NAF World Headquarters

NAF World Cup - NAF World Cup Rules (2011)

Dave - Jan 17, 2011 - 01:45 PM
Post subject: NAF World Cup Rules (2011)
Hi,
in this thread we'll post the rules. First the game rules, later on we'll add the tournament rules.

We may alter these rules and will also post here if we did.
Dave - Jan 17, 2011 - 01:48 PM
Post subject:
Ruleset.

The NAF World Cup will use the latest ruleset; CRP , with the following exceptions and/or amendments:

The Illegal Procedure rule will not be in use, nor is the 4 minute 'timer' rule. Please note that you may be given a certain amount of time to complete your game should you be running late. More on this under 'match sequence'

Coaches have 1,100,000 GP to create their starting team rosters. Team rosters must consist of at least 11 players as per the normal rules.

No Inducements (inc. Star Players, wizards, master chefs etc) or special play cards are used. The exeption are: Halflings, who are allowed a Master Chef on their starting roster and Goblins, who are allowed to take bribes on their starting roster. The costs for both the Chef as the Bribes are the same as in the Inducements section of the CRP ruleset.

Star Player Points are in not use.

All casualties and/or deaths are healed between rounds. Healed players that have been given a skill before game 1, 4 or 7 will retain those improvements.

Player improvements are not counted towards Team Value, so in effect Team Value is fixed at the starting 1,100,000 GP for all rosters and therefore of no impact.

Chaos Pact, Slann and Underworld teams are allowed.


The match sequence is as follows:

1) Pre Match and Introduction.

i) Decide what constitutes a 'cocked die'.
(It is recommended that any dice that is not flat on the table or board is considered cocked to eliminate any confusion, but ultimately this is for the coaches to decide.)
ii) Show your opponent your roster and team. Point out which players represent which positions and point out which players have gotten which skills. Look over your opponent's team roster and ensure that it's legal. Call a NAF Referee or NAF Tournament Official over in the event of any discrepancy before the match begins.
iii) Work out the number of Fans and Fame and note the result.


2) The Match.
i) Roll Weather.
ii) Roll for Kick Off. (Winner decides to kick or receive).
iii) Receiving team's turn.
iv) Kicking team's turn... etc...


3) The Post Match Sequence.
i) Fill out results sheet and sign it.
Please ensure that both you and your opponent’s results sheets are in accordance.
ii) Data Entry. Hand in results sheet at the appropriate point. Once a signed result sheet is handed over to a NAF Tournament Official the result can’t be changed


4) Timing the matches.
You have 2 hours and 15 minutes to complete your match. When one hour's over, general notice will be given that you should be close to starting the 2nd half. If, with one hour left, your game hasn't started the second half yet you and your opponent will get a timer (chess clock). Each coach will have 30 minutes time for all his turns left in the game.

If you've spent all your time and your opponent hasn't, all you are allowed to do is put any prone players upright and unstun any players that are stunned. You are not allowed to take ANY other action than this.

If one or two coaches are late for the game the referees will note down your table number and who's late. If, with one hour left, the game hasn't started the second half yet, the coach who was late will get 20 minutes instead of 30. His opponent will get 40 minutes instead of 30. If both player were late both players will get 30 minutes.

If both players' time has run out the game ends immedeately.


5) points / rankings
Results will go into two ranking:
Team and Individual.

Team Ranking:
Each game played by a team member will add up to the team ranking. The team ranking will be made up of the results of all the team members.

      Code:
Win       : 1 point
Draw      : 1/2 point
Loss      : 0 point
Tiebreaker: Net TD + Net Cas


Individual Ranking:
We'll also keep track of an individual ranking. Each game will add points (or none) to this ranking.

      Code:
Win       : 3 point
Draw      : 1 point
Loss      : 0 point
Tiebreaker: Net TD + Net Cas



Skill Progression.

Before round 1 you may assign three skills to three separate players on your roster. Before round 4 and round 7 you may assign two skills to two separate players on your roster. No player can get more than one extra skill during the tournament.

All skills are ‘normal’ skills. Before round 4 and 7 one of the skills may be a ‘double’.

All skills must be noted on the team roster your teamcaptain hands in to the organization when registering your team on day 1.

The NAF reserve the right to amend the tournament rules as necessary, we'll obviously keep everybody posted.


Team Makeup.

Each team consists of 6 coaches. Each coach MUST coach a bloodbowl team of a different race than any other coach of his team. Ergo: no team can have two undead teams for example. (you can obviously have multiple Daves or Maggies in your team, that's actually a lot of fun)
lunchmoney - Jan 18, 2011 - 05:01 AM
Post subject:
Can I ask a question here regarding the rules? If not, please move the post to the correct thread.

Why no inducements? The Halfings rely on the Chef, the Goblins need those bribes. Is this an attempt to reduce the number of low tier teams coming?
Dave - Jan 18, 2011 - 05:40 AM
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good question,
it's to make the rules as easy as possible. Remember we'll have 400+ rosters to check at some point ... quite a bit of work
Thadrin - Jan 18, 2011 - 08:13 AM
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Dave - would it help if rosters were sent to the organisers, say, two weeks in advance?
FWIW I'd like to see the chef allowed for Halflings, not that I'd expect many.
Elyoukey - Jan 18, 2011 - 08:38 AM
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Actually maybe a subscription form with the possibility to fill up the full roster, with specific controls would be the best way.
+ it may allow each participant to print his rostersheet directelly from the website for a standard output format easier for his opponents to read.
lunchmoney - Jan 18, 2011 - 08:53 AM
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      Elyoukey wrote:
Actually maybe a subscription form with the possibility to fill up the full roster, with specific controls would be the best way.
+ it may allow each participant to print his rostersheet directelly from the website for a standard output format easier for his opponents to read.
This would also make it easier for the organisers to read and check. Maybe have a webpage dedicated to having team captains submitting the 6 team rosters?
Elyoukey - Jan 18, 2011 - 08:59 AM
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i am pretty sure you have some computer specialists in your team who could handle this greatly. If (highly improbable) not i may give a help on this point.
Joemanji - Jan 18, 2011 - 09:06 AM
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I think most coaches know what is or isn't a legal roster when they see their opponent's team. I think allowing at least Halfing Chef and Goblin Bribes would increase people's enjoyment. At proper prices though.
Dave - Jan 18, 2011 - 10:02 AM
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and what would you consider a proper price?
Tripleskull - Jan 18, 2011 - 10:13 AM
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say 100 k and 50 k Very Happy
Kithor - Jan 18, 2011 - 12:05 PM
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Or all the team captains have to check the team rosters of their team members in advance and assure the organizers that all rosters in the team are legal. That should be enough reliability. Wink
Joemanji - Jan 18, 2011 - 01:08 PM
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      Dave wrote:
and what would you consider a proper price?
The prices in the LRB 6 rulebook. A lot of tournaments are still letting the Chef go for 50K.
DOA - Jan 18, 2011 - 02:22 PM
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Every captain must send you the roster with th skills progression.
And in Amsterdam, when the teams came for the registration you can give the roster prnted by you.
In this way every team haas only the roster that you have printed and cannot cheat
Thadrin - Jan 18, 2011 - 11:45 PM
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I KNOW Niels has something like Elyoukey mentioned.
I can give you my roster right now...
daloonieshaman - Jan 19, 2011 - 12:24 AM
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      lunchmoney wrote:
Can I ask a question here regarding the rules? If not, please move the post to the correct thread.

