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Tournament NameDodecahedron Dungeonball Donnybrook 2024
Organizer NAF namexeghys (31265)
OrganizerThomas Kurzy
VariantDungeonbowl
Major/Nationalno
Start Date (YYYY-MM-DD)2024-06-01
End Date (YYYY-MM-DD)2024-06-01
TypeOPEN
StyleSwiss
Scoring60/30/10
Cost$30
NAF Fee Includedyes
NAF Member Discountyes
Emailtkurzy@att.net
WebpageDodecahedron Dungeonball Donnybrook

Tournament Statistics

Winner

Runner up

Most Touchdowns

Most Casualties

Stunty Cup

Best Painted

Other Awards

 
Tournament Location
Address525 Sawdust Rd, #101
 
CitySpring
StateTexas
Zip77380
NationUnited States

Ruleset Document

Information
Dodecahedron Dungeonball Donnybrook 2024
June 1, 2024
10am
Location:
Fat Ogre
525 Sawdust Rd. #101
Spring, TX 77380

Entry fee: $30 USD
NAF Fee included
$5 discount for NAF members

The elves of Heimdall are hosting this year’s DDD in their arboreal setting. Because of this the dungeons have no ceilings and are exposed to the elements of springtime surface weather. The elven gardeners have worked hard to specially create the walls out of strong and hardy brambles and hedgerows. The elves have also persuaded Ricardo Ferminelli to make an appearance and true to his word, he will be playing on all teams in the last match.

Tournament Schedule
• 10:00 to 10:30 – Registration
• 10:30 to 12:30 – Round 1
• 12:30 to 1:30 – Break/Lunch
• 1:30 to 3:30 – Round 2
• 3:30 to 3:45 – Break
• 3:45 to 5:45 – Round 3
• 5:45 to 6:30 – Break/Awards

Tournament Rules
Unless specifically stated otherwise, we will be using the current “2nd Season” rules for BloodBowl including Deathzone, all Spike Magazines 11 to current, the BloodBowl 2022 Annual, Dungeonbowl 2021, Deathmatch, and any additional rules considered official by GW.
This includes:
Teams of Legend Document
NAF Rules for Tournaments 2022
GW FAQ and Errata

Optional Rules/Clarifications
• Special Play cards will only be in play if drawn from a chest..
• The Illegal Procedure rule will not be in use, nor is the 4-minute “timer” rule. However at the request of either coach a chess clock may be used to get the match on pace to finish on time.
• Normal resurrection rules are in effect, meaning that SPPs are not recorded and injuries do not carry over between games.
• All rules from the Dungeonbowl 2021 rules and Death Match apply except where listed below.

Team Building Rules
You are given 1,100,000 gold pieces to build your team using either Blood Bowl or Dungeon Bowl (Colleges of Magic) teams.
• You may purchase players, rerolls, and assistant coaches as normal with this money.
• Journeymen, Special Play cards(as inducements), Star Players, and Mercenaries are NOT ALLOWED (Giants are considered mercenaries for this tournament)
• You may purchase any other inducements for your team, except those affecting kick-offs (ballistics expert, waaargh drummer, etc.).
• You must have at least 11 players on your team.
• Argue The Call: For this to be allowed, you must have a coach model that is thematically accurate for your team. No regular players or oddball figures. Final discretion is given to the organizer as to what qualifies.
• Snotlings and Gnoblars still have swarming and availability for riotous rookies, but not low-cost linemen as this is an exhibition – also even with swarming, teams will never be able to start with more than 9 on the pitch, because there are only 8 endzone spaces and a teleporter available.
• College of Magic Teams or Standard Blood Bowl Teams. (Reroll cost follows the cost listed in the separate rulebooks. For example – Skaven team rerolls are 60k, but College of Shadows has reroll costs of 50k. If you were to play only skaven on your team, then you could choose either format so long as you adhere to the rules for whatever format you choose. That means if you play an all skaven Shadows team, you cannot have a Rat Ogre on your team.)
• Dungeonbowl has a long history of chainsaws in the sport. One Chainsaw player will be allowed on each team at a cost of a lineman +10,000gp. Chainsaw players will have lineman stats minus passing ability (and minus Right Stuff and Dodge (& Sidestep) if stunty)(minus Block and Tackle if dwarf)(minus Block if Norse)(minus Dodge if Amazon). Skills corresponding to what each race’s linemen can get can be added to the chainsaw players as part of the skills package. Fouling rules will still apply. Chainsaw skill will not be counted toward the 100k skills package. The chainsaw player will not be affected by secret weapon.
• Undead, Necromantic, College of Death, 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.

