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Tournament NameBlood on the Snow
Organizer NAF namejip (22172)
OrganizerJip
VariantBlood Bowl 2020
Major/Nationalno
Start Date (YYYY-MM-DD)2023-12-02
End Date (YYYY-MM-DD)2023-12-02
TypeOPEN
StyleSwiss, resurrection
Scoring4-2-0
Cost25
NAF Fee Includedno
NAF Member Discountno
Emailharibo_21@hotmail.com
Webpage

Tournament Statistics

Winner

HexBaron (32494)Amazon

Runner up

cornish (20634)Underworld Denizens

Most Touchdowns

krathman (33790)Elf Union

Most Casualties

bb_nut (5275)Shambling Undead

Stunty Cup

duffins (24329)Goblin

Best Painted

Other Awards

dementor (21143)Imperial Nobility
Buddy Basher
 
Tournament Location
AddressFirestorm Games
 121 Victoria Rd
CitySwindon
State
ZipSN1 3BH
NationUnited Kingdom

Ruleset Document

Information
Rules PDF at https://www.dropbox.com/scl/fi/c4hyps6mhr0i6gvae0dqk/Blood-on-the-Snow-Ruleset-2023.pdf?rlkey=xtigpgk217utm4f2z2ngbcz7g&dl=0

FORMAT
It is a 4 game, one-day, tournament, with a random first round draw, followed by Swiss pairings for the remaining three
rounds. As the name suggests, there is a definite leaning towards the Festive Season; Merry Squigmas! All games will be played using the Winter Weather table (see P2 of this ruleset).

RULES
We will be using NAF tournament rules, which can be found here. All teams are reset after every game using the resurrection
format. No SPPs are required to be recorded, injured or dead players are healed, there are no winnings rolls and raised
players are lost.

The Illegal Procedure rule is not being enforced no longer exists! Game length for each round is 2 hours.

Unless rolled on the kick-off table, weather will always be Brisk.

Scoring is very simple. 4 points for a win, 2 point for a draw, 0 points for a loss, and -5 points for a forfeit. In addition, there will be 1 additional point available, per game, if your opponent’s Buddy the Elf is Dead or Injured.

Tied coaches are separated on Strength of Schedule, then total combined TD and CAS difference, followed by most opponents’ Buddys Dead or Injured, if needed.

Non-fouling Casualties are only counted if they would yield SPP. Crowd surfs, thrown rocks, chainsaws, etc… do not count.

12+ players on the pitch – If a team is found to be fielding too many players, players must be removed randomly (using a D12) until 11 players remain. If a team is found to be fielding less than 11 players, the drive must be played out with that many players on the pitch (no additional players can be brought on).

GAMES WORKSHOP RELEASES AND NAF RULINGS
If any additional Games Workshop release comes out between the NAF official rules update and the actual event, the
Tournament Organizer will review the release for appropriateness. You can generally assume all new positionals, Star Players and Inducements from Spike! Magazine are unlikely to be permitted (however, Golden Era star players and wizards of any kind are not allowed). Other releases of rules beyond Spike! Magazine (such as Death Zone) will be included/excluded as per NAF tournament guidelines, or at the Tournament Organiser’s discretion.

TEAM CREATION
Every team is permitted to spend 1.15m Gold Crowns at creation. All 29 NAF Official teams are permitted at the tournament.
No Star Players are allowed. All ‘Common Inducements’ (p.89 of the BB2020 Rulebook) may be taken, with the exception of
Star Players, Wizards, Special Plays, and Unlimited Mercenaries. Dedicated Fans (p.35 of the BB2020 Rulebook) may be purchased for 5k for the first, and 10k thereafter.

Rosters are expected to be submitted by November 25th, 2023, via TourPlay.

SKILL CHOICES
All 29 races are tiered. Each tier has an allocation of skills, and a set of restrictions on those skills. There is no limit to the
number of skills a single player can be given from the team’s allocation. These are all as follows:

TIER DWARF: Dwarf. Just Dwarf. No-one else. Sneaky Git Deathrollers? Bah Humbug!
Teams are allowed 8 Primary skills (8 in total).

TIER ONE: Amazon, Chaos Dwarf, Dark Elf, Humans, Lizardmen, Norse, Old World Alliance, Orcs, Shambling Undead, Skaven, Underworld Denizens, Wood Elf
- Teams are allowed 7 Primary skills, plus 1 Secondary skill (8 in total).

TIER TWO: Black Orcs, Chaos Chosen, Elven Union, High Elf, Imperial Nobility, Necromantic Horror, Tomb Kings
- Teams are allowed 9 Primary skills plus 1 Secondary skill (10 in total).

TIER THREE: Chaos Renegades, Khorne, Nurgle, Slann, Vampire
- Teams are allowed 10 Primary skills plus 1 Secondary skill (11 in total).

TIER FOUR (Stunty): Goblins, Halflings, Ogres, Saurus-less Lizardmen, Skaven-less Underworld, Snotlings
- Teams are allowed 10 Primary skills plus 2 Secondary skills (12 in total).

ADDITIONAL RULES
Those meddlesome elves: The little buggers have escaped Santa’s workshop and are causing chaos in the stands and on the
pitch! All coaches will draw one card from a communal Dirty Tricks deck before every match (P3 of this ruleset).

Early Christmas Present: Each coach has a golden re-roll that they’ve snuck from under the Christmas tree when no-one was looking. It is single-use (can be used once throughout the tournament) and is then returned to the Tournament Organiser for any remaining game/s. This re-roll works exactly the same as a normal re-roll for all rules purposes.

Buddy the Elf, what’s your favourite colour?: Name one of your 0-16 positionals Buddy the Elf. Keep your Buddy the Elf alive for the whole of the tournament, win a prize. Kill another coach’s Buddy the Elf, win a prize. ‘Elf’ is the greatest Christmas movie of all time. If Buddy is uninjured or not sent off, he needs to be on the pitch.

