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Tournament NameXVII Batalha dos Corvos - Blood Bowl
Organizer NAF nameironbreaker (25312)
OrganizerClube Corvo Branco
VariantBlood Bowl 2020
Major/Nationalno
Start Date (YYYY-MM-DD)2023-05-06
End Date (YYYY-MM-DD)2023-05-07
TypeOPEN
StyleSwiss/Resurrection
Scoring2/1/0
Cost25
NAF Fee Includedno
NAF Member Discountno
Emailclubecorvobranco@gmail.com
Webpage

Tournament Statistics

Winner

Oldone (24566)Chaos Chosen

Runner up

ironbreaker (25312)Chaos Renegade

Most Touchdowns

Oldone (24566)Chaos Chosen

Most Casualties

Oldone (24566)Chaos Chosen

Stunty Cup

sadino (27265)Snotling

Best Painted

Taeki (30332)Lizardmen

Other Awards

 
Tournament Location
AddressPavilhão Multiusos da Ajuda
 Rua Alfredo da Silva 12B
CityLisboa
StateLisboa
Zip1300-481
NationPortugal

Ruleset Document

Information
The Corvos - Blood Bowl Tournament will be played under the Blood Bowl 2020 Official Rules, GW’s FAQs, Teams of Legends, and NAF’s additional races’ rosters. Those will be similar to the Rules for the Alicante’s NAF World Cup 2023.

The organization reserves the right to change the rules, according to NAF decisions, if any will occur on the official documents. No change will occur after the end of the registration period.

This will be an individual tournament, where a coach will play against another coach each round.

Special stadiums and balls presented on Almanacs and Spikes won’t be used.

Resurrection

Any injury or death suffered by a player will be cleared after each match, and each coach will start their matches with the registered rosters.

Rounds

The first round will be randomly sorted;

The following rounds will be sorted according to Swiss Draw.

SCHEDULE

06/05/2023:
0830-0845 Check-in
0845-1100 Round 1
1115-1300 Round 2
1500-1715 Round 3
1730-1945 Round 4
07/05/2023:
0845-1100 Round 5

TEAM BUILDING

Each team has a total of 1,150,000 gp to spend on roster creation and must hire a minimum of 11 players. Any unspent cash at roster creation will be lost and all teams will be considered to have the same Current Team Value (CTV) for the purpose of inducements and prayers to Nuffle.
Cash given is also used to buy rerolls, assistant coaches, cheerleaders, apothecary, inducements, and so on.
Undead, Necromantic, and Nurgle teams are allowed to apply the Masters of Undeath and Plague Ridden special rules. Players added to a team roster through a game as a result of those special rules are removed from the roster at the end of that game.
Teams will consist of a minimum of 11 players and a maximum of 16 players, including star players.
Star players can only be induced after 11 regular players have already been rostered.
Star players can’t be given extra skills from the team’s skill budget.
If both opposing teams are fielding the same star player in a game, both star players are allowed to play.


INDUCEMENTS

0-01 Halfling Master Chef (300k, 100k for halfling teams)
0-06 Assistant coaches (10k)
0-12 Cheerleaders (10k)
0-02 Bloodweiser Kegs (50k)
0-03 Bribes 100k (Bribery & Corruption teams, 50k)
*No bribes allowed if your team has one or more players with the “Sneaky Git” Skill.
0-02 Wandering Apothecaries (100k)
0-01 Morgue Assistant (100k)
0-01 Plague Doctor (100k)
0-01 Riotous Rookies (100k)
0-01 or 02 Star Players – depending on Tier (regular costs)
Nothing else is allowed, be it a Blood Bowl Rulebook or Death Zone inducement.



EXTRA CHARGE FOR CERTAIN STAR PLAYERS

Certain star players are so famous, glamorous, or infamous that their teammates pay all their attention to them, forgetting to properly train and improve their own skills. So in case you want to hire one of them for your team, you will have to “pay” some of the skills you got on your skillset to picture this situation.

If you hire one of the following star players, you’ll have to reduce the mentioned skills from your skillsets:

Morg’N’Thorg – 3 primary skills
Griff Oberwald – 3 primary skills
Deeproot Strongbranch – 2 primary skills
Hakflem Skuttlespike – 2 primary skills
Kreek Rustgouger – 2 primary skills
Bomber Dribblesnot – 2 primary skills
Wilhem Chaney – 1 primary skill


SKILLS & EXTRAS

Teams are separated in five different tiers and offered different skill sets to choose from.