Why no inducements? The Halfings rely on the Chef, the Goblins need those bribes. Is this an attempt to reduce the number of low tier teams coming?

They do not want Gobbos/Halflings to play
Total load of bull to eliminate 2 teams from the event

Crap about making it easier having 400+ rosters to check.
40 people 10 rosters each what about 20 minutes
even easier
before game one the opposing team captain checks the rosters 10-15minutes no admin work.

Think outside the beer glass people
Elyoukey - Jan 19, 2011 - 02:04 AM
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      daloonieshaman wrote:

Crap about making it easier having 400+ rosters to check.
40 people 10 rosters each what about 20 minutes
even easier
before game one the opposing team captain checks the rosters 10-15minutes no admin work.

Think outside the beer glass people

on the 400+ coaches, not all will be able to check correctly the opponent roster. i know for sure that there could/will be mistakes. I would not trust myself in a 10 minutes check on 6 rosters i don't play. Especially if there are some extrarules for masterchief for exemple. I really do think that the rosters should be checked before the event with an automatic script otherwise there will be mistakes and if the mistakes happens in some important rosters (in the finalist ogre roster for exemple) it would discredit all the event.

but according to Thadrin, there will be something.
Grumbledook - Jan 19, 2011 - 04:53 AM
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@daloonieshaman there is no need to be rude and post accusations

you can make criticisms while being constructive
Darkson - Jan 19, 2011 - 08:14 AM
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+1 for Chef/Bribes being allowed for Flings/Gobbos - if someone wants to bring them to the BB Party, don't handicap them even more.


Tbh, I can't remember who checked the 300 rosters for the WCI - didn't a lot of them get done at the pre-reg on the Thursday at the White Hart?
Lucy - Jan 19, 2011 - 08:45 AM
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I doubt we're going to check 400+ teamrosters.
The best way is to let the opposing coaches check them during the first game (maybe first game every day).
And then the refs can check them during the day.

Maybe we can have them send befor the tourney.............

About the halflings/gobbos (which we don't hate as I read online Razz ).

We just wanted to use the rules as were used last time, so we wouldn't get into an argument or would be accused of backtracking.
Again it has failed miserably Rolling Eyes

We're discussing it.

Lucy
flyingdingle - Jan 19, 2011 - 12:39 PM
Post subject:
      Lucy wrote:
I doubt we're going to check 400+ teamrosters.
The best way is to let the opposing coaches check them during the first game (maybe first game every day).
And then the refs can check them during the day.

Lucy


I think that's very appropriate. It's only in the coaches best interest to make sure his opponents roster is legal. If you don't catch it, it's your fault for not catching it.
daloonieshaman - Jan 19, 2011 - 01:08 PM
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Doesn't Nuffle take care of illegal rosters in his own way
daloonieshaman - Jan 19, 2011 - 01:11 PM
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      Grumbledook wrote:
@daloonieshaman there is no need to be rude and post accusations

you can make criticisms while being constructive

Smile We would like to bring attention to the oversigth of the rules eliminating the play of 2 teams, Goblins/Halfings Smile
Grumbledook - Jan 19, 2011 - 02:42 PM
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well you could also argue that the rules favour certain other teams by dripping the skills in through out the tournament rather than loading them all up before the first game as well

some may moan that using the same roster for 9 matches would be boring (though I personally don't think getting a couple of extra skills each day changes that much)

can I put forward that you get 4 skills day 1, 2 on day 2 and one on day 3, keeping the option for a double skill on days 2 and 3 if wanted (I'm all for all skills for every match though)

I know some coaches don't like the idea of giving the weaker low TV tournament teams some more skills over the usually good performing teams, but the more skills you can start with the more even it gives at least some other teams

teams that don't start with much block, dodge, tackle, sure hands etc tend to suffer and as a result get taken a lot less often, inducements don't usually offer them much in the way of help and the stunty teams are more popularised due to their perceived "fun" aspect and awards for best stunty team

i.e. : Chaos, Pact, Nurgle, Vamps, High Elves, Pro Elves, Slann

I'll bet money right now that Woodies, Undead and Orc will be the top three selected races there ;]

just putting the idea out there...
daloonieshaman - Jan 19, 2011 - 05:53 PM
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Jon,
don't forget Zons
Rodders - Jan 20, 2011 - 02:26 AM
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Not every tourney accepts chef and bribes (pearly kings and queens comes to mine) and flings/gobbo's still get taken
Grumbledook - Jan 20, 2011 - 03:00 AM
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sure, though just under 25% of the teams were Orcs last year

there was one goblin team (do they commonly take bribes? I didn't think they did) and no halfling teams

rules can heavily dictate favouritism towards certain races, I'd like to think we can encourage diveristy

I'm sure no one wants to play against the same race 5 times out of 9 for example

@daloonieshaman, I could only pick three for my top three ;]
Dajegas - Jan 20, 2011 - 03:18 AM
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      Grumbledook wrote:

can I put forward that you get 4 skills day 1, 2 on day 2 and one on day 3, keeping the option for a double skill on days 2 and 3 if wanted (I'm all for all skills for every match though)

      Dave wrote:

Before round 1 you may assign three skills to three separate players on your roster. Before round 4 and round 7 you may assign two skills to two separate players on your roster. No player can get more than one extra skill during the tournament.


Just to avoid confusion Cool
Mootaz - Jan 26, 2011 - 08:42 AM
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Illegal Procedure is not in effect. I suppose the 4 minute rule is also not in effect? I think so but should be clearly stated.
Pako - Jan 28, 2011 - 05:43 AM
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Agree with suggestions about reconsidreing Halflings Chef and Goblins Bribes stuff.

I play goblins a lot. And I think they need it. Although I played different types of tourneys, those kind of rules are going to make goblins and halflings coaches to reconsider it.

