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Tournament NameMalta Beach Bowl 2023 Edition
Organizer NAF namePetronikus (33083)
OrganizerJulian
VariantBeachbowl
Major/Nationalno
Start Date (YYYY-MM-DD)2024-01-14
End Date (YYYY-MM-DD)2024-01-14
TypeOPEN
StyleStandard NAF beach bowl ruleset
ScoringPoints based
Cost16 Euro
NAF Fee Includedno
NAF Member Discountno
Emailjmp@lsb-malta.com
Webpage

Tournament Statistics

Winner

Runner up

Most Touchdowns

Most Casualties

Stunty Cup

Best Painted

Other Awards

 
Tournament Location
AddressThe Realm of Pure Fantasy
 19, Triq Ir-Runzjol
CityMosta
State
Zip
NationMalta

Ruleset Document

Information
Place at the event has to be booked by the 14th December 2023 due to custom printing of the game mats.

Tournament Report
MALTA BEACH BOWL TOURNAMENT 2023

Address: The Realm of Pure Fantasy,
19, Triq Ir-Runzjol,
Mosta, Malta
Date: 14th January 2024
Cost: EUR 16.00
Lunch: Not included in the cost
Goodies: Individual beach bowl 2023 mat and prizes (included in the EUR16.00 cost)

A 3 page copy of the below rules can be found at https://www.thenaf.net/wp-content/uploads/2019/09/Beach-Bowl-2019.pdf and a printed version of this will be available on each table.

NAF membership is required for this tournament.

Team Building and Skills:
- You have 600.000 gp to create your team.
- You can choose any NAF approved team.
- A team consists of 7 to 10 players.
- The only inducements allowed are Souvenirs (see below).
- A team may not have more than 11 players on the roster. A team will only field 7 players at a time.
- Only 4 "specialist" players (meaning any player whose availability is less than 0-12) may be selected. Regular team restrictions (0-1, 0-4) still apply, so a human team can include 4 Blitzers but not 4 Ogres.
- No additional skills can be taken.
- Beach Bowl teams are made up of players that are on holiday and have not been training together. Team rerolls cost double their listed cost. For example, a reroll for a human team would cost 100,000 GC. The Leader skill is banned.
- Apothecaries aren't of much use and Assistant Coaches are still hard at work on next season's game plan, but Cheerleaders may be hired as usual.
- All teams must have clear distinctions between positionals and be painted, 3 colours minimum with no unpainted surface visible.
- If the dice are unclear, your opponent has the right to ask you to change dice.


Schedule:
5 games of Beach Bowl, 1hr 10 mins each game
- 08.45 to 09.30 - Registration
- 09.30 to 10.40 - Game 1
- 11.00 to 12.10 - Game 2
- 12.10 to 13.10 - Lunch
- 13.10 to 14.20 - Game 3
- 14.30 to 15.40 - Game 4
- 15.40 to 16.00 - Break
- 16.00 to 17.10 - Game 5
- 17.10 onwards - Prizes


Awards:
- 1st Place
- 2nd Place
- 3rd Place
- Best defence
- Most TD scored
- Most CAS caused
- Wooden spoon (last place)
- Best hawaiian shirt


Scoring:
- Win: 20 points
- Draw: 10 points
Additional points:
- 2 points for a perfect defence (no TD conceeded). - 1 point for each TD and CAS scored (up to three each max.) Therefore the highest score achievable per round is 28 points

Tiebreakers:
In the case of a tie, we will use the following formula: (Net TD x3) + (Net Casx2) Second tiebreaker will be opponent score, third will be a coin toss.


Beach Bowl Rules:
GAME LENGTH - The Beach Bowl game is made up of two 6-turn halves, with a time limit of 1hr 10 mins. Players may use chess clocks or timers on their mobile devices if they wish. It is advised that players download an app with a timer before the tournament.

THE PITCH - The Street Bowl pitch is only 9 squares wide and 10 squares long. The width of the pitch is divided into a 5-square centre zone and 2 squares in each of the wide zones. The pitch's surface is soft sand, the effects of which are detailed below.

THE SET-UP - A team MUST set up as many players as possible for each kickoff, up to a maximum of 7 players for each drive. Due to the narrower width of the pitch, it is only mandatory to set up two players on the line of scrimmage (they must also be between the hash marks), though more can be set up there if desired. Only one player may be set up in each wide zone.

