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Tournament NameWizards of ID Sapphire 7's 2024
Organizer NAF namebhall (23772)
OrganizerBiff Hall
VariantSevens
Major/Nationalno
Start Date (YYYY-MM-DD)2024-09-13
End Date (YYYY-MM-DD)2024-09-13
TypeOPEN
StyleSwiss
ScoringThere is no championship game, the tournament winner is determined by total points Casualties: ALL casualties suffered by an 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 Each completed pass: 1 bonus point 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 the time limit: 3 bonus points Pitch Clear (max 1 per match): 5 bonus points
CostTournament Fee: Preregistration (before September 6th) $20.00, Registration (September 7th through September 13th) $25.00 Send payment as friend/family to https://paypal.me/TVBBL?country.x=US&locale.x=en_US or it will be refunded, thanks
NAF Fee Includedno
NAF Member Discountno
Emailtreasurevalleybbl@gmail.com
WebpageTreasure Valley Blood Bowl Tournaments

Tournament Statistics

Winner

Runner up

Most Touchdowns

Most Casualties

Stunty Cup

Best Painted

Other Awards

 
Tournament Location
Address44 E Fairview Ave
 
CityMeridian
StateIdaho
Zip83642
NationUnited States

Ruleset Document

Information
Treasure Valley Blood Bowl League (TVBBL) and the Wizards of ID are hosting a Blood Bowl Sevens tournament. This is the Wizards’ chance to actually get into the game instead of being relegated to the stands. The Wizards don’t care who they play for or against, they just want to be part of the game.
Place: Phoenix Fire Games, Meridian, ID
Date/Time: Friday, September 13th, 2024, 5:00 pm
Tournament Fee: Preregistration (before September 6th) $20.00, Registration (September 7th through September 13th) $25.00 Send payment as friend/family to https://paypal.me/TVBBL?country.x=US&locale.x=en_US or it will be refunded, thanks.
Bring with you: Everything you need to play (team, dice, templates, etc); contact TO treasurevalleybbl@gmail.com if you want to borrow a team
NAF membership: Yes Required ($10 annual fee online)
Itinerary
Times are approximate; each round is 65 minutes with a 5-10 minute pre-game setup time. After 65 minutes, no new turns may be started, but both players must finish the current turn. 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-6:35 pm Round 1
6:50 pm-7:55 pm Round 2
8:10 pm-9:15 pm Round 3
9:30 pm Awards and Raffle
Prize Support
Trophies will be awarded for performance
Awards: (1st place, 2nd place, Best Offense, Best Defense, and Best Passing Team)
Additional awards may be added by TO
Must play in all rounds to be eligible for an award (ringer may win an award if eligible)
A raffle of store gift certificates
Raffle Eligibility
Play in all rounds of the tournament
Complete the tournament reporting sheet
The ringer is not eligible for the raffle
Team Roster
Resurrection tournament format
Swiss pairings after the first round
Any of the 30 NAF-approved teams
600,000 gp budget to purchase players, inducements, and skills, stunty teams have 650,000 gp. All player improvements (skills and ability score) are permitted, (No skill and/or ability may be bought more than once or more than one skill/ability bought for a single player.) Primary skills are 20K and Secondary skills are 40K. Ability prices: +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)
Permitted inducements: Bribes, Wandering Apothecary, Bloodweiser Kegs, Igor, Halfling Chef, Assistant Coaches, Temporary Cheerleaders, Riotous Rookies
Before the first match, each coach will choose a random Wizard card. Each coach will be able to use the Wizard once during their game. Before the kick-off of the second game, each coach will trade their Wizard cards. This will be the new Wizard they can use during the second game. Before the kick-off of the third game, each coach will trade their card from the second game with their new third-game opponent. This is the Wizard they will be able to use for the third game.
Kick-Off Table
The standard 7’s Kick-off table will be used.





Rules/Etiquette
Rules are all NAF tournament rules. No optional rules are allowed unless noted in this packet
Prior to 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 an 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
Each completed pass: 1 bonus point
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 the time limit: 3 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)



Wizards of ID--------------


Zircon Wizard

BESTIAL FURY: Cast this spell at the beginning of your turn before any player takes an Action. A player of your choice on your team gains +1 Strength until the drive ends. After this, the player has -1 Strength for the remainder of the game.

Amethyst Wizard

LIFE DRAIN: You may cast this spell at the start of any of your team turns, before any player is activated. Roll a D6 and on a 3+, choose a player on the opposition team that is Marked by a friendly player. Immediately make an Injury roll for the opposition player.

Ruby Wizard

FIREBALL: Cast this spell after your turn has ended or your kick-off to an opponent is resolved, but before your opponent’s turn begins. Place a marker on the pitch, scatter the marker 5 times. If it does not scatter off the pitch at any point, the fireball explodes as the spell; the center is where the marker is. Treat it as a standard Fireball spell after scattering.


Diamond Wizard

CHAIN LIGHTNING: You may cast this spell at the start of any of your team turns, before any player is activated. Choose a player on the opposition team; on a 3+ that player is struck by lightning. Make an Armour roll for the chosen player, and then roll a D6.
On a 1-4, the spell ends.
On a 5+, choose another model (friend or foe) within 2 squares that will be hit by the lightning. Make an Armour roll for this player.
If the lightning chained to another player, roll a D6 again to see if the spell chains to another player. Keep doing this until a 1-4 is rolled, or there are no players to chain the lightning to. A player can only be affected by this spell once, therefore it cannot be chained back onto a player it has already hit.

Emerald Wizard

GRASPING VINES: You may cast this spell at the start of any of the opposition's team turns, before any player is activated. Choose one of your standing or prone players. Roll a D6 for each opposition player next to him, on a 3+ the opposition player is grasped by vines and cannot be activated during that team turn. Additionally, the affected players have no Tackle Zones until the start of their next activation.

Spinel Wizard

BLINDING LIGHT: Cast this spell after your turn has ended or your kick-off to an opponent is resolved, but before your opponent’s turn begins. All attempts to pass, catch, or pick up the ball have an additional -1 modifier for this drive.

Sapphire Wizard

TRANSMUTATION: Cast this spell after your turn has ended or your kick-off to an opponent is resolved, but before your opponent’s turn begins. Choose one player on your team. For the remainder of this drive, any opponent moving one square or more first and then blitzing this player suffers a -1 modifier to his Strength (minimum Strength of 1) for the block attempt.

Opal Wizard

SHADOWED STEP: Cast this spell after your turn has ended. Choose any opposing player. Using all the rules for the Throw Team-Mate skill, on a roll of 3+ on a D6 the player is thrown (i.e. cannot be fumbled) to a target square that is D6 squares away in a random direction from his own square (use the scatter template). The player will need to make a landing roll as normal if they land on the pitch.

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