NAF WC I wasn't full of those teams as well. Maybe due to that Wink
Doubleskulls - Jan 28, 2011 - 02:58 PM
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I've never had issues with any normal inducements being allowed in tournaments. Over here its only cards that get prohibited (for obvious reasons) and you rarely see any. I can't see a good reason to ban them to be honest.
Glowworm - Jan 29, 2011 - 12:04 AM
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Gentlemen,
i was under the impression that each team member had to play a different race from the other members of his/her team. dont know where I got that from however it would stop the Orc invasion!! (not that i have a problem with Orcs, besides being beaten by them numerous times)

if thats not the case, thats fine, i can find no mention of that rule, however, if that was the case could i suggest each team must include 1 stunty ('Fling / Gobbo / Ogre + maybe Skavenless underworld and dare i suggest Lizards without saurus) for which and only for them, bribes and Chefs could be made available at current cost.

I dont want to force anyone to play a team they dont want to, however i suspect most teams will have at least 1 member who plays "stunties" at tournament (we've got 2)

it would also add to number and diversity of races present, I enjoy tournaments where i dont play the same race 3 times in 6 games

just a suggestion, sorry if it offends, its meant with good intent!!
Mepmuff - Jan 29, 2011 - 03:32 AM
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Every team having at leat one stunty team, would be fun. But... it would also be a rule excluding certain teams from the tourney (or force players to play something they don't want to). Working under the assumption there will be at least one team where none of the members would want to play stunties, I would think this a bad implementation to acheieve a fun goal.
Darkson - Jan 29, 2011 - 08:31 AM
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      Mepmuff wrote:
Working under the assumption there will be at least one team where none of the members would want to play stunties, I would think this a bad implementation to acheieve a fun goal.


Damn Powergamers! Wink

Perhaps give a team a points bonus per round per Stunty team they have. Laughing
Gaiba - Jan 29, 2011 - 02:53 PM
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      glowworm wrote:
Gentlemen,
i was under the impression that each team member had to play a different race from the other members of his/her team.


Wait... seriously you can have multiple teams picking the same race!???
Glowworm - Jan 29, 2011 - 11:16 PM
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      Darkson wrote:


Damn Powergamers! Wink

Perhaps give a team a points bonus per round per Stunty team they have. Laughing


Like your thinking, however, ive been accused of "Stunty powergaming" by playing Lizards without Saurus several times...guess thats just a cross i have to bare Wink

Wait... seriously you can have multiple teams picking the same race!???

@ Gaiba..Not sure if i made it clear in my post, I thought each member of a team had to use a different race from every other member of thier own team.

so 6 team members = 6 different races...

Hope that answers the question...

However, I cannot find this anywhere in the rules, I believe it was mentioned to me in conversation just after the announcment for the WC II but before any ruleset was published!

I dont think it will be a case of 300 Orc teams V 300 Norse teams, as someone else posted most coaches want to play thier favourite teams. However it would add to the diversity altho i suspect we will see vampire and Orge teams there anyway.

TBH the inclusion of Stunties as a "must have" was just a throw away remark, I have no problem with playing with / against them (no more than any other team) altho the ruleset doesnt seem to encourage them
Elyoukey - Jan 30, 2011 - 09:27 AM
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      glowworm wrote:

TBH the inclusion of Stunties as a "must have" was just a throw away remark, I have no problem with playing with / against them (no more than any other team) altho the ruleset doesnt seem to encourage them

i think that the best way to encourage stunties and tier3 teams without unbalancing the game or forcing players to play with rosters they don't want
would be to make a special prize for each tier team. tier 1 tier 2 tier 3. So the best stuny does not have to win all his match, but he has to lose less than the other.
Darkson - Jan 30, 2011 - 10:11 PM
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Excellent idea - Stunty Cup for the WCII!
Pako - Jan 31, 2011 - 02:07 AM
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You can add Skinks+kroxigor teams and Underworld goblin+troll teams to Stunties for a possible Stunty Cup...
Glowworm - Jan 31, 2011 - 03:50 AM
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      Pako wrote:
You can add Skinks+kroxigor teams and Underworld goblin+troll teams to Stunties for a possible Stunty Cup...


If this happens i may change my choice of team Laughing
Mootaz - Jan 31, 2011 - 07:54 AM
Post subject:
I really hope the old rule of "each race only once per team" applies also to this World Cup. I'm really not looking forward to playing against teams consisting only of Dwarf, Undead and Woodelves.

And as my other question is still open:
      Mootaz wrote:
Illegal Procedure is not in effect. I suppose the 4 minute rule is also not in effect? I think so but should be clearly stated.

Pako - Feb 01, 2011 - 06:48 AM
Post subject:
      glowworm wrote:
      Pako wrote:
You can add Skinks+kroxigor teams and Underworld goblin+troll teams to Stunties for a possible Stunty Cup...


If this happens i may change my choice of team Laughing


We do so in some spanish tourneys and it's worthy
Joemanji - Feb 10, 2011 - 02:58 AM
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I don't think you can force one Stunty team per coach-team. People are playing £500+ to come to this, and many teams won't have someone who actually wants to use a rubbish race...
Glowworm - Feb 11, 2011 - 02:52 PM
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      Joemanji wrote:
I don't think you can force one Stunty team per coach-team. People are playing £500+ to come to this, and many teams won't have someone who actually wants to use a rubbish race...


thats ok they can all use wood elves then Wink



my next post did stress that the "stunty team" was a throw away remark, maybe they should introduce it at eurobowl instead...... Confused
Lucy - Feb 11, 2011 - 06:12 PM
Post subject:
      Mootaz wrote:
Illegal Procedure is not in effect. I suppose the 4 minute rule is also not in effect? I think so but should be clearly stated.


It wasn't stated in the last one (I think).
Anyway, we will add it later on.
Together with other clearifications to make sure the games will end on time.

Lucy
Dave - Feb 14, 2011 - 03:00 PM
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added those, will add the 4 minute rule straight away (or better, the not-being-there of the 4 minute rule)

also added a bit about race - selection
Titouch - Feb 23, 2011 - 03:44 AM
Post subject:
Hello,

I haven't found the scoring scheme of the tournament. Could you give us more details on :
-individual scoring : points for win/draw/loss (loss by only 1 TD ?)
-team scoring : sum of individual points or something else ? Do the 3 first rounds (played on an individual basis) count for the team ranking ?
-tie breakers for individuals and teams ?


Thanks in advance for your answers, and best of luck for the huge task ! Smile


Jerome/Titouch
Dave - Feb 27, 2011 - 07:34 AM
Post subject:
      Dave wrote:
Ruleset.

The NAF World Cup will use the latest ruleset; CRP , with the following exceptions and/or amendments:

The Illegal Procedure rule will not be in use, nor is the 4 minute 'timer' rule. Please note that you may be given a certain amount of time to complete your game should you be running late. More on this under 'match sequence'

Coaches have 1,100,000 GP to create their starting team rosters. Team rosters must consist of at least 11 players as per the normal rules.