KICK-OFFS - When the ball is kicked at the start of a drive, roll two dice and remove the highest result to determine how far the kick scatters (the kick skill may still be used on this lowest dice as normal). A touchback occurs only if the ball would leave the field of play or pass over the kicking team’s Line of Scrimmage.

ARMOR ROLLS - Because players wear less armour than in typical games, add +1 to every AV roll. The only exceptions are failed GFI (rush) and dodge rolls; in this case apply a -1 modifier due to the soft sand.

NO CASUALTIES - The Injury Table is modified so that: 2-7= Stunned, 8-9= Mild Knockout (3+ to recover), 10-12= Serious Knockout (5+ to recover). Knockout recovery rolls are made following every drive as usual. Regeneration obviously has no effect in Beach games. Major Knockouts count as casualties for the purpose of tournament tiebreakers. Stunty players have the usual +1 modifier to the injury table.

LOOSE BALLS - Balls will not bounce when they fall to the ground. Assuming the ball lands in an open space (following a kick, failed catch, etc.), do not roll to scatter it. If the ball should fall out of crowd, the sedate crowd will only throw it in 1d6 squares instead of the usual 2d6.

GOING FOR IT - Due to the poor traction afforded by the sand, Go For It (rush) rolls are successful on a 3+.

FOULS - There are no traditional fouls, as these are friendly games between players on holiday. But sometimes players might "accidentally" attempt to bury an opponent's head, if they don't receive their own face full of sand from that same opponent beforehand . Fouling is worked out as normal except that before rolling Armour, a d6 is rolled by the coach of the player who is about to be fouled. On a roll of 4-6 the fouler is knocked down, causing a turnover. On a roll of 1-3 the foul can proceed as usual. The player may be ejected as usual.

SECRET WEAPONS - Sand and salt air don't mix well with secret weapons. Motors seize, blades rust, and bombs are difficult to light. After playing in a drive, any Secret Weapons require maintenance which automatically cause them to miss the rest of the game.


Casualties:
Regular Players:
2-7 Stunned
8-9 Minor KO (comes back on a 3+)
10-12 Major KO (comes back on a 5+, counts as a CAS for scoring purposes)
Stunty Players:
2-6 Stunned
7-8 Minor KO (comes back on a 3+)
9-12 Major KO (comes back on a 5+, counts as a CAS for scoring purposes)


Souvenirs:
Every seaside town is full of merchants plying keepsake trinkets to gullible tourists. Thankfully, some are of use on the football field. For the bargain price of 50,000 GC (assume that 49,995 GC was spent on bawdy t-shirts and postcards before coming up with something useful), a coach may roll on the following chart. Any number of items may be assigned to a player before a drive. The cheaply made gifts invariably break and they (and their effects)must be discarded after one game half.
Roll randomly on this chart before every game in this tournament if you puchased a souvenir:
1 - Sport sandals The player may add +1 to all rolls to Go For It.
2 - Suntan Lotion The slippery player may add +1 to all Dodge rolls.
3 - Thong The player gains Disturbing Presence. (Trolls and Amazons cause different sorts of disturbances.)
4 - Sunglasses The player gains the Accurate and Safe Throw skills.
5 - Bottle Now that the beer is gone, it may be used as a weapon. The player gains the Stab skill.
6 - Puka Shell Necklace With true faith in his good-luck charm, the player gains Pro.
7 - Sticky Bun The player gains a +1 modifier for pick-up, catch and intercept rolls, but a -1 modifier for pass rolls.
8 - Gatorcade Perhaps a bit TOO revitalized, the player gains Frenzy, Jump-Up and No Hands skills.


