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Tournament NameBeat The Heat
Organizer NAF nameEldryr (25631)
OrganizerThomas Lagemann
VariantDeathbowl
Major/Nationalno
Start Date (YYYY-MM-DD)2023-10-14
End Date (YYYY-MM-DD)2023-10-14
TypeOPEN
Style2 round resurrection
Scoring
Cost5€
NAF Fee Includedno
NAF Member Discountno
Email
Webpage

Tournament Statistics

Winner

Ashira (26213)Imperial Nobility

Runner up

Eldryr (25631)Snotling

Most Touchdowns

Ashira (26213)Imperial Nobility

Most Casualties

Eldryr (25631)Snotling

Stunty Cup

Eldryr (25631)Snotling

Best Painted

Other Awards

 
Tournament Location
AddressAlter Markt
 Alter Markt 4
CityHilden
State
Zip40721
NationGermany

Ruleset Document

Information
TEAM BUILD

Depending on their tier, each team receives a certain budget, of which at least 1100K gold crowns have to be used to hire players, a master chef, rerolls, apothecaries, igors, riotous rookies, bribes and up to one star player. No other inducements are available, and at least 12 players have to be fielded. Be aware that dedicated fans, assistant coaches and cheerleaders have no effect in Deathbowl, as there is no kick-off event!


Due to astronomically high health insurance rates, no sane star player dares to partake in a Deathbowl match. The organizers usually hire more desperate and thus cheaper performers that are available to all teams:

Mort ’n’ Snort (320K)
MA6, ST6, AG3+, PA4+, AV11+, Loner (4+), Brawler, Mighty Blow (+1), Thick Skull, Throw Team-Mate

Steeproot Mildbranch (260K)
MA2, ST7, AG5+, PA4+, AV11+, Loner (4+), Block, Mighty Blow (+1), Stand Firm, Strong Arm, Thick Skull, TTM, Timmm-ber!

Rapper Bolgrock (230K)
MA4, ST6, AG5+, PA4+, AV10+, Loner (4+), Grab, Mighty Blow (+1), Regeneration, Throw Team-Mate

As there is no shortage of unemployed actors, the same star can be fielded multiple times in one match.

The remaining budget can be used to acquire skills. No player can receive more than one skill, and no stat upgrades may be purchased. Normal skills cost 20K, double skills 40K.

Tier 1 teams receive 1210K: Amazons, Chaos Dwarves, Norse, Orcs, Skaven, Undead
Tier 2 teams receive 1250K: Dark Elves, Dwarves, Humans, Lizardmen
Tier 3 teams receive 1290K: Chaos Renegades, Elven Union, High Elves, Imperial Nobility, Necromantic, Slann, Snotlings, Tomb Kings, Underworld, Wood Elves
Tier 4 teams receive 1330K: Black Orcs, Chaos Chosen, Halflings, Khorne, Nurgle, Old World Alliance, Vampires
Tier 5 teams receive 1360K: Goblins, Ogres

TOURNAMENT FORMAT
The Beat The Heat Contest is a Swiss-style Deathbowl tournament using a specially designed pitch that allows four coaches to play at one table with two balls. As in regular Blood Bowl, the aim is to score touchdowns by reaching the endzone on the other side of the pitch (not one of the two closer, adjacent ones!). At the same time, every coach aims to deny his direct opponent and the other two coaches at the table any touchdowns, to score the most tournament points.
Before the first game, each coach will be randomly paired with an opponent, and then each pair of coaches will be randomly drawn with a second pair of coaches to make up the four players required for a Deathbowl game. After the first round, game match-ups are determined by tournament points. Coaches may play with the same opponent at the same table multiple times but may only face a fellow coach as a direct opponent once.


Examples of legal setups:

THE PITCH AND SETUP
After announcing tables and match-ups, flip a coin (or roll a D2) to determine the seating order and see which of your neighboring opponents is sitting on the left and right. All four coaches then simultaneously line up their complete teams on or behind the line of scrimmage in their own setup section – no player remains in the reserve. Each team must have at least three players on the line, with no players in the wide zones. There is no kickoff. The footballs are placed in one of the four center squares, randomly chosen by rolling a D4 (first ball) and a D3 (second ball, for the remaining three empty squares). To determine who goes first, each coach rolls two D6s. The highest rolling coach starts, and gameplay continues clockwise from then on until halftime.

FANS AND WEATHER
Do not roll dice for Fan Factor or weather. Since the games are played in a sheltered (and coincidentally unescapable) dome and the viewers are simply out for carnage, they have no effect in Deathbowl.

CONTINUOUS PLAY AND HALFTIME
After initial setup, play continues for eight turns and stops for no reason, including touchdowns! At halftime, play is interrupted and all KO’d players return to action without rolling any dice. Any players who were able to regenerate, healed by an apothecary or survived being crowd-surfed without injuries can also return at this moment. The teams are then set up again as described above. In the second half, the player who played last in the first half has now the first turn, and play progresses counter-clockwise around the table for another eight turns.