No Inducements (inc. Star Players, wizards, master chefs etc) or special play cards are used. The exeption are: Halflings, who are allowed a Master Chef on their starting roster and Goblins, who are allowed to take bribes on their starting roster. The costs for both the Chef as the Bribes are the same as in the Inducements section of the CRP ruleset.

Star Player Points are in not use.

All casualties and/or deaths are healed between rounds. Healed players that have been given a skill before game 1, 4 or 7 will retain those improvements.

Player improvements are not counted towards Team Value, so in effect Team Value is fixed at the starting 1,100,000 GP for all rosters and therefore of no impact.

Chaos Pact, Slann and Underworld teams are allowed.


The match sequence is as follows:

1) Pre Match and Introduction.

i) Decide what constitutes a 'cocked die'.
(It is recommended that any dice that is not flat on the table or board is considered cocked to eliminate any confusion, but ultimately this is for the coaches to decide.)
ii) Show your opponent your roster and team. Point out which players represent which positions and point out which players have gotten which skills. Look over your opponent's team roster and ensure that it's legal. Call a NAF Referee or NAF Tournament Official over in the event of any discrepancy before the match begins.
iii) Work out the number of Fans and Fame and note the result.


2) The Match.
i) Roll Weather.
ii) Roll for Kick Off. (Winner decides to kick or receive).
iii) Receiving team's turn.
iv) Kicking team's turn... etc...


3) The Post Match Sequence.
i) Fill out results sheet and sign it.
Please ensure that both you and your opponent’s results sheets are in accordance.
ii) Data Entry. Hand in results sheet at the appropriate point. Once a signed result sheet is handed over to a NAF Tournament Official the result can’t be changed


4) Timing the matches.
You have 2 hours and 15 minutes to complete your match. When one hour's over, general notice will be given that you should be close to starting the 2nd half. If, with one hour left, your game hasn't started the second half yet you and your opponent will get a timer (chess clock). Each coach will have 30 minutes time for all his turns left in the game.

If you've spent all your time and your opponent hasn't, all you are allowed to do is put any prone players upright and unstun any players that are stunned. You are not allowed to take ANY other action than this.

If one or two coaches are late for the game the referees will note down your table number and who's late. If, with one hour left, the game hasn't started the second half yet, the coach who was late will get 20 minutes instead of 30. His opponent will get 40 minutes instead of 30. If both player were late both players will get 30 minutes.

If both players' time has run out the game ends immedeately.


5) points / rankings
Results will go into two ranking:
Team and Individual.

Team Ranking:
Each game played by a team member will add up to the team ranking. The team ranking will be made up of the results of all the team members.

      Code:
Win: 1 point
Draw: 1/2 point
Loss: 0 point
Tiebreaker: Net TD + Net Cas


Individual Ranking:
We'll also keep track of an individual ranking. Each game will add points (or none) to this ranking.

      Code:
Win: 1 point
Draw: 1/2 point
Loss: 0 point
Tiebreaker: Net TD + Net Cas



Skill Progression.

Before round 1 you may assign three skills to three separate players on your roster. Before round 4 and round 7 you may assign two skills to two separate players on your roster. No player can get more than one extra skill during the tournament.

All skills are ‘normal’ skills. Before round 4 and 7 one of the skills may be a ‘double’.

All skills must be noted on the team roster your teamcaptain hands in to the organization when registering your team on day 1.

The NAF reserve the right to amend the tournament rules as necessary, we'll obviously keep everybody posted.


Team Makeup.

Each team consists of 6 coaches. Each coach MUST coach a bloodbowl team of a different race than any other coach of his team. Ergo: no team can have two undead teams for example. (you can obviously have multiple Daves or Maggies in your team, that's actually a lot of fun)

Dave - Feb 27, 2011 - 12:13 PM
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ah .. just noticed I must have pressed 'quote' instead of 'edit'.
will repair that now.
Dave - Feb 27, 2011 - 12:16 PM
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corrected now, and slightly adjusted as well. The second post of the thread contains the full rules to date
Titouch - Feb 28, 2011 - 04:26 PM
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Thanks a lot Dave, this is all clear now ! Smile
Tripleskull - Mar 03, 2011 - 12:09 PM
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      Dave wrote:
Ruleset.
All skills must be noted on the team roster your teamcaptain hands in to the organization when registering your team on day 1.


is the order of skills fixed from then?

I like the time limit rules. Good job.
Dave - Mar 03, 2011 - 12:12 PM
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as your team gets skills in groups (before day 1, 2 and 3) the order of skills is fixed within the limit of them going in groups. You can't swap skills between the day1 skills and the day2 skills so to say.

so basically, yes it's fixed

and thanks on the time-rules .. those have to be harsh with a large group like this, unfortunately
Elyoukey - Mar 04, 2011 - 02:28 AM
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      Dave wrote:


and thanks on the time-rules .. those have to be harsh with a large group like this, unfortunately

very good point on the time rule. But i hope you have a lot of henchmen for organisation, each table may require a clock (and a referee intervention) simultaneously.
JoeKano - Mar 11, 2011 - 08:02 AM
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Just after clarification, im readin the rule about the rosters that we need to note who gets the Day 1 skills and what they are on our rosters, who gets the Day 2 and what they are and who will get the day 3 and what they are. THis is on the roster we hand in day 1 so for example

Terror Pin Day 1 Kroxigor 6 5 1 9 Loner, Prehensile Tail, Thick Skull, Bonehead, Mighty Blow Break Tackle
Toadus Day 3 Slann Catcher 7 2 4 7 Diving Catch, Leap, Very Long Legs Dodge
Frokker Day2 Dbl Slann Lineman 6 3 3 8 Leap, Very Long Legs Leader

??
Notorious_jtb - Mar 11, 2011 - 09:18 AM
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Timelimit = awesome!
Notorious_jtb - Mar 11, 2011 - 09:25 AM
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      Dave wrote:

Skill Progression.

Before round 1 you may assign three skills to three separate players on your roster. Before round 4 and round 7 you may assign two skills to two separate players on your roster. No player can get more than one extra skill during the tournament.

All skills are ‘normal’ skills. Before round 4 and 7 one of the skills may be a ‘double’.

All skills must be noted on the team roster your teamcaptain hands in to the organization when registering your team on day 1.



I think this section, particularly the "All skills must be noted on the team roster" is causing some confusion.

It is obvious that the 3 skills selected before round 1 should be on the roster that your captain hands in.

I think it would be good to have clarity over the precise time that the 2 skills selected before rounds 4 and 7 need to be recorded on the roster.

