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Tournament NameTKC VII Dungeon Bowl Challenge
Organizer NAF namenornbreeder (28371)
OrganizerBen Kampschroer
VariantDungeon 7s
Major/Nationalno
Start Date (YYYY-MM-DD)2023-05-12
End Date (YYYY-MM-DD)2023-05-12
TypeOPEN
StyleDungeonBowl
ScoringSee Description
CostSee Description
NAF Fee Includedno
NAF Member Discountno
Emailnornbreeder@gmail.com
Webpage

Tournament Statistics

Winner

Grither (10904)Elf Union

Runner up

Most Touchdowns

Most Casualties

Stunty Cup

Best Painted

Other Awards

 
Tournament Location
AddressWyndham Orlando Resort & Conference Center/Celebration
 3011 Maingate Ln
CityKissimmee
StateFlorida
Zip34747
NationUnited States

Ruleset Document

Information
This event is FREE if you are attending THREE KINGDOMS CHALLENGE VII: The Legend of Cipactlicihuatl but has a $10.00 entry fee if you ONLY plan on attending the Friday Night Event!!!
While the colleges of magic usually dominate the dungeonbowl circuit, do you ever wonder where hedge-mages and other non-affiliated magic-users get their training? The many community colleges of magic of course! Smattered across the Old World are various training establishments for those who can’t afford (or weren’t accepted!) into an accredited college of magic. Recently, these smaller organizations began some rivalries of their own, rivalries that can only be settled by two teams beating the snot out of each other underground! Of course, they can’t afford to hire actual Blood Bowl players, but they sort of found the next best thing in the many amateur 7’s leagues that pop up like weeds across the landscape. Most of these “community colleges” aren’t too picky about who they hire - usually just throwing together players from one or two of the closest teams in their immediate region.
As coaches from all over the Old World are gathered to prepare for the Three Kingdoms Challenge, they discovered a series of ruined dungeons under the stadium. Why not invite some amateurs to come participate in a few rounds of dungeonbowl? As practice… friendly, not deadly at all, practice…
4 Rounds, Swiss Pairing
1 Point for a win, 0 points for a loss.
Tiebreakers will be settled with:
College with most Casualties
College with the most added skills
College with the lowest TV at the end of the event
RULES:
Community College Teams:
When building a team, a coach selects two different races to combine to form their college. They are then given 600GP to build a 7’s team using any combination of players from those two teams as long as they do not exceed 4 positional (non 0-16 or 0-12) players maximum. Rerolls cost whatever the average of the two teams rerolls would be. For example – I am building a college from the rosters of skaven and goblins, rerolls would cost 55gp.
Finally, name it the Community College of _____.
Coaches then may add two primary skills and one secondary skill to their players. No player can have more than 2 skills added total. The leader skill cannot be added this way.
The only inducements available are Bribes (100GP) and Hedge-Mages(100GP).
Bribes cost 75gp for colleges with one team that has the “bribery and corruption” keyword. If both teams have this keyword, then bribes only cost 50gp for that college.
Any time a player with the “secret weapon” trait rolls doubles on an armor break or injury roll they will be ejected as if they had committed a foul. A coach may argue the call and/or use a bribe as normal.
Hedge-Mages are standard wizards who only know how to cast the ZAP! spell.
All other rules will remain the same as the DungeonBowl Book describes with the exception that only 4 players begin in the dungeon instead of the usual 6.
SPECIAL RULES:
TKC Teammates:
If you and your TKC teammate are both playing in this event, and you both constructed your colleges from the two teams that you are both playing in the main event, AND the two colleges combined do not exceed the number of positional players either team would normally be able to take in a full game of Blood Bowl, then you are truly in tune with the spirit of this event. If you meet all these requirements then you may each take an additional primary skill on a player who has not already received an extra skill! The leader skill cannot be added this way.
Foreign Exchange Student:
At the end of the first round, the two coaches that played the match may choose to swap/trade players in a the “foreign exchange program”. Coaches that decide to do this will swap players for the remainder of this event. Both players gain Loner (3+) because they don’t know their teammates all that well, BUT both players also gain the Leader skill because they share some of their knowledge with their newfound teammates.
Because this is a tricky thing to navigate, and I don’t want people spending all night trying to come up with a suitable deal, I am laying down the following rules for trade negotiations:
1. The Winning Coach may choose to initiate the trade. If they choose not to, no trade occurs; it cannot be tried again.
2. If the Winning Coach chooses to initiate the trade, they will select one player from their own college and one player from their opponent’s college, these players go “on the table” as part of the deal.
3. These two players will be swapped immediately if the opposing coach agrees to the trade as is.
4. If the opposing coach declines the offer, they are allowed to return one of the two players “on the table” to their original college and select a new player from that college to take their place “on the table”.
5. The coach that initiated the trade may then choose to accept or decline the trade. If accepted, the two players “on the table” are swapped. If the coach declines, then the trade fails and is aborted; it cannot be tried again.
If the Winning Coach does not initiate a trade, the opposing coach may choose to trade any of their POSITIONAL players with King Torg (ALL HAIL KING TORG!) in exchange for a Kobold (same stats as a halfling hopeful) with the Leader Skill.

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