TIME LIMIT
The schedule is tight, and games are limited to 4 hours, after which the match will end by finishing the active round. To stay on time, each table will receive a timer, and turns will be strictly limited to 3 min and 30 sec. Should a coach run out of time during his turn, he is only allowed to stand up all eligible players before handing off the timer to the next coach.

TOUCHDOWNS
An active turn ends if a player enters the endzone and scores a touchdown. If a player carrying a ball enters the endzone on a square containing a ball on the ground, the bounce is resolved before the turn ends with a touchdown. Once a touchdown is scored, the ball is removed from the field and, with friendly aid of a side-line wizard, re-enters play on one of the four centre squares determined by a D4 roll. The ball does not bounce, unless the square is occupied by a prone or stunned player or the other ball. If the square is occupied by a standing player, the player may attempt to catch the ball. After the ball placing has been resolved, the coach following the scoring coach starts his turn, and play continues.

BLITZ ACTION
The active coach may take a Blitz action against each of the opposing teams. The targeted team has to be announced before rolling any D6s. If a Blitz is declared and no block dice are thrown (willingly or because of a failed D6 roll, e.g. for Bonehead), no further Blitz action can be taken against that team this turn. To declare a Blitz against an opposing team, the player must be within range of the intended target.

ASSISTING BLOCKS AND FOULS
Assists work as in normal Blood Bowl. However, the other teams may want to participate as well. A player may assist a Block or Foul if the only opposing tackle zone they are in is either of the active player or the victim of the Block or Foul (see the depicted example). If they are in any other opposing tackle zones they cannot assist. The only exception to this is if the player has the Guard skill, in which case they can always assist. Any coaches intending to participate in an assist situation have to clearly announce this before any relevant dice are rolled.


Example of a rare complex assist situation. R1 wants to block B1. O3, P1 and B2 are in opponent tackle zones and thus negated. The only players able to assist the attacker are O2 and R2, and O1 due to the Guard skill. Due to his Guard skill, O1 could alternatively also assist the victim B1.


FOULING AND SECRET WEAPONS
A team may take a Foul action against each of the opposing teams. If a fouling player gets caught (and after a potential bribe is used), the guilty player will not argue the call, but "threaten the ref". On a 1, the ref is unimpressed, the active turn ends and the fouling player is sent off the pitch. On a 2 to 5, the ref - unsettled by the menacing crowds - puts his own safety first and the foul will not result in a turnover. The player is still permanently banished, though. On a 6, the fouling player may remain on the field and no turnover is caused. Follow the same procedure for players with a “Secret Weapon” at halftime.

BALL HANDLING
No player may at any time be in possession of more than one ball. Any time a player with a ball interacts with the other ball, resolve the situation as if they had the “No Hands” skill.
Each team may make a Pass action with each ball, but not twice with one ball. A team can for example throw two players with the Right Stuff skill, or one player and one ball. However, no player or ball can be thrown twice in one turn. Each team may perform a Handoff action with each ball, but not twice with one ball.
The ball may at no time be passed across any of the four corner squares (dugouts). Also, throwing a pass or handing off directly to a member of an opposing team is not allowed.

INTERCEPTIONS
If players from different teams are eligible to interfere with a pass, the player closest to the throwing player may make the attempt first. If two or more players are equally close, the coaches roll off to determine which player may make the first attempt. If the first player fails to interfere, the second player gets a chance, then a potential player from the third team. However, each team may only make one attempt. If an interference fails due to the “Cloud Burster” skill, a team who has not yet attempted to interfere can still try with one of their players. The “Cloud Burster” skill may be used on all successful interferences in any given turn.

TURN ETIQUETTE
You may bargain and negotiate as much as you like in your own turn or in an opponent’s turn if they initiate the discussion. However, as all coaches have a time limit for their turns it is impolite and against the rules to initiate such a discussion during an opponent’s turn. Also, it is unfair to all the coaches at the table to advise on another coach’s actions. While it is acceptable to remind a coach to move a player to block a potential touchdown, it is not acceptable to plan their entire turn.

MASTER CHEF
When stealing rerolls, target each of the three opponents with a single D6.


TOURNAMENT POINTS
After each match, the coaches at each table are ranked by number of touchdowns:
1st place 40 points
2nd place 30 points
3rd place 20 points
4th place 10 points

The most violent team (casualties from blocks, fouls, crowd surfs and secret weapons) gets 6 bonus points.
Tied coaches share points. E.g. four-way tie for first place resolves to 25 points each. Three-way tie for first place results in 30 points each, with 10 points for 4th place.
The coach with most points after the last game is crowned overall winner and Deathbowl champion.

(APPROVED - Twyllenimor 07.08.2023)

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