Is it:

I think picking all skills in advance is easier for the Tournament organisers.
Picking skills later gives you the chance to react to your experiences and could be more fun for the players.
Having all skills on the early roster could lead to confusion and potential "unfortunate" use of skills not actually available until rounds 4 and 7.
Dave - Mar 11, 2011 - 12:25 PM
Post subject:
good point, pack on this later. I suspect it's gonna be something like: ALL skills must be noted on the team roster by putting a 1, 2 or 3 in brackets behind the skill meaning the skill will become available on day 1, 2 or three respectively (and then worded more simply)
Pug - Mar 13, 2011 - 02:16 PM
Post subject:
      Dave wrote:
....and thanks on the time-rules .. those have to be harsh with a large group like this, unfortunately


We know who you are...The Usual Suspects!! Razz
daloonieshaman - Mar 29, 2011 - 11:35 PM
Post subject:
are there figure company limitations?
Lucy - Mar 30, 2011 - 02:13 AM
Post subject:
No.
Preferably recognisable though.

Lucy
Dave - Mar 30, 2011 - 09:32 AM
Post subject:
baserings anyone?
Lycos - Mar 30, 2011 - 04:32 PM
Post subject:
WC committee: Dave, you correctly raise base rings as a great solution to skills. I was thinking about this for the GT here in UK. Why dont you guys talk to Pippy and agree some basic standards:
Such like: Green = guard: Red = Mighty Blow: Solid Blue = Block & light blue = Wrestle. Dodge is Orange or yellow.

It seems to me that Base rings, in tournament play, are becoming very much the norm. So why dont we (NAF) lead the way & standardise some colours for the main 6 or 7 skills that we know we are likely to see. Heck the players have 6 months to get them? That has to be enough time
Lycos - Mar 30, 2011 - 04:37 PM
Post subject:
Of course the above only works with 28mm bases, I know that. I dont think we should enforce anything, but with so many players, so many languages, it would be useful to agree some basic agreement about "this colour means this skill".

Only an idea.
generaljason - Mar 30, 2011 - 05:37 PM
Post subject:
Honestly base rings should only be used to define positionals. Red = Blitzers, White = Throwers, Yellow = Catchers, Grey = Lineman, Green = Blockers, Orange is Runners I think. This is all from 2nd edition of course where the base rings originated, and the league that I play in resurrected their use as well, but it was to make out the confusing teams like Humans and Amazons where the models all look the same.

If you change this colour scheme you make all that redundant and to those who do use it for this purpose will only find this confusing.

If you want to add more info to the player's base then fine, but outside of base rings for positionals, and numbers to signify the player on the roster, the only thing I think you could do is add the text of the skills like those Heroclix bases, or paint chevrons on the base itself to signify certain skills.
Darkson - Mar 30, 2011 - 10:33 PM
Post subject:
I think there may be a slight mis-communication here:

Base Rings = the colour painted (or added if using old 2nd bases) to denote the position of the player

Skill rings = rings added around the base (or balanced on the figure in some cases), as sold by Impact etc. to denote skills.


Personally, I'm happy for it to be an "optional, but we think it's a good idea", but I don't want it to be expected, if only because not everyone has 2+ sets of skill rings (I don't, because I keep losing them!).


Maybe the NAF gift next year instead of dice? Wink
Rodders - Mar 31, 2011 - 12:43 AM
Post subject:
I think "optional but good idea" is the way forward but I don't use the impact! skill rings (i found them annoying and keep losing them)
Dave - Mar 31, 2011 - 09:43 AM
Post subject:
I have those Impact! elastic bands and they work very well
Lycos - Mar 31, 2011 - 10:47 AM
Post subject:
Just to be clear, I was not saying you MUST use them, only IF you did, how about sticking to colours.... as I say, just an idea. Could be more confusing than needed!
Dave - Mar 31, 2011 - 11:09 AM
Post subject:
the idea is good, we'll keep it in mind!
generaljason - Apr 01, 2011 - 11:17 AM
Post subject:
      Lycos wrote:
Just to be clear, I was not saying you MUST use them, only IF you did, how about sticking to colours.... as I say, just an idea. Could be more confusing than needed!


Oh guaranteed I wasn't taking it that way. I'm all for more voluntary info on the model itself which is why I use the base ring colours from 2nd ed to mark my positionals.

Symbols on the base for the common skills like Block, Dodge, or Guard would be useful and something I'd like to see in future provided the shapes, abbreviations or symbols used were universal as well.
Doubleskulls - Apr 02, 2011 - 04:05 PM
Post subject:
@GJ - they mean these - http://www.impactminiatures.com/index.php?option=skillrings
Darkson - Apr 02, 2011 - 10:26 PM
Post subject:
Already said that. Wink
Glowworm - Apr 03, 2011 - 11:53 AM
Post subject:
At 110Euro's a player are you suppling them ? Wink you could probably get a decent discount from Impact! (thier price are very good anyway!)

or are we opening a "trading post" so all the guys like me that 2-3 sets can make sure we've all got the correct number of colours.

If i give 2 players the same additional skill (say guard) they both get the same coloured (yes USA coloUr) rings, it not difficult to ask an opponent what skills his players have if they are marked out as having additional skills
Tiamo69 - Apr 05, 2011 - 11:32 AM
Post subject:
thread seems to have gone off on the 'skill rings' tangent!
(& i'm in the possibly nice to have but, definitely not essential camp!)

lets get back on track with how people actually show the additional skills on their Team Tosters & when they should be submitted...

      Notorious_jtb wrote:
      Dave wrote:

Skill Progression.

Before round 1 you may assign three skills to three separate players on your roster.
Before round 4 and round 7 you may assign two skills to two separate players on your roster.

No player can get more than one extra skill during the tournament.

All skills are ‘normal’ skills.
However, before round 4 and 7 you may select one of the 2 skills as a ‘double’.

All skills must be noted on the team roster your teamcaptain hands in to the organization when registering your team on day 1.


I think this section, particularly the "All skills must be noted on the team roster" is causing some confusion.

It is obvious that the 3 skills selected before round 1 should be on the roster that your captain hands in.

I think it would be good to have clarity over the precise time that the 2 skills selected before rounds 4 and 7 need to be recorded on the roster.

Is it:

I think picking all skills in advance is easier for the Tournament organisers.
Picking skills later gives you the chance to react to your experiences and could be more fun for the players.
Having all skills on the early roster could lead to confusion and potential "unfortunate" use of skills not actually available until rounds 4 and 7.


Can't see the confusion myself...?

Think we're all in agreement, that we want to make things as simple as possible for everyone: Organisers, Team Captains, Referees & Opposing Coaches, especially as there will be language differences to contend with.

Team Captains should submit their 'final' team rosters at least 2 weeks prior to WCII (in a standard format laid out by Organisers?), after scanning them thoroughly themselves, to check for legality.