Additional Skills
After the team is built, you will have 100k to use for skills.
• All skills should be assigned before the tournament begins (i.e. no progression) and reflected on team rosters.
• All skills are chosen. There will be no random skills.
• 20K for primary skills, 40K for secondary skills, and 60K for 1 player with 2 primary skills (only one player allowed to have 2 primary skills).
• Your team may only take up to four of any specific skill
• No stat increases.

Tournament Rundown
All 3 games will be played on a large dungeon with 3 balls, 8 teleporters, 8 chests, and 16 turns.
After the first 8 turns, the coaches reset their rerolls as if the game was in halftime, even though the game continues on turn 9 where turn 8 left off. Halfling chef can roll for effect when the rerolls are reset. KOed players can only come back with a magic sponge.
All games will have sidelines and pits randomly decided by dice rolls made by TO.
All games have open topped dungeons.

The TO will arrange all the dungeon maps and where the chests and teleporters go.

Sidelines (Any areas of the edge of the dungeon that are not delineated by a wall, column, or pit.)
Walls (players can be pushed against them, but will not go out of bounds)
Crowd (standard blood bowl sidelines)

Ceilings
None (all passes allowed, passing over walls allowed at additional -2 penalty to whatever range penalty)

Walls
Players will be pushed into walls if no unoccupied square is available to be pushed into. A chain-push will supersede a player being pushed into a wall. Players pushed into a wall will remain in the same space and will roll d6: 1-3 the player remains standing, 4+ the player falls in the square they are in and must roll armor. Players with the Grab skill can chain-push an opponent or push into any wall or pit adjacent to the pushed opponent (even if there is an unoccupied square available adjacent to the target of the block). Grab skill cannot be used on a blitz. Players cannot be chain-pushed into a wall.

(Stand Firm overrides Grab. Grab overrides Sidestep (except on a blitz). Sidestep overrides getting pushed into a wall or pit if an open space is available.)

Pits
Players can be pushed into pits. A pit is automatically an open space to push a player into even if there is another open space available. If a ball falls in a pit, it disappears and bounces to an empty square from a random teleporter (ignoring a roll of 1).
Players attempting to exit pit roll AG. If a teammate is adjacent to the player in pit, AG roll +1, if opposing player adjacent -1. (Big Guys have a bonus +1 AG roll to exit)
If a player fails to exit a pit, they remain on their feet and no turnover is caused, even if they are injured in a spiked pit or drown in a water pit.
Players in a basic, shallow, deep, or spiked pit may move around within the pit and attempt to exit off a different side. Players in a pit do not exert a tackle zone outside of the pit (and vice versa). (Players in a pit can move away to a different space in a pit out of the tackle zone of an opposing player who is outside the pit without having to dodge.)
Players can be pushed on top of other players already in pit (making an occupied space in a pit considered an unoccupied space outside the pit). If this happens, the falling player bounces within the pit, both players roll armor without modifiers and placed prone.
Players having exited the pit, may not move further or block.

Basic (+2 armor roll)(Big Guys have a bonus +1 AG roll to exit)
Shallow (+1 to the armor roll. +1 to AG roll for all players to exit.)
Deep (+3 armor roll. -1 AG roll to exit. Bug Guys have no penalty.)
Spiked (+3 armor roll; AG roll to exit, if AG roll is failed, roll armor again +3)
Water (No armor roll needed after falling in, however the player must attempt exit on next turn. AR 10+ or more must roll AG -1 to exit, AR 9+ no penalty to AG roll, AR 8+ or less AG roll +1, if exit attempt failed, player drowns and is removed from game.
Bottomless pit (player removed from game.)
Jumping over pits will follow the rules as laid out tin the Blood Bowl Official Rules for jumping over prone players (p.45)(Page 37 in Dungeonbowl Official Rules). If the player wants to jump over 2 squares, they must roll -1 on their agility added to any additional modifiers that might apply. If a player is traversing diagonally over a pit and there is a wall catty-corner to the corner of the pit, the player must make a jump roll as per page 15 of Death Match.

