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leftstar Apr 27, 2024 - 09:03 AM
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Tournament Name2024 7's Combine (Emerald Cup)
Organizer NAF namebhall (23772)
OrganizerBiff Hall
VariantSevens
Major/Nationalno
Start Date (YYYY-MM-DD)2024-03-22
End Date (YYYY-MM-DD)2024-03-22
TypeOPEN
StyleSwiss
ScoringThere is no championship game, the tournament winner is determined by total points Casualties: ALL casualties suffered by opponent: including from Blocking, Crowd Surfing, Secret Weapons, Fouls, GFI, Dodge fail, etc No overtime will be played (a tie is a tie) Win: 60 points Tie: 30 points Loss: 10 points Lost by 1 TD: 2 bonus points Won by 2 TDs: 2 bonus points Won by 3+ TD: 5 bonus points Inflicted exactly 1 casualty more than the opponent inflicted: 2 bonus points Inflicted 2+ casualties more than opponent inflicted: 5 bonus points Finish turn 12 before time limit: 3 bonus points Per completed Pass: 2 bonus points Pitch Clear (max 1 per match): 5 bonus points
CostTournament Fee :Preregistration (before March 8th) $15.00, Registration (March 9th-March 22nd) $20.00
NAF Fee Includedno
NAF Member Discountno
Emailtreasurevalleybbl@gmail.com
Webpagehttps://www.facebook.com/events/359968710013225/?acontext=%7B%22event_action_history%22%3A[%7B%22ext

Tournament Statistics

Winner

shaehawk (37280)Elf Union

Runner up

bdawg013 (30226)Old World Alliance

Most Touchdowns

chewie_bites (31639)Underworld Denizens

Most Casualties

Stunty Cup

Best Painted

Other Awards

chaotek (23781)Black Orc
Best Defensive Team
findel_17 (31266)Wood Elf
Best Passing Team
 
Tournament Location
Address84 E Fairview Ave.
 
CityMeridian
StateIdaho
Zip83642
NationUnited States

Ruleset Document

Information
Itinerary
Times are approximate; each round is 60 minutes with a 5-minute pre-game setup time. After 60 minutes, no new turns may be started, but the current turn must be finished by both players. If a tournament round/lunch finishes early, the TO may start the following round early.
5:00 pm-5:30 pm Registration
5:30 pm-6:30 pm Round 1
6:45 pm-7:45 pm Round 2
8:00 pm-9:00 pm Round 3
9:30 pm- Awards and Raffle

Prize Support
Trophy/certificates will be awarded for performance
Awards: (1st place, 2nd place, Best offense, Best defense, and Best passing)
Share the Wealth: A single coach may only win one of the above awards
Additional awards may be added by TO
Must play in all applicable rounds to be eligible for an award (ringer may win an award if eligible)
A raffle for prizes
Raffle Eligibility
Play in all applicable rounds of the tournament
Complete the tournament reporting sheet

Team Roster
Resurrection tournament format
Swiss pairings after the first round
Any of the 29 NAF-approved teams
600,000 gp budget to purchase players, inducements, and skills. Stunty teams will have 700,000 gp to purchase players, inducements, and skills. All player improvements (skills and characteristic improvement) are permitted( No skill or improvement may be bought more than once, and/or more than one skill or improvement may be bought for a single player.) Primary skills are 20K and Secondary skills are 40K. +1 AV is 10K, +1 MA/PA is 30K, +1 AG is 40K, and +1 ST is 80K.
Team Rerolls cost twice the normal amount (i.e. Human team reroll normally costs 50,000, in BB7s the team reroll costs 100,000)
A minimum of 7 players must be purchased and a maximum of 11 players
No more than 4 “specialist” players (i.e. players with an availability less than 0-12)
Stunty teams include Goblins, Ogres, Halfling, Snotling, Lizardmen with no Saurus’, and Underworld without Skaven.
Permitted inducements: Bribes, Wandering Apothecary, Bloodweiser Kegs, Igor, Halfling Chef, Assistant Coaches, Temporary Cheerleaders. NO Star Players are allowed.

Kick-Off Table
Standard Kick-Off Table rules are in effect. Use the standard weather table from the standard rule book.


Rules/Etiquette
Rules are all NAF tournament rules. No optional rules are allowed unless noted in this packet
Before the game, coaches should agree on what constitutes a cocked die and discuss any other issues related to dice rolling mechanisms, i.e. dice towers
Should one coach request, dice must be shared between coaches
Player aids, such as probability Apps, calculators, and the like must not be used while in-game
External coaching of players in-game is not permitted
Should one coach request, a chess clock/timer must be used
Player positions should be clearly identifiable, and improvements should be obvious (such as with skill bands/rings)
Passing range tables are to be used in preference to passing templates to avoid disputes
Arguing the Call requires an appropriate coach miniature that looks like a thematic “coach” for the team (Ask TO for approval)
Tournament Ranking
There is no championship game, the tournament winner is determined by total points
Casualties: ALL casualties suffered by opponent: including from Blocking, Crowd Surfing, Secret Weapons, Fouls, GFI, Dodge fail, etc
No overtime will be played (a tie is a tie)
Win: 60 points
Tie: 30 points
Loss: 10 points
Lost by 1 TD: 2 bonus points
Won by 2 TDs: 2 bonus points
Won by 3+ TD: 5 bonus points
Inflicted exactly 1 casualty more than the opponent inflicted: 2 bonus points
Inflicted 2+ casualties more than opponent inflicted: 5 bonus points
Finish turn 12 before time limit: 3 bonus points
Per completed Pass: 2 bonus points
Pitch Clear (max 1 per match): 5 bonus points
Ranking Tiebreakers
Winning percentage
Strength of schedule (i.e. record of WWL > WLW)
Net TDs plus net CAS
Total TDs plus total CAS
TO judgment (i.e. Head to Head, etc)
Combine Special Kickoff

The scouts call out drills during each drive, to see if any players have the special talents needed to go forward into the league. Before the scatter of the kickoff is rolled each player will roll their d7. Consult the appropriate chart(offense vs. defense) and Both coaches select a single player on the pitch to gain the use of the skill for the duration of the drive (place your tournament chip underneath that player to signify the skill rolled). At the end of the drive and/or half, the skill is removed. If the selected player already has the skill, there is no effect. The skill may not be put on a player with an opposing ability that prevents the skill from being used (i.e. Frenzy cannot be added to a player with Grab and vice versa). If there are no eligible players for a team to receive the skill, the kickoff result does not affect that team. The skill description is noted for each kick-off result for easy reference.

Tournament Report
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