The actual Team Rosters will show all Players (Models must be numbered as per submitted Roster) & the Seven 'Additional' Skills should be shown in either a different colour or annotated 1,2,3 in brackets.

We are in 2011 now & most people have easy access to a colour printer (or at the very least 4 different coloured biros!).


My suggestion would be:

Normal Text - Black
3 Skills before Round 1 - Blue

2 Skills before Round 4 - Red (1 skill maybe taken as a Double)
2 Skills before Round 7 - Green (1 skill maybe taken as a Double)

If doubles are selected, these should be printed in Bold & Underlined!

At least this way, more so than the numbers in brackets, everything is clearly visible to everyone, from the start...


IMO picking skills on the fly, in reaction to the vagaries of Nuffle, is asking for trouble.

Better for the coach to plan their teams progression & tactics around 'known' quantities...

You know you're going to be facing Orc, Wood Elves, Skaven, Norse & Undead at some point and you know you're going to get double or triple skulled when you least need it or fail that easy GFI with a Re-Roll!

So, you're team has got to be flexible & you have to be prepared to ditch the playbook & follow the 'luck of the dice'...

if this was predictable, it wouldn't be Bloodbowl!!! Laughing

& whether you're a 'power gamer' or playing cos you just love it, this is the World Cup Baby!
So let's all have fun & don't forget to get your morning opponent drunk the night before!!! Cool Wink
smeborg - Apr 06, 2011 - 05:17 PM
Post subject:
If this has been answered already, please forgive me, but I didn't see it.

Is there any requirement for Teams (registered entities of 6 coaches) to field 6 different races? Or might we see (for example) 6 Wood Elf teams playing as a Team?

All the best.
Darkson - Apr 06, 2011 - 10:11 PM
Post subject:
6 different races.
generaljason - Apr 07, 2011 - 09:00 AM
Post subject:
      Tiamo69 wrote:
thread seems to have gone off on the 'skill rings' tangent!

The actual Team Rosters will show all Players (Models must be numbered as per submitted Roster) & the Seven 'Additional' Skills should be shown in either a different colour or annotated 1,2,3 in brackets.

We are in 2011 now & most people have easy access to a colour printer (or at the very least 4 different coloured biros!).


My suggestion would be:

Normal Text - Black
3 Skills before Round 1 - Blue

2 Skills before Round 4 - Red (1 skill maybe taken as a Double)
2 Skills before Round 7 - Green (1 skill maybe taken as a Double)

If doubles are selected, these should be printed in Bold & Underlined!

At least this way, more so than the numbers in brackets, everything is clearly visible to everyone, from the start...


All you have to do if you want to add the skills to the bases if buy so cheap stickers that have letters on them and apply them to your base. Only thing that'll suck about that is if you flock your bases. I think numbers and a corresponding roster are sufficient, but I'll roll with whatever.

I'm telling you I really don't want to have to get use to a whole new set of mahjong when colours mean other things to people. I associate colour with position not skills.

If you must use colour though, just don't use White, Yellow, Green, Red, Grey, Orange or Blue. Use any other colour and there are tonnes to choose from. That's all I'm saying.
DukeJan - Apr 08, 2011 - 04:53 AM
Post subject:
      generaljason wrote:
I think numbers and a corresponding roster are sufficient, but I'll roll with whatever.

I'm telling you I really don't want to have to get use to a whole new set of mahjong when coulors mean other things to people. I associate coulor with position not skills.

If you must use coulor though, just don't use White, Yellow, Green, Red, Grey, Orange or Blue. Use any other coulor and there are tonnes to choose from. That's all I'm saying.


Thanks for putting some sense into this discussion. Part of the game is that you remember who's who on your own roster and your opponents. I don't think they make things clearer, actually with 9 skills they can be more confusing.

I prefer people using green stuff and clear paint jobs rather than those awful skill rings. The worst thing is that they can chip your painstakingly applied paint job or worse pulling off a green stuffed part. My paint jobs may be crap, but it doesn't mean I haven't put a lot of effort in and I personally prefer people avoid using skill rings all together. (yes there is some frustration behind this)

Part of the game is that you remember who's who on your own roster and your opponents. I prefer people using green stuff and clear paint jobs rather than those awful skill rings.
Rabid_Bogscum - Apr 20, 2011 - 10:04 PM
Post subject:
Just a quick question on the team score.
So if a team won all its Tie's (match ups) by 3.5 to 2.5
and another team lost one Tie but won all their others 6 to 0
Just as an extreme example it would be the second team that won the tournament overall? yes (due to more total points).. rather than the undefeated team.
Doubleskulls - Apr 21, 2011 - 08:40 AM
Post subject:
That's how I'd read it, and quite rightly too IMO.
Lucy - Apr 21, 2011 - 09:34 AM
Post subject:
Yes. that is correct.

Lucy
Rabid_Bogscum - Apr 22, 2011 - 01:54 AM
Post subject:
if the individual tie's dont matter then why not average out or total the individual scores to get a teams winner? Works out the same way.

Just my opinion fyi
DeeTee - Apr 22, 2011 - 10:01 AM
Post subject:
Is it just me or are we overthinking the whole skill rings thing?

As long as you clarify what means what (base ring colour, identifying mark/pose etc) on your team at the start of the game than all will be well.

Is this not what happens at every other tourney?

DT
poundfist - Apr 25, 2011 - 01:08 PM
Post subject:
Numbers are fine. How many people here play in a league, where players rise in experience and often multiple players have several skills apiece? I play in such a league, and I find that having a copy of my opponents' roster is plenty, if the models are numbered. "Oh, #13 is the fellow with tackle; ok I have to watch for him." Colours and letters and whatnot are a nuisance.

I will be adding my skills to my roster with a pen, and will highlight them in three colours on the day. I don;t want anything as final as a colour printer since I reserve the right to change my mind the night before (and I am not taking a coulur printer with me on the airplane). That should do, right?
DOA - May 16, 2011 - 07:36 AM
Post subject:
I have a question.
to determinate the matches between players, oyu use the swiss system or captain vs captain, 2nd vs 2nd, 3rd vs 3rd etc etc?
Thanks
Doubleskulls - May 16, 2011 - 08:16 AM
Post subject:
Each team is ordered 1-6 by the captain, then 1 plays 1, 2 plays 2 etc.
Darth_Dreddolo - May 18, 2011 - 04:11 AM
Post subject:
why can't we keep the Swiss system?