TO will roll on Springtime weather before game.
Players will roll to see who goes first, the team that goes second gets to choose what side of the dungeon to be their base.
There will be no roll on the kickoff table at the start of the game.
Each team starts with 6 players positioned in their endzone. (swarming teams may have 9 – with one player on the teleport)

TELEPORTERS
Dungeonbowl 2021 teleport rules. The player moving first cannot teleport a player in on turn 1. Players rolling a 1 on the teleporter destination teleport in onto the “1” at the back of their home end-zone. An opposing team player will only teleport on a 1 to their end-zone.
A player must step off a teleporter then step back on to activate the teleporter. The player cannot teleport automatically if starting their turn in a teleporter without first stepping off, then back on. A player prone on a teleporter will not teleport when standing up.

CHESTS
Only one chest may be opened by each team in a turn. A player must be adjacent to the chest in order to open it. If a chest is not opened the square is not considered an open square to push a player into. Balls can be thrown over a chest with no penalty.
When a player opens a chest, the chest is removed and three outcomes are possible.
(Use the supplied results card and peel back the sticker corresponding to the number on the bottom of the chest.)
A – The chest explodes knocking down any players adjacent to the chest. Players will roll armor.
B – There will be a ball inside. The player opening the chest immediately gains possession of the ball. (The player does not have to roll AG to pick it up.)
1 – 5 – standard ball
6 – random ball (roll d16 and consult Death Zone Book- adjustments for dungeonbowl below.)
Explodin’ Ball – The coach whose player opened the chest rolls a d6+2. That is how long the effuse lasts.
Stacked Lunch ball – If player eats the ball after the TD is scored, they go to the KO box.
Sacred Egg Ball affects whatever player is holding the ball.
Snotling Ball is always active and controlled by whatever team did not have last possession of it. No penalty to picking up the ball, but player must roll AG to hold on to it.
Warpstone Brazier Ball – Player who opened the chest must roll a d6 to see if there is an effect. Otherwise follow ball rules. Effects last until the end of game.
C – Special (roll d8 to determine what happens)
1 – Reroll: The walls of the dungeon are magically lit in the team colors of the player opening
the chest. A team reroll awarded to the team that opened the chest.
2 – Bribe: The sound of coins jingling fills the dungeon. A bribe is awarded to the team that
opened the chest.
3 – Draw a Magical Memorabilia card. The player opening the chest is given the magic item.
4 – Ball Clone – The player opening the chest finds that they are in possession of a ball.
Automatically treat ball as normal ball. As soon as the next touchdown is scored (with any ball in
play) roll d6. 1-3 the ball vanishes and no touchdown is scored (as on Random Events card) 4-6
a touchdown is scored. If there is another ball in play, it disappears. If there are 2 additional
balls in play, keep them on the field until the next touchdown and roll again to see if that ball is
the clone. If there are any balls in play that are normal, the ball clone is normal. If the only ball in
play is a special ball, treat the ball clone with the same attributes. If a touchdown is scored with
a special ball, the remaining balls (supposing the other ball in play is normal) are now treated as
normal balls.
5 – Brilliant Coaching (as on kickoff table)
6 – Changing Weather – roll on Springtime weather chart
7 – Dungeon Swap – (d8 roll)
1-2 - Endzone tiles are swapped and coaches move to the opposite side of the dungeon with their dugout.
3-4 – Outermost dungeon tiles swap (roll d6 1-3 dungeon tiles remain in current alignment as it is moved, 4-6 dungeon tile turns to change alignment)
4-6 - Innermost dungeon tiles swap (roll d6 1-3 dungeon tiles remain in current alignment as it is moved, 4-6 dungeon tile turns to change alignment)
7-8 – Middle dungeon tiles swap (roll d6 1-3 dungeon tiles remain in current alignment as it is moved, 4-6 dungeon tile turns to change alignment)
8 – +5 Points toward the tournament score for the team that opened the chest (Do not take additional 5 points on the score sheet if any other Special result is rolled)

WANDERING MONSTERS
Wandering Monsters enter the game (in the third and fourth games) on a roll of 1-3 on d6 at the end of each “kicking” teams turn in. Wandering Monsters teleport into the dungeon ignoring a roll of 1. Wandering Monsters are MA 6, ST4, AG 3+, PA -, AR 9+(No hands, Claws, Foul Appearance, Jump Up, Frenzy, Dirty Player +1). The wandering monster will always blitz the nearest player within line of sight, and will rush if it can. If the monster cannot see any players, then the monster moves in a random (d8) direction d6 spaces (Wandering monster will stop or not move if it would move into a wall or pit. If a wandering monster catches sight of a player in the course of their movement, they will immediately move toward that player and blitz if within movement and rushes. The wandering monster will always choose a push over a both down. If there is a player in the pit, the wandering monster will throw itself into the pit, be placed prone, and roll armor as a player would. If there is a prone player closest to the wandering monster, the wandering monster will foul the player. The wandering monster will not be sent off for a foul. The refs will not penalize a player for fouling a wandering monster.
If the wandering monster is blocking a player that is marked by an opposition player, the opposition player can not provide an assist to the wandering monster, but can opt to take defensive assists away from players adjacent to the player being blocked and the wandering monster.
If the wandering monster is removed from the game, roll d6 on the next monster turn to see if another comes in.
If a wandering monster jumps, falls, or is pushed into a pit, it will exit the pit as per the same rules for players.

