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Tournament NameRichmond Turncoat 2022
Organizer NAF nameGobdomino (19092)
OrganizerNate Ball
VariantBlood Bowl 2020
Major/Nationalno
Start Date (YYYY-MM-DD)2022-11-12
End Date (YYYY-MM-DD)2022-11-12
TypeOPEN
StyleSwiss Pairing
Scoring3-1-0
Cost$25
NAF Fee Includedno
NAF Member Discountyes
Emailskullsandones@gmail.com
Webpage

Tournament Statistics

Winner

SupWill0048 (20761)Multiple Races

Runner up

Gaixo (13696)Multiple Races

Most Touchdowns

profgoldfinch (18217)Multiple Races

Most Casualties

dug1970 (27971)Multiple Races

Stunty Cup

Blewer (22327)Multiple Races

Best Painted

Other Awards

dylanthesquig (19888)Multiple Races
Best Defense
genghisdhan (30763)Multiple Races
Most Mediocre
captainkellen (19082)Multiple Races
Last Place
 
Tournament Location
Address423 3rd St.
 
CityPetersburg
StateVA
Zip23803
NationUnited States

Ruleset Document

Information
Introduction
Welcome to the inaugural Richmond Turncoat Tournament 2022. This is a one-day, four-round game tournament where you will choose a team and play rounds 1 and 3 with your team, but play against this same team in rounds 2 and 4.

That’s right-it’s turncoat time! In Rounds 2 and 4, you and your opponent will switch teams and play against each other. So be careful how you build your team! Will it be as strong as you can make it? Will it be super wonky with multiple nuances only you will know how to play well? Or will it be a hot mess, because… why not? It’s Blood Bowl!

Format & Schedule

GAMES PLAYED: The tournament shall consist of four games in a single day event.

ENTRANCE FEE:
a. $25 NAF Members
b. $30 Non-NAF Members (Includes $5 for NAF Membership)

Preregistration can be done through Paypal to nateball13@gmail.com (Please send as Friends and Family).
You will not be permitted to play in the event if you refuse to join and become a member of the NAF! If you want to play Non-NAF ranked Blood Bowl please do so in the comforts of your own game store or home.

PAIRINGS:
a. First round: Players shall be paired randomly for the first round, special attention will be given to attempt to separate players from the same league/region if possible, so please be sure to share that information as soon as possible. I will also try to place people who have never played each other in a tournament in the first round.

b. Rounds 1 & 3: You will play with the team you created against your opponent.

c. Rounds 2 & 4: You will play with your opponent’s team, who in turn, will be playing with your team.



SCHEDULE:

11:45 a.m. Tournament Location opens and Registration Begins
12:15 a.m. Round One begins
2:15 p.m. Lunch (we are in restaurant/brewery, so you can order whenever but there will be a little time allotted to eat. You can, of course, eat throughout the tournament).
2:45 p.m. Round Two begins (Turncoat!)
5:00 p.m. Round Three begins
7:15 p.m. Round Four begins (Turncoat!)
9:15 p.m. Results finalized, winners announced, and prizes distributed. We have the Brewery until 10pm, so we may need all of that time to get through four games.

The Tournament Administrator has discretion to modify the timetable to better suit the needs of the players. This decision will be made on an as-needed basis. A strict adherence to game length of 2 hours will be enforced. If all players are finished with the round the next may start ahead of schedule or lunch be lengthened if you finish Round 1 early.

Note: This is a four game tournament, so we will try to move things along wherever we can to use as little time as possible. We have until 10pm!

What You Get:

1. The chance to win trophies!
2. The chance to win Sad Panda models!
3. Two models: Cindy Piewhistle and Bomber Dribblesnot
4. Fun, Food, and Booze!








Team Build and Team Selection:

Coaches have 1,100,000 GP to create their starting team rosters. Team rosters must consist of at least 11 players before you purchase any Star Players.

All teams are allowed ALL their available inducements, including Wizards with the exception of:

• Mercenaries (Standard, or Fabulous Freebooters) (Giants are an exception and are allowed)
• Special Play Cards
• Referees of any type Biased or Unbiased


Star Players
Star Players may be used in this tournament- but beware! Choose wisely as you will have to play against them twice!

The number of skills awarded will also be determined by team type:

Tier A - 4 skills (no doubles): Amazon, Chaos Dwarf, Dark Elf, Dwarf, Lizardman, Norse, Undead, Wood Elf

Tier B - 4 skills (up to 1 double): Black Orcs, Chaos Chosen, Chaos Pact, Elf Union, High Elf, Human, Khorne, Necromantic, Orc, Skaven, Underworld

Tier C - 5 skills (up to 2 doubles): Imperial Nobility, Nurgle, Old World Alliance, Slann, Tomb Kings

Tier D - 5 skills (up to 3 doubles): Goblin, Halfling, Ogre, Snotling, Vampire




All skills are assigned before the tournament begins (i.e. no progression) and should be reflected on team rosters.
Each player may receive no more than 2 added skills. Each of those can be a regular or double skill. No Stat Increases are
allowed.