We could even proceed with a randome system like this:
- team captains assign a number 1-6 to each member
- team captains toss 1d6 each and the first couple is sorted
- then they proceed until all couples are sorted

I think no one likes "fixed" sorting..
Grumbledook - May 18, 2011 - 04:25 AM
Post subject:
it is going to be much quicker and easier to just have the random match ups per team using fixed 1-6 for every round

then teams just have to know which other team they are playing and it makes sorting out who is playing who MUCH quicker at the start of each round

with the amount of players that we are going to have there it is more of a logistics and time saving way of doing things

there is also a high chance of there being quite a few slow players, so anything that helps to keep things on schedule is going to be a benefit

it should also in theory give you a more random mix of races that you play against

if you used swiss or something that it may be quite likely that wood elf coaches on each team start playing the wood elf coach on the other team game after game

that isn't to say this still can't happen but it is less likely to happen, certainly using swiss I'd imagine the poorer teams all playing each other every round, I'd rather go there and play as many different racial opponents as possible

I imagine it is going to be safe to say nearly every team will have at least two of wood elf, undead and orcs on their teams, I'd rather not just play each of them 3 times each over the nine games

while I like the random systems you describe, I don't think they are any more random than teams assigning 1-6 to each of the coaches at the start of the touranament and it again adds a bit of a delay
Darth_Dreddolo - May 18, 2011 - 04:33 AM
Post subject:
and what if we let Score! randomize the sorting inside the team? isn't it better?

I've got another question:

here in Italy we have been debating since the new rulebook on how the apo works now.
Is it possible to use the apo to let a KOed player play after the 4+ die roll?

Example: my blitzer is KOed, I roll to field it and I score a 3, I use the apo and it become fieldable.
Doubleskulls - May 18, 2011 - 05:43 AM
Post subject:
I think Grum's point is that by having the match ups between individuals fixed you only need to publish the team vs team match ups and the captains can arrange it from there.

Personally I didn't think the swiss within teams added an appreciable delay and I don't think the problems that Grum elaborated are really any more likely with one system or another. Wood Elves only keep playing other fast teams is the draw prioritises TDs (or TD difference) as the tie break between coaches on the same record.
Darth_Dreddolo - May 18, 2011 - 05:50 AM
Post subject:
I'd still prefer captains rolling a few dice to sort players inside teams instead having players pre-determined
or if we don't want to roll dice, captains could write down players and numbers each round secretely, than show the papers together to have couples

it doesn't add delay this way

what about the APO question?
can we use it to field a KOed player who fails the KO roll before the drive starts?
Grumbledook - May 18, 2011 - 05:52 AM
Post subject:
you have to use the apothecary right away, so no you can't do that

had that come up at a tournament here in england

how would score randomising it be any different to randomising the match ups by having numbers for each player in the team at the start of the tournament?
Darth_Dreddolo - May 18, 2011 - 06:16 AM
Post subject:
well, if you assign a determined number at the start of the tournament to each player in the team, you already know AT THE VERY START that you may not play against someone, while if you randomize each round you don't know your opponent in the opposing team

I don't know if it's clear... I'll wrote down an example:

Evolution team

Liam #1
Yena #2
Ivs #3
Dreddolo #4
Teg #5
Tricky #6


Taverna team

Farina #1
Roller #2
Darksteve #3
Dirold #4
Beppe #5
DocGNeri #6

we already know from the very start that Farina and Ivs will never play against in this tournament, and that if Evolution and Taverna will be sorted against Farina is goind to play Liam, Yena - Roller and so on...
Doubleskulls - May 18, 2011 - 07:17 AM
Post subject:
The reason I don't like fixed positions is because there is a potential for captains to learn the order of other teams then change their order... if there is a "mistake" and match ups are out of sequence then there will be the suspicion this happened and that is bad.
Darth_Dreddolo - May 18, 2011 - 07:52 AM
Post subject:
so we come to the same point, let's decide round by round the sorting, without fixed positions!
Pako - May 18, 2011 - 08:35 AM
Post subject:
I can't get why is not Swiss matching also inside the teams
daloonieshaman - May 18, 2011 - 08:56 AM
Post subject:
      Pako wrote:
I can't get why is not Swiss matching also inside the teams

time
time
time
Darkson - May 18, 2011 - 08:56 AM
Post subject:
What did we do for the WC1 (seems so long ago now Sad ).
Darkson - May 18, 2011 - 08:59 AM
Post subject:
      daloonieshaman wrote:
      Pako wrote:
I can't get why is not Swiss matching also inside the teams

time
time
time

I'm not sure why you'd think it would take anymore time?
If the software* is capable of drawing the teams per round via swiss, it can just as easily do the individual players at the same time.

*At least it should be able to.



Can (or could in WC1) you play a coach in rounds 1-3 (the individual rounds), then play them again in one of the team rounds?
Teg - May 18, 2011 - 08:59 AM
Post subject:
Let the Score! make each round draw, random or swiss, but dont let it be predeterminated
Grumbledook - May 18, 2011 - 09:19 AM
Post subject:
It is the fact that coaches have to then look up and find who they are playing that takes more time, not score outputting it.

At the NAF champs with half the coaches finding your match up was a big kerfuffle. If the team captains just go up to find out which row of tables their whole team is playing on it would be quicker.

This may just be a logistics point, no reason captains can't go up and get given a print out of their team matches rather than posting a huge list at various points around the venue. That would cut out the scramble which is what takes the time.

If input is being accepted, I prefer random match ups within teams rather than swiss.
Darth_Dreddolo - May 18, 2011 - 10:11 AM
Post subject:
I think if captains can go to the ref table and take the sorting sheet it would be easy and without wasting of time!
this way we can randomly sort players inside teams
Darkson - May 18, 2011 - 10:13 AM
Post subject:
      Dreddolo wrote:
I think if captains can go to the ref table and take the sorting sheet it would be easy and without wasting of time!
this way we can randomly sort players inside teams

If we have randomly drawn matches within Swiss-drawn teams, then the software should be able to do what Grum said - no need for the captains to do anything except collect the round sheets.
Darth_Dreddolo - May 18, 2011 - 10:16 AM
Post subject:
so we have a deal? ^_^
Glowworm - May 18, 2011 - 11:20 PM
Post subject:
      Doubleskulls wrote:
The reason I don't like fixed positions is because there is a potential for captains to learn the order of other teams then change their order... if there is a "mistake" and match ups are out of sequence then there will be the suspicion this happened and that is bad.


The order should already be set, as team positions where allocated when teams where entered into the draw surely ? Obviously there will be team members drop out and others step in, but thats going to happen anyway!

i think anything that makes finding out your next opponent between rounds easier has got to be a good thing, at the NAF championship earlier this month there where approx 200 (ish) coaches fighting to read the fixture list before ever round...double that and add a second venue and its going to take time to sort it all out...

just my thoughts.....
Doubleskulls - May 19, 2011 - 12:40 AM
Post subject:
AFAIK they are planning on using Score! for the WCII, so I don't know what its capabilities are for ordering coaches within teams.
Doubleskulls - May 19, 2011 - 12:42 AM
Post subject:
The best answer IMO is run a local wireless access point and get the tournament software to display the draw on a webpage. Enough coaches will have a smart phone so can access the web page and don't need to see any paper.
Frikipe - May 19, 2011 - 02:53 AM
Post subject:
      Doubleskulls wrote:
The best answer IMO is run a local wireless access point and get the tournament software to display the draw on a webpage. Enough coaches will have a smart phone so can access the web page and don't need to see any paper.