Ricardo Ferminelli
In round 3, Ricardo Ferminelli will be playing on every team. Each coach will be given a Ricardo Ferminelli miniature at the beginning of the tournament. His stats are as follows: MA 5, ST 3, AG 4+, TS 5+, AV 8+, Thick Skull, Regeneration, Pro (3+), Portal Navigator.
Each coach should make an effort with colored rubber bands to identify which Ricardo Ferminelli is theirs.

You Bring
Painted team, dice, and templates. Your roster and 3 copies.
Coach’s do not need to bring dungeons, pitches, dugouts, balls (but can provide their own balls if they prefer), or d6s (double 6 dice will be provided)
Coaches MUST use double 6 dice for all d6 dice rolls.
Timing
The TO will attempt to strictly enforce the time limit. You are supposed to receive ‘Time Remaining’ updates from the Tournament Organizer to help you stay on pace. The TO may be fairly laid back about all this depending on how fast the games are going.
When time is called, you will play “even turns”. If you just started turn 7(for example), then you and your opponent each finish turn 7. If the inactive player has already played the current turn the game ends upon completion of the active player’s current turn.
As stated above a chess clock may be requested by either coach after the 1 hour mark.
Dice
Only GW, NAF, Impact, or Texas Block Dice will be allowed. Only Double-Six dice allowed for d6 rolls. You are not required (but are allowed) to share dice with your opponent if requested.
Scoring
During each round, you will fill out a score sheet to track your progress. At the end of the match, you will add up the scoring as follows:
• A WIN is worth 60 points
• A DRAW is worth 30 points
• A LOSS is worth 10 points
• Each touchdown is worth 10 points
• Each time a player enters a teleporter is worth 1 point (Not counting the teleportation into the dungeon. Being pushed into a teleporter still allows the team who’s player was pushed into a teleporter a point, not the team who did the pushing. Team still earns a point if the player is lost in space. No points are awarded by chain reactions.)
• Each Casualty is worth 5 points (From blocks, fouls, chainsaws, bombs, stabs, thrown players landing on an opposing player, players pushed into a wall, and Crowd Surfing. If they are from your opponent’s own teammates (eaten or thrown), multiple teleports, failed dodges, lost in space, or failed rushes, they do not count.)
• If you finished the game before time is called you receive 5 bonus pts (you only receive these bonus points if your results sheets are turned into the T.O. before time is called)
• Rolling 8 when opening the special chest (+5 Points result) is worth 5 points.
There is a no championship game the standings will solely be determined by total points

Overtime
There will be no overtime played. If your game ends in a draw, it’s draw.

Tiebreakers
The scoring system has been setup to hopefully get the most accurate representation of how everyone has performed. If, by chance there is a tie in Tournament points, the ties will be broken in this order:
• Winning Percentage
• Head to Head
• TD Diff + Cas Diff
• TD Diff
• Rat Ogre Ball

Painting
All teams are expected to meet the minimum painted guidelines. They must have 3 colors on them and have had some attempt at making them appear finished. (Allowances will be made if the team is not uniform, but make it clear which players are on the same team)

Sportsmanship
We are here to enjoy the game of Blood Bowl. We expect good sportsmanship. Note that:
Fouling 16 turns in a row and running up the score is not poor sportsmanship, but gloating and ridiculing your opponent while doing so is.

Awards
In order to qualify for any award, the coach must complete all 4 rounds.
The following awards will be given out after the last round:
• Donnybrook Champion – Most Tournament Points.
• Best Dodecahedroning –Most Teleports
• Best Dungeonballing – Most TDs
• Best Donnybrooking – Most Casualties
• Glass Half Empty – Least Tournament Points

Trickle-down Awardonomics
Coaches will only be eligible for one award. Tournament Organizer will trickle-down an award to the next eligible player. Exception is Most Sporting which are voted upon by your peers.

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