Weather Table:
2 Sweltering Heat
It’s so hot and humid that some players collapse from heat exhaustion. Roll a D6 for each player on the pitch at the end of a drive. On a roll of 1 the player collapses and may not be set up for the next kick-off.
3 Very Sunny
A glorious day, but the blinding sunshine causes a -1 modifier on all passing rolls.
4-10 Normal
Perfect Blood Bowl weather.
11 Rain
It’s raining, making the ball slippery and difficult to hold. A -1 modifier applies to all catch, intercept, or pick-up rolls.
12 Tropical Storm
It's bloody windy ! As a consequence, only Quick and Short Passes can be attempted (and the Hail Mary Pass skill can't be used). Furthermore, roll 1D8 to determine wind direction (it remains in the same direction until a new roll on the Weather Table is made. If you get another Tropical Storm result, determine the wind direction again). During Kickoffs, Inaccurate Passes, and Throw-Ins, the ball scatters 1d3 extra squares in the direction of the wind before landing. Players with the Right Stuff skill scatter also an extra 1D3 squares during Throw Teammate (unless it's a Fumble).


Kick-Off Table:
2 High Tide
The sea isn't cooperating with the game and floods a portion of the field. Randomly select one wide zone; that portion of the pitch may not be occupied by any players for the rest of the drive. Any players who were set up in that section are immediately moved in a straight line toward the middle of the field until they reach the center zone. If their destination square is already occupied, scatter them with a d8 until an empty square is reached. If a player is pushed into the flooded area by an opponent, they are removed from play as usual, but go to Reserves. If the kickoff falls in the flooded area, it is a touchback. If the ball scatters into the flooded area during play, it is swept back in by the tide and returns to the square it most recently occupied. The field returns to normal at the end of the drive.
3 Rousted
Local police break up the game. The players regroup further down the beach, but can't recall how much time was left on the clock. If the receiving team’s turn marker is on turn 5 for the half, both teams move their turn marker back one space as the referee resets the clock back to before the fight started. If the receiving team has not yet taken a turn this half the referee lets the clock run on during the fight and both teams’ turn markers are moved forward one space. Otherwise roll a D6. On a 1-3, both teams’ turn markers are moved forward one space. On a 4-6, both team’s turn markers are moved back one space.
4 Perfect Defense
The kicking team’s coach may reorganize his players – in other words he can set them up again into another legal defence. The receiving team does not reset.
5 High Kick
The ball is kicked very high, allowing a player on the receiving team time to get under it. Any one player on the receiving team who is not in an opposing player’s tackle zone may be moved into the square where the ball will land no matter what their MA may be, as long as the square is unoccupied.
6 Samba
Each team rolls a d6 and then adds their FaME modifier and Cheerleaders. On a score of 6 or higher, the team gains a reroll. This is NOT lost at the end of the half or drive.
7 Changing Weather
Make a new roll on the Weather table (above) and apply the results. If the new Weather roll is a ‘Nice’ result, then a gentle gust of wind makes the ball scatter one extra square in a random direction before landing.
8 Lost Ball
Whether lost to the tide, confiscated by the beach patrol, or stolen by local youths, the game ball is no longer available. Roll on the following table to see what sort of replacement is found; this is used for the rest of the game or until this result is rolled again.
1-3: Conch shell. -1 to catch, ball carrier gains Mighty Blow.
4-6: Inflatable beach ball. -1 to throw, +1 to pickup, catch, intercept.
9 Seagull Attack!
A flock of seagulls take an interest in the game ball. For this drive, Quick and Short passes face a -1 modifier. Long and Long Bomb passes are automatically inaccurate, assuming they weren't intercepted or fumbled.
10 Blitz
The defense starts their drive a fraction before the offence is ready, catching the receiving team flat footed. The kicking team receives a free ‘bonus’ turn; however, players that are in an enemy tackle zone at the beginning of this free turn may not perform an Action. The kicking team may use team re-rolls during a Blitz. If any player suffers a turnover, the bonus
turn ends immediately.
11 Jellyfish
An unlucky player has the ill fortune of stepping on a jellyfish (or sea urchin, piece of glass, sharp shell...). Each Coach rolls 1D6. The team who gets the lowest result is affected (both teams in case of a tie). Randomly select a player from that team who is currently on the field and make an Injury Roll for him.
12 Monster Wave
A giant wave hits as the teams are setting up. All players on the field are moved d3 squares in the same random direction. This movement is simultaneous, so there are no collisions. Players pushed out of bounds are simply moved to reserves, as the crowd is also stunned by the wave. In addition, a 6+ on a d6 must be rolled for each player, otherwise they are placed
prone. The ball lands just after these effects are worked out. If the ball goes off the pitch and all the offense's players are prone, that coach can place the ball in any empty square in his half (as usual, there is no scatter).
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