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Tournament NameSapphire Cup 2024
Organizer NAF namebhall (23772)
OrganizerBiff Hall
VariantBlood Bowl 2020
Major/Nationalno
Start Date (YYYY-MM-DD)2024-09-14
End Date (YYYY-MM-DD)2024-09-14
TypeOPEN
StyleSwiss
ScoringAfter each round, you will fill out both the game sheets based on the game just completed. A WIN is worth 60 pts A DRAW is worth 30 pts A LOSS is worth 10 pts If you lost by 1 Touchdown, you earn +2 bonus pts If you caused 1 more CAS from Blocking than opp you earn +2 bonus pts If you caused 2 or more CAS from Blocking than opp you earn +5 bonus pts If you clear the pitch you earn +5 bonus pts (max once per game) If you won by 2 Touchdowns you earn +2 bonus pts If you won by 3 or more Touchdowns you earn +5 bonus pts Per Pass Completion: 1 point each If you finished the game by using all turns +3 bonus pts There is no championship game the standings will solely be determined by total points
CostThe pre-registration entry fee before September 7th is $20 Registration after September 7th is $25 (Paypal: paypal.me/TVBBL (send as friend & family or your payment will be sent back))
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
September 14-Come join us for a day of fantasy sports mayhem In the Gem State! Coaches will be provided with gold to hire a team depending on the team tier you choose.
If you pre-register and turn in your roster before August 31st you will receive a free wizard card from the Wizards of ID 7’s tournament. The wizard can be used once during each game of this tournament.
The pre-registration entry fee before September 7th is $20 Registration after September 7th is $25 (Paypal: paypal.me/TVBBL (send as friend & family or your payment will be sent back))
NAF membership is required for the tournament. If you are not a member, you can sign up at the tournament for $10

For the tournament, all participants will receive a pair of Double D6 dice and 1D11 with their entry fee and are encouraged to use them during the matches. Only block dice from Games Workshop or NAF may be used.
Registration will start at 10:00 am, with first matches starting at 10:30 am. There will be 3 two-hour matches. A 45 min Lunch will be before round 2. The participants and bystanders will vote for fan favorite during lunch break. There will be a 15-minute break between rounds 2 and 3
All injuries will be reset between rounds (resurrection tournament format)
The tournament will be a Swiss-style, resurrection tournament. So any injuries your team suffers will not carry over to the next game. The first round will see a coach play against a random opponent. In each subsequent round, the highest-ranked player plays the next highest-ranked player. The roster you start the tournament with will be the same for each round you play.
Rules systems
As a NAF sanctioned event, this event will use the BB2020 rules, all Second Season Spike Journals, the GW Errata
Team Building Rules
Team Creation:
As a coach, pick your team and then decide if you will use a Star Player(s). Then determine your tier and build your team with the appropriate amount of funds.

Tier 0 – This tier is for a Tier 1 team that takes a Star Player. You get 1.05M to buy your team and any skills.


Tier 1 – This is for the following teams: Wood Elf, Amazon, Chaos Dwarf, Dwarf, Dark Elf, Lizardmen, Norse, Shambling Undead, Skaven, and Underworld. Also, if you take a Tier 2 team with a Star Player, you are in the Tier 1 category. In Tier 1 you get 1.075M to buy your team and skills.

Tier 2 – This is for the following teams: Black Orcs, Chaos Chosen, Chaos Renegades, Elven Union, High Elves, Human, Imperial Nobility, Khorne, Nurgle, Necromantic, Orcs, Slaan/Kislev, and Tomb Kings, Old-World Alliance and Vampires. Also, if you take a Tier 3 team and you take Morg’n Thorg, Hackflem Shuttlespike, Griff Oberwald, or two other Star Players, you are moved into the Tier 2 category. In Tier 2 you Get 1.10M to buy your team and skills.

Tier 3 – This is for the following teams: Gnomes, Goblins, Halflings, Ogres, Snotlings, Lizardmen (Krox and skinks only), and Underworld (no Skaven). Also, if you take a Tier 3 team with a Star Player, you are in the Tier 2 category. In Tier 3 you Get 1.15M to buy your team and skills.
Goblins, Halflings, Ogres, and Snotlings can take one Star Player without moving up a tier as long as this isn’t a mega-Star Player.

Primary skill 20k
Secondary skill 40k
No attributes are available for purchase

Maximum of 2 skills per individual player. No more than 2 of any one extra skill per team (i.e., only 2 guard, block or dodge extra per team)

Approved B2020 inducements may be purchased by all teams along with Giants. Inducements not approved for the tournament include; wizards, stadiums, special play cards, mercenaries, infamous coaching staff, biased referees, pregame inducements or sponsors.

All coaches must have four copies of their roster to share with their opponents.
Colored bands or some way to distinguish the purchased skills of players is mandatory along with clearly numbering your players.
All 30 NAF-approved races will be allowed, which includes Slann/Kislev.


