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Tournament NameSkirmish Con Dungeon 7s
Organizer NAF nametombstone_frank (4668)
OrganizerChris Forster
VariantDungeon 7s
Major/Nationalno
Start Date (YYYY-MM-DD)2023-03-04
End Date (YYYY-MM-DD)2023-03-04
TypeOPEN
StyleSwiss Pairs
ScoringPoints are earned in the following ways: o Annihilation Win / Runaway Win – 30 points o Close Win – 20 points o Draw – 15 points o Close Loss – 10 points o Annihilation Loss / Runaway Loss – 0 points
Cost$20
NAF Fee Includedyes
NAF Member Discountyes
EmailTombstone_Fank@yahoo.com
WebpageSkirmish Con Event

Tournament Statistics

Winner

Runner up

Most Touchdowns

Most Casualties

Stunty Cup

Best Painted

Other Awards

 
Tournament Location
AddressSKIRMISH CON
 11083 Nursery Fields Dr
CityJacksonville
StateFL
Zip32256
NationUnited States

Ruleset Document

Information
this is part of a convention. a one day (saturday) con pass is required.

Tournament Specific Rules:
- You get 600,000 to build your team from the Colleges of Magic as described in Dungeon Bowl (No Skills). Like 7’s you can have up to 4 positional players and line-people.
Inducements can be permanently purchased (except wizards) after your team has at least 7 players. Fan factor cannot be purchased (it is not used for anything). No Star players or Mercenaries.
Rerolls cost double.
- After the team is built, you can add the following SPP’s:
- All teams get 7 SPP’s to add to their team. Any random skills assigned will be done at check in.
- Resurrection style tournament
- all 5 rounds will be on the custom mats for the event
- Chests will be using the Dungeon Bowl rules.
- Rounds are a maximum of 1 hour long.
6 players will be set up on the pitch, adjacent to the End Zone. Any extra players in reserve can be brought onto the board after the first turn for each player. If you have less than 6 players on the board at the start of your turn, one player comes in automatically. If you have the full 6, they come in on a 2+. They can enter from a random portal. They CAN move once in the dungeon, and may Blitz.
o If one player is ahead by 2 or more TD’s after 30 minutes, they automatically win (Runaway Win).
o If one player is ahead by 1 TD after 45 minutes, they automatically win (Close Win).
o If both players are tied after 1 hour, it is a draw.
o If your opponent has no players in the dungeon at the start of your turn, and at least 30 minutes has been played, you automatically win. (Annihilation Win).
- Once the match timer hits 1 hour, the player can finish the current action. Once that action is complete, the match immediately ends.
- Tournament champion will be most total points after five rounds. If there is a tie, we will use the tie breaking procedure outlined below.
- Points are earned in the following ways:
o Annihilation Win / Runaway Win – 30 points
o Close Win – 20 points
o Draw – 15 points
o Close Loss – 10 points
o Annihilation Loss / Runaway Loss – 0 points
- Rerolls reset at the 30 minute alarm.
Wizards:
The Dungeon bowl Colleges have taken an interest in the fast paced sevens variant, and brought out some of their wizards to see if any of these players are good enough to be brought back to their colleges and play for their teams. Well, these wizards have decided what’s stopping them from having a little fun while they are here.
Coaches before starting the Pre-Game sequence (but after finding out their opponent for the round) may select a college wizard to assist them for that round’s match. They can use the wizard's ability only once during the match. Once selected, that wizard is no longer available to be selected for any future matches (even if the wizard’s ability was not used during the match).
The wizards available are:
- Amber Wizard: You may cast Bestial Fury at the start of any player’s activation. But before the targeted player is activated, select a player. For that turn only, that player will block with 3 dice and the blocking player’s coach chooses the die, no matter what the strength of the players are.
- Amethyst Wizard: You may cast Life Drain at the start of your turn, before any player is activated, choose a player on the opposing team that is marked by a friendly player. Immediately make an injury roll for the opposing player.
- Bright Wizard: You may cast a Fireball spell either at the start of any of the opposition’s team turns before any player is activated, or immediately after any of the opposition’s team turns has ended. Choose a square and roll a D6 for any standing player from either team that occupies either the target square or a square adjacent to it:
On a 4+, the player has been hit.
On a 1-3, the player avoids the fireball
Any standing players that are hit are knocked down, and you may apply a +1 to either the armor or injury roll.
- Celestial Wizard: You may cast Chain Lightning at the start of any of your team’s turns, before any player is activated. Choose a player on the opposition team, that player is struck by lightning. Make an armor roll for the chosen player and then roll a D6:
On a 1-2, the spell ends.
On a 3+, choose another model (friend or foe) within 2 squares that will be hit by the lightning. Make an armor roll for this player.
If the lightning chained to another player, roll a D6 to see if it continues to chain. Keep doing this until a 1-2 is rolled, or there are no more people to chain to. A player can only be affected by this spell once, so it cannot be chained back onto a player who was already hit.
- Gold Wizard: You may cast Transmutation at the start of any of your team turns, before any player is activated. Choose a player on the opposition team and roll 2D6. If the result is equal to or less than the Armour Value of the chosen player, the player collapses under the weight of their armour and is Knocked Out.
- Grey Wizard: You may cast Shadowed Step at the start of any of your team turns, before any player is activated. Choose a player on your team that does not have the ball. Remove the chosen player from the dungeon and place them anywhere in the dungeon within 5 squares of where they were.
- Jade Wizard: You may cast Grasping Vines at the start of any of the opposition’s team turns, before any player is activated. Choose an opposition player. The chosen player is grasped by vines and cannot be activated during that team turn. Additionally, the chosen player has no tackle zones until the start of their next activation.
- Light Wizard: You may cast Blinding Light at the start of any of the opposition’s team turns, before any player is activated. Until the start of your opponent’s next turn, opposition players may not preform Pass actions, Hand-off actions, or assist Block actions either offensively or defensively.
Tiebreaking Procedure:
- The patrons of the Colleges of Magic love to see exemplary play in the dungeon. In the case of a tie between teams in points, the team that will be placed ahead will be determined by a “fan favorite” vote. The patrons are looking for specific exemplary plays throughout the course of the games. They are:
o Slobberknocker! (you and your opponent combine for 7 or more total casualties in the match. Either both coaches earn this point, or neither coach earns this point.)
o Lost In The Portal (willingly choose to send your player through the portal, only to have them disappear from the dungeon.)
o No Help Needed (You chose to not use your Wizard’s spell for the duration of your match.)
o Meat Shield (block an opponent into a chest, causing it to explode. If the chest had the ball, you do not earn this point.)
o Nuffle’s Blessing (successfully find the ball when opening the first chest. This has to be the first chest opened in the round, and the team the opener plays for gets the point, so if you block an opponent into a chest and it is the ball, your opponent gets the point.)
o Hello Sweetie – Successfully Blitz the ball carries from a portal (in the dungeon or from the reserves). The ball carrier must be knocked down OR ball stripped to earn this point.
- You can earn each possible point in all five matches, but only once each match. This makes the maximum score for tiebreakers 30.
- If teams have the same tiebreaker score, then most tiebreaker points in the last round wins, followed by most in the fourth round, and so on in reverse order that the rounds were played in. If still tied, most TD’s scored, followed by most casualties, followed by TD differential, then casualties differential, and if somehow still tied at this point, 100 yard dash carrying a person on your back (or coin flip, whatever works for the tied coaches).
Awards:
- The following will be awarded at the Skirmish Dungeon Tournament. Coaches are only able to win one award, and if qualified for multiple awards, will receive the highest one they qualify for on this list:
o Tournament Champion (most total points)
o Fan Favorite (most tiebreaker points earn, following same tiebreaking procedure but if tied after comparing first round numbers go by total points, then a roll off)
o Stunty Champion (most total points from a stunty team)
o Most Touchdowns
o Most Casualties
o Best Defense

Tournament Report
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