WINTER WEATHER TABLE (roll 2D6)
2 Howling Winds: The fans are shivering in the stands as a ferocious gale blows steadily down the pitch. Any pass attempts
have an additional -1 modifier. Each player rolls a D6 (re-rolling ties) – the wind is blowing down the pitch towards the losing player’s End Zone. Whenever the ball scatters for a kick-off or inaccurate pass, it will be blown down the pitch. Before making the Scatter roll, place the Throw-in template over the ball so that the 3-4 result is pointing in the same direction as the wind, then roll a D6 and move the ball one space in the corresponding direction. Repeat this a second time, then scatter the ball as normal.

3 Freezing: A sudden cold snap turns the ground as hard as granite (and not the ‘astro’ variety that players are used to). Whenever a player is Knocked Down, add 1 to the result of the Armour roll.

4-10 Brisk: It’s rather chilly, but it is as close to perfect Blood Bowl weather as you can hope for at this time of year! This counts as a ‘Perfect Conditions’ result for purposes of the Changing Weather result on the Kick-off table.

11 Heavy Snow: Visibility is low, it’s slippery underfoot and it’s impossible to spot tripping hazards, making it very difficult
indeed to block effectively. Whenever a player makes a Blitz Action, their ST is reduced by 1 for the duration of that Action.

12 Blizzard: Between the snow, the wind and the icy ground, it is a miracle the game’s still in progress! Any player attempting to move an extra square (Rushing) will slip and be Knocked Down on a roll of 1-2, and only Quick or Short Passes can be attempted.

DIRTY TRICK CARDS (roll 2D6)
Card Timing Effect Length
2 Blatant Foul Beginning of your turn Foul, rolls straight for injury This turn
3 Chop Block After your turn One of your players who took no action this turn is placed prone and an adjacent opponent is Stunned Instant
4 Custard Pie Beginning of your turn Opponent adjacent to your standing or prone player (but not stunned) is Hypnotic Gazed This turn
5 Distract Before opponent's turn Chosen player on your team gains Disturbing Presence and all opponents within 3 squares have Bone-Head This turn
6 Greased Shoes Before opponent's turn All Opponents require 5+ to Rush This turn
7 Gromskull's Exploding Runes Before setting up Chosen player on your team gains Bombardier, No Hands, Secret Weapon and has -1 to Pass Roll Entire game
8 Illegal Substitution Beginning of your turn Place a player from your reserves to your end zone. This player may only take a Move Action this turn This drive
9 Kicking Boots Any kick-off Chosen player on your team gets Kick, Dirty Player (+1) and -1 MA Entire Game
10 Pit Trap Before opponent's turn Chosen opposition player is Placed Prone Single use
J Spiked Ball Any kick-off Failed catches and pick-ups results in the player being Stabbed This drive
Q Stolen Playbook Before opponent's turn Chosen player gains On The Ball and Shadowing This drive
K Trampoline Trap (Not available!) n/a n/a n/a
A Witch's Brew Any kick-off Choose opponent player. D6=1, gains Jump Up and No Hands, 2=No Effect, 3-6, gains Really Stupid This drive

NAF DETAILS
This tournament is open only to members of the NAF. If there is not a NAF representative to complete sign-ups present at
the tournament, I can pass on payment and details to our Regional Tournament Organiser. Joining the NAF costs only £5
and you will be given a welcome gift (either in person on the day, if possible, or after your sign-up has been completed), too. All games will be NAF ranked.

If you have any question over not being able to complete all your games, bear in mind it can seriously affect other entrants’ enjoyment if games are forfeited. Please consider that before signing up as, once you’re in, you’re in. There will be no refunds for cancellations within two weeks of the tournament date.

Entry cost is £25 for NAF members, and £30 for non-NAF members (including the £5 sign up cost when processed by a NAF
representative).

Payment should be sent by PayPal to haribo_21@hotmail.com. Please include your NAF name, NAF number (if you have them) and a mobile contact number on the payment notes, and ensure you send the money via ‘Friends and Family’ instead of ‘Goods and Services’, so no fees are taken. Paid reserve spots will be refunded if not used.

Due to the costs associated, there will be no refunds for cancellations within two weeks of the tournament date, so please be sure before you sign-up.

PRIZES
We will be using the ‘Highlander’ (there can be only one) approach to prizes, where coaches are only eligible for one prize.
If a coach has won more than one prize they will either receive the highest ranked prize, or be given the choice. The unchosen
prize/s will then go to the next eligible coach.

First Place; Second Place; Most TDs; Highest CAS; Buddy Basher; Stunty Cup; SAWBBL Hunter; Strongest Shoulders


SCHEDULE & CONTACT DETAILS


09:00 Doors Open
09:30 - 11:30 Game 1
11:45 - 13:45 Game 2
14:00 - 16:00 Game 3
16:15 - 18:15 Game 4


Note: In order to facilitate four games in one day there will be no allocated ‘lunch break’. If you are not bringing lunch with you, there are several fast food outlets, coffee shops etc. within walking distance of the store, but to keep the tournament flowing, 15 minutes between rounds is all that will be given.

We will have a limit of 2 hours, per game. If anyone wishes to play to a clock at any point (either before a game begins or during) then both players are required to use a chess clock, there are various apps available to allow you to do this yourselves.

If a round is called, coaches will play to the end of an even turn for them both (e.g. if the round was called when one coach was in the middle of their turn seven, the other coach would get to complete their turn seven. If the round was called when one player had already finished their turn seven, the second player would get to complete their turn seven).

Registration is from 9am, with game one dice rolling at 9:30am sharp.

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