There is no limit on skill incidence. Want to be uninventive and spam Block and Guard? Go ahead! Want to be insane and spam Sure Hands and Catch on Saurus Blockers? Go ahead!

Please direct any and all questions about team building to the Facebook event page or email skullsandones@gmail.com.

Match Sequence

The match sequence is as follows:

1) Pre-Match and Introduction.
- Decide dice rolling conventions: shared dice, cocked dice, dice towers or cups, what to do if dice go off the table.
Ultimately this is for the coaches to decide (with the exception of sharing dice, which is mandatory is requested),
but try to be easygoing.
- Show your opponent your roster and team.
- Point out which players represent which positions and point out which players have added skills.
- Look over your opponent's team roster and ensure that it's legal.
- Call for a referee or tournament official in the event of any discrepancy before the match begins.
- Work out the number of Fans and Fame and note the result.

2) The Match.
- Roll Weather.
- Roll dice or flip a coin to decide who goes first. (Winner decides to kick or receive.)
- Receiving team's turn.
- Kicking team's turn.
- Keep track of blocking casualties and touchdowns on the supplied match sheet.

3) The Post Match Sequence.
- Validate the results you have tracked on the match report sheet with your opponent. Once certain, submit your results.

4) Match timing.
- You have roughly 2 hours and 15 minutes to complete your match. When one hour is over, a general notice will be given that
you should be close to starting the 2nd half.

Gameplay Rules Documents

1. Unless otherwise noted herein, the documents that shall be applied to this tournament are known as the “BB2020” ruleset as identified by NAF guidelines:
a. The Official Rules (Boxed set)
b. Deathzone
c. Teams of Legend (ToL)
d. All FAQs released within a week of the event.
e. The new Norse will be in effect. If the rules come out for the new Amazon within two weeks of the tournament, they will NOT be used.
2. Unless explicitly noted herein, the Cave Squig Cup comports with all NAF rules and guidelines. It is the intention of the tournament administrators to conduct a NAF-sanctioned tournament and to adhere to the high quality and standards imposed accordingly.
3. No timers will be used unless deemed necessary by the tournament administrator. Please play efficiently. If you feel as if your opponent is taking advantage of the “no timer” rule, contact a tournament official immediately. Periodic round time remaining limits will be called out to help gauge the pace of play.
4. Illegal procedure will not be called. Please remember to move your turn markers as required. If you see someone has forgotten to move their marker remind them politely to move it.
5. All rosters start fresh after every match. No Star Player Points will be awarded. No injuries (including death) will be permanent. Any zombies raised during a game will return to their shallow
grave at that game’s end.
6. Coaches are REQUIRED to mark or highlight their players with skill rings or similar such that additional skills are clearly marked. This can be in the form of written on the base, loom bands, skills rings, etc.
7. Any block dice may be used however the results should be legible by both coaches. The use of dice cups/pads are permitted.
8. Player aids, such as probability Apps, calculators and the like must not be used while in-game.
9. The new GW passing grid from the GW inducements card pack will be used to determine throwing distance and difficulty. Tools that assist with measuring passing ranges or whether an interception is possible are useful, but can lead to dispute. It has been noted that passing range templates and interception Apps are not all accurate, and caution is advised when using these tools.
10. External advice to coaches’ in-game is not permitted. Strategic discussions at team events are permitted, but not in-game instructions. For example, ‘we need a draw here’ is acceptable ‘don’t
block that player’ is not.
11. If any rules disputes or other issues arise please alert a tournament official or judge so that the issue
can be resolved both correctly and quickly.
12. THE MOST IMPORTANT RULES:
• Don’t be a jerk!
• Have fun!

Scoring & Prizes Ranking:
We will keep track of individual rankings, which could be weird if someone brings Stunties!

Win : 3 points
Draw : 1 points
Loss : 0 point

Tiebreakers:
Net TDs + Net Casualties

Awards:
Champion (Highest individual ranking)
2nd Place (2nd-highest individual ranking)
Stunty Cup (Highest score by a Goblin, Halfling, Ogres, Stunty Lizards (No Saurus), Stunty Underworld (No Skaven))
Best Defense (Fewest TDs allowed)
Best Offense (Most TDs)
Most Violent (Most casualties)
Most Mediocre (the middle of the road coach)
Wooden Spoon (Lowest individual ranking)

Tournament Report
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