Rules for Multiple of the Same Star Player
The “Highlander Rule” will be in effect for this tournament. If both coaches roster the same Star Player then neither of them will be able to use them.
Star Players follow the same rules that are in the Rule Book. 0-2 Star Players may be purchased per team.
Scoring
After each round, you will fill out both the game sheets based on the game just completed.
A WIN is worth 60 pts
A DRAW is worth 30 pts
A LOSS is worth 10 pts
If you lost by 1 Touchdown, you earn +2 bonus pts
If you caused 1 more CAS from Blocking than opp you earn +2 bonus pts
If you caused 2 or more CAS from Blocking than opp you earn +5 bonus pts
If you clear the pitch you earn +5 bonus pts (max once per game)
If you won by 2 Touchdowns you earn +2 bonus pts
If you won by 3 or more Touchdowns you earn +5 bonus pts
Per Pass Completion: 1 point each
If you finished the game by using all turns +3 bonus pts
There is 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 a draw.
Tiebreakers
The Scoring system has been set up 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
Strength of schedule
Net TDs plus Net CAS
Total TDs plus Total CAS
If it is still a tie at that point, the tournament organizer will use his best judgment to find a way to break the tie.
Awards
The following awards will be given out after the last round:
Champion-Most combined points scored in both the 7’s and 11’s tournaments
1st Place - Most points scored
2nd Place – 2nd most points scored
Biggest Cheater–Most foul attempts
Fan Favorite - Best painted/themed team chosen by a vote of players and random people at the event
Most Brutal– Most casualties are caused by blocking, crowd surfing, and fouls
Best Passing Team-The team with the most completed passes
Stunty Champion-Highest ranking stunty coach (Goblin, Ogre, Halfling, Snotling, Lizardmen with no Saurus’, Underworld without Skaven,).
Spread the Wealth
A coach may only win one award. If they are in line to win more than one award, they may be asked which one they would prefer and the next coach in line will be given the other award. TO reserves the right to adjust awards based on extenuating circumstances.
Additional rules
Early list entry- send your name and roster to treasurevalleybbl@gmail.com. This will save time on the match day as rosters can be pre-verified. If you pre-register and turn in your roster before August 31st you will receive a free wizard card from the Wizards of ID 7’s tournament. The wizard can be used once during each game of this tournament.
“Perfect” blood bowl weather will be used for each game
Casualties for this tournament include those from Blocks, Crowd Surfs, AND Fouls
Apothecaries as per the NAF errata

Custom Kick-Off Table 1D11 results
1 Ruby Ball - The Ruby Ball occasionally gets angry and hot when held: When a player with this ball begins any action he must roll a D6, on a 1 he drops the ball and the ball scatters as normal, on a 2-6 the player withstands the heat for the turn. Dropping the ball due to the heat does cause a turnover and bounces as normal
2 Emerald Ball - The Emerald Ball disappears in the grass: Any time the ball lands in an empty square the ball will Scatter (as per page 25 in the rulebook) except that ball will not leave the pitch. Any scatter rolls that would move the ball out of bounds is ignored and not rerolled. It will move its full movement before a bouncing ball pick-up attempt can be used. It could be kicked out of bounds on a kick-off
3 Pearl Ball - The Pearl is a round gem...not the most aerodynamic object: pass attempts -1 to the dice roll
4 Aquamarine - The Ball Carrier is reminded of the sea and is cruising over the waves. No rush bruh...just go with the flow: The Ball Carrier cannot “RUSH”
5 Zircon - Zircon is the densest gem in the world; so heavy that this ball requires Strength instead of Agility: For any pick up, throw, catch, or intercept attempts the player must -1 from the dice roll.
6 Knock off gem - low quality... not durable and kinda rubbery...: extra bounce every time the ball hits the ground (2 times)
7 Spinel Ball - Everyone is in awe of the spinel ball in mid-air!: each player rolls d3 + assistant coaches + FAN FACTOR, the winner can rearrange all players not in a tackle zone into new legal kickoff positions. If there is no winner in the roll-off there is no effect
8 Alexandrite - Inspired by the beauty of the gem, the ball carrier may attempt to run further than usual: the ball carrier can attempt an extra “RUSH” as if they had the sprint skill
9 Sapphire - "shooting star sapphire”: players add +1 to the die roll for pass attempts, disruptions, and intercepts
10 Diamond - Diamonds are a girl’s best friend: If only one player has a cheerleader, that player gets a reroll. otherwise, roll d3 + cheerleaders + FAN FACTOR, the winner gets a reroll. On a tie, both teams get a reroll
11 Opal -Oooh pretty: As the opal spins through the air, both teams use the distraction to attempt to smuggle players around the pitch using tunnels. First, the receiving team may move a player not in a tackle zone to any unoccupied trapdoor square shown on the pitch, then the kicking team may move a player not in a tackle zone to any unoccupied trapdoor square shown on the pitch. The smuggled players are treated as prone (no armor rolls) due to stealthy climbing out of the trapdoor. If the pitch does not have trapdoors, reroll the kick-off event.

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