
Head-to-Head record (if applicable)


GLITERING PRIZES:

The following awards will be available. Only one performance award can be earned per player.

BRICKMASTER - Thrunk Memorial Brick Champion (Most Overall Points)
Mason – Second Most Overall Points
Stunted Brick - Most Overall Points by a Stunty Team
Hot Kiln – Most Touchdowns Scored
Ton of Bricks – Most Casualties Inflicted
Brick Wall – Fewest Touchdowns Allowed
Broken Brick – Fewest Overall Points

Community Choice Awards
Best Model – Best Painting/Display of an important team player, a star player chosen to play on their team, or of the Ghost of Thrunk
Sportsmanship – Outstanding Positive Conduct


GHOST OF THRUNK SPECIAL RULES

Yes, Thrunk is dead. However, like many players, being dead doesn’t mean his ghost
doesn’t still want to play Blood Bowl! During the tournament that bears his name, he
sometimes appears when the fans roar, waking his ghost from his body’s resting place.

Thrunk seeks to recreate the glory of the moment of his death. He is therefore obsessed with the notion of obtaining the ball and scoring a touchdown. Alas, Thrunk’s ghost doesn’t realize it is but an ethereal spirit, unable to grasp the ball. However, this doesn’t prevent him from trying! He will move towards the ball and attempt either to pick it up if it isn’t in anyone’s possession, or dislodge it if it is.

When the Cheering Fans kick-off event is rolled, roll to see whether one team or the other gets a Prayer to Nuffle as usual. Thrunk will then manifest himself by appearing on the trap door on the receiving team’s half. If - at the beginning of your turn but before any player actions - you are not in possession of the ball, you must activate Thrunk. Roll first to determine whether, like all Ogres, Thrunk goes Bonehead. If he fails the test, he will remain in place and lose his tackle zone like any other Ogre. If he passes the Bonehead test, he may move.

Thrunk's Movement: you must direct Thrunk by moving him as per the Ball and Chain rule. He must be moved the entire extent of his MA score with no “rushing” rolls allowed. Each movement MUST take Thrunk a row or column of squares closer to the ball. If his movement would bring him into contact with any player, he will throw a block. As per the Ball & Chain rules, Thrunk must follow-up if he pushes back another player. If Thrunk still has movement left, he will continue moving and potentially throwing blocks. If Thrunk is Knocked Down or is Placed Prone, an Injury roll is made against him. The effect of the cheering fans is dispelled and Thrunk is removed from play. If Thrunk moves onto the ball, his No Hands prevents him from picking it up. It will bounce away from him. Failing to pick up the ball will not/not end Thrunk's activation. If he has remaining movement, he will move onto the ball again.

Please note that Thrunk is not immune from opposition players lending assists to a teammate who is blocked by Thrunk. Once his activation is complete, Thrunk comes to a halt and is counted as an opponent in all cases where an agility roll needs to be made, including dodges. He will neither provide an assist to a block nor remove any assists because of his presence.

In all other respects, Thrunk is a normal player. He can be on the receiving end of blocks, be pushed into the crowd, and get injured. Indeed, dishing out a casualty to Thrunk is so crowd-pleasing the tournament uses this statistic as a tie-breaker. If Thrunk is removed from play, he may re-appear for later drives in the game.

Ghost of Thrunk
MA 3
ST 5
AG 4+
PA -
AV 9+

Skills & Traits:
Ball & Chain, Bonehead, Disturbing Presence, Foul Appearance, No Hands, Strip Ball


ALL THE ABOVE RULES CAN BE FOUND IN BOTH ENGLISH AND FRENCH ON THE WEBPAGE

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