Each team is permitted to stack 2 Primary Skills on a maximum of 1 player at the cost of both 1 Primary Skill and 1 Secondary Skill.

If your team and skill set does not allow you to give Secondary Skills to your players, you’re not allowed to stack skills.


TIER 1

A) 6 Primary Skills
B) 4 Primary Skills + 1 Secondary Skill
C) 3 Primary Skills + Access to 1 Star Player

Chaos Dwarf
Dark Elf
Dwarf
Human
Lizardmen
Orc
Undead
Wood Elf

TIER 2

A) 7 Primary Skills
B) 5 Primary Skills + 1 Secondary Skill
C) 4 Primary Skills + Access to 1 Star Player

Amazon
Elven Union
High Elf
Necromantic
Norse
Skaven
Slann
Underworld

TIER 3

A) 7 Primary Skills + 1 Secondary Skill
B) 5 Primary Skills + 2 Secondary Skills
C) 5 Primary Skills + Access to 1 Star Player

Black Orc
Chaos Chosen
Imperial Nobility
Khorne
Nurgle
Tomb King

TIER 4

A) 8 Primary Skills + 1 Secondary Skill
B) 6 Primary Skills + 2 Secondary Skills
C) 6 Primary Skills + Access to 1 Star Player

Chaos Renegades
Old World Alliance
Vampire

TIER 5

A) 8 Primary Skills + 2 Secondary Skills
B) 6 Primary Skills + 3 Secondary Skills
C) 6 Primary Skills + Access to 1 Star Player
D) 4 Primary Skills + Access to 2 Star Players

Goblin
Halfling
Ogre
Snotling


TIME & CLOCK

Each round will have the duration of 2h15.

The clock for each round will be shown on a big screen. Also, each game of the round will have a chess clock for coaches to divide the time pool: this way, each player will have 1h to play his turns, deploys, and other rolls.

This system can allow a coach to play several turns in a row: a coach will be unable to do any voluntary actions if he runs out of time in the pool – ex.: cannot try to intercept a pass, but still will roll armour and injury rolls if an opposing player is knocked down.

If a player runs out of time in the pool, his opponent may not share his time!

The round ends when the time on the big screen ends. After that, any roll will not be considered and the score will be the one at the moment of the end of the round.

If, by any chance, the time on the chess clock exceeds the time on the big screen, the latter will prevail: to keep the track of time faithfully, it is recommended that the chess clock never stops, even in the case of referee intervention. Thus, it is also recommended for the coaches check the time shown on the big screen.

If any problem occurs with a chess clock, this should be reported as soon as possible to a tournament staff or referee.

After the pairings are drawn, if both coaches are ready, they can make the pre-match rolls and deploys before the clock starts. Nonetheless, it’s not allowed to start the first turn – or Blitz! – before the beginning of the round.

In an eventual delay of a coach to the table, the time of the delay will be subtracted from his time pool.


VICTORY POINTS

WIN = 2 pts
DRAW = 1 pt
LOSS = 0 pt


TIE BREAKERS

Opponent’s Score;
Net Touchdowns;
Net Casualties;
Most Touchdowns;
Head to Head (top 3)
Random

FAIR PLAY

Each coach must use the dice offered at the tournament, and dice placed at each table by the tournament organization.

Coaches must change or share dice, if required by either coach – call a Ref to put new dice available on the table.

Dices whose base isn’t totally settled are considered “cocked”.

Any player dropping out from rounds will not be eligible for prizes.

Any player quitting a match without proper cause will be banned from this event and its further editions.



MINIATURES & PAINT

Painted miniatures are not mandatory (though we urge you to do so).

The miniatures don’t have to be original Games Workshop. However, the miniatures must have an approximate scale, representative of the roster’s race and players (ie a Norse thrower must look like a Norse thrower) and be easily recognizable from other positionals.

If you’re struggling with your converted team we suggest you use the following colour coded bases:

Grey / none: Lineman
Red: Blitzer
Green: Blocker
White: Thrower
Yellow: Catcher, Runner

If your opponent can’t easily recognize the different player types on your team, you must let him mark them somehow (without damaging the miniatures, of course). This could be with bottle caps or coloured rings etc.



SKILL RINGS

All miniatures with additional skills must be identified. Skill rings are a standard solution, if you can’t bring them, the event will borrow you some – please ask for them at the check-in and try to arrive early!

Colour scheme below:

Blue – Block
Yellow – Dodge
Green – Guard
Red – Mighty Blow
Orange – Tackle
White – Wrestle
Pink – Sure Hands

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