I totaly agree with this.
Lucy - May 19, 2011 - 03:15 AM
Post subject:
We're going to organise Swiss within Swiss.

In a nutshell:
Mooooooooooooost likely we'll get the teamcaptains to pick up the match sheets with 6 matches on it. They then go to the designated tables and can tell who's sitting on which table.
After all 6 matches are finished, the teamcaptain(s) will sign for the results and hand them in.

Lucy
Teg - May 19, 2011 - 03:17 AM
Post subject:
      Lucy wrote:
We're going to organise Swiss within Swiss.

In a nutshell:
Mooooooooooooost likely we'll get the teamcaptains to pick up the match sheets with 6 matches on it. They then go to the designated tables and can tell who's sitting on which table.
After all 6 matches are finished, the teamcaptain(s) will sign for the results and hand them in.

Lucy


This will be great
Darth_Dreddolo - May 19, 2011 - 08:14 AM
Post subject:
      Lucy wrote:
We're going to organise Swiss within Swiss.

In a nutshell:
Mooooooooooooost likely we'll get the teamcaptains to pick up the match sheets with 6 matches on it. They then go to the designated tables and can tell who's sitting on which table.
After all 6 matches are finished, the teamcaptain(s) will sign for the results and hand them in.

Lucy


great ^_^

thanks! ^_^
Darkson - May 19, 2011 - 03:00 PM
Post subject:
      Doubleskulls wrote:
AFAIK they are planning on using Score! for the WCII, so I don't know what its capabilities are for ordering coaches within teams.

Not sure whether it's been tested, or whether Joris has updated it, but according to the Score help file, it can only(!) cope with 250 coaches (found that out when there was a mild panic about a week before the NAFC!).
Kaltenland - May 22, 2011 - 12:39 PM
Post subject:
Just to know

The felt pitches like impact one's will be considered regular or we'll must have a card board one?
Grumbledook - May 22, 2011 - 01:32 PM
Post subject:
personally I don't like playing on rollup/soft pitches unless they are secured very well which usually at tournaments that is kinda tricky
Pako - May 23, 2011 - 09:21 AM
Post subject:
      Darkson wrote:
      daloonieshaman wrote:
      Pako wrote:
I can't get why is not Swiss matching also inside the teams

time
time
time

I'm not sure why you'd think it would take anymore time?
If the software* is capable of drawing the teams per round via swiss, it can just as easily do the individual players at the same time.

*At least it should be able to.



Can (or could in WC1) you play a coach in rounds 1-3 (the individual rounds), then play them again in one of the team rounds?


Dream Teams Cup in here in Spain is doing so. So I also guess it is possible. As said, it was in WC1

More than 100 players and two (three) organizers can deal with that with no increase in time between rounds...

Moreover, probably the venue already have a projection board to set up the results. If you join this with all the stuff proposed. I think you have it.
Lycos - May 23, 2011 - 10:34 AM
Post subject:
      Kaltenland wrote:
Just to know

The felt pitches like impact one's will be considered regular or we'll must have a card board one?


That's a good question but as has been commented on, when the table is too short it is a problem. The organisers will need to confirm that. I am pretty sure they have allowed the board size when looking at size for the tables.
generaljason - May 24, 2011 - 02:02 AM
Post subject:
      Lycos wrote:
      Kaltenland wrote:
Just to know

The felt pitches like impact one's will be considered regular or we'll must have a card board one?


That's a good question but as has been commented on, when the table is too short it is a problem. The organisers will need to confirm that. I am pretty sure they have allowed the board size when looking at size for the tables.


Are you kidding? You guys have played in tournaments where even a 29mm board might not fit squarely on the table? That's crazy, I've never played Blood Bowl on a tv tray before.
Darkson - May 24, 2011 - 02:26 AM
Post subject:
Welcome to the wonderful world of crowded Europe.
Teg - May 24, 2011 - 06:22 AM
Post subject:
      generaljason wrote:
      Lycos wrote:
      Kaltenland wrote:
Just to know

The felt pitches like impact one's will be considered regular or we'll must have a card board one?


That's a good question but as has been commented on, when the table is too short it is a problem. The organisers will need to confirm that. I am pretty sure they have allowed the board size when looking at size for the tables.


Are you kidding? You guys have played in tournaments where even a 29mm board might not fit squarely on the table? That's crazy, I've never played Blood Bowl on a tv tray before.


Do you play with the pitch horizontal or vertical?
Doubleskulls - May 24, 2011 - 11:22 PM
Post subject:
Most people play coaches sat at either end, rather than each side. In Australia I've only seen sideways play in Perth and I can't recollect seeing it in Europe.
zootsuitjeff - May 25, 2011 - 02:34 AM
Post subject:
      Teg wrote:


Do you play with the pitch horizontal or vertical?


I'll be bringing my Refrigerator Magnet Blood Bowl Pitch.
generaljason - May 25, 2011 - 05:28 AM
Post subject:
      Darkson wrote:
Welcome to the wonderful world of crowded Europe.


Hey I understand 40MM not working at European tournaments (well I do and I don't but I'm not revisiting that 'discussion' heh), but 29MM may be a problem as well? That's crazy Simon. Hope there is air conditioning at the convention centre - don't even want to imagine the potential gamer b.o. in conditions that tight. Yikes. Very Happy
Darkson - May 25, 2011 - 05:37 AM
Post subject:
      generaljason wrote:
That's crazy Simon. Hope there is air conditioning at the convention centre - don't even want to imagine the potential gamer b.o. in conditions that tight. Yikes. Very Happy

You want to get yourself over for the NAF Championship one year (assuming it stays at Warhammer World) - no air-con ("the space is to big for it"[?]), and this year the ceiling fans were knackered, on one of the warmest weekends of the year - it was an event! Laughing
Darkson - May 25, 2011 - 05:39 AM
Post subject:
      Doubleskulls wrote:
Most people play coaches sat at either end, rather than each side. In Australia I've only seen sideways play in Perth and I can't recollect seeing it in Europe.

I can play BB online side-to-side, but it confuses the hell out of me when I try it tabletop.
Only time I've seen it (outside of trying it once at my club) was the year Newquaybowl was held in someone's garden, and we played on picnic tables.
generaljason - May 25, 2011 - 08:39 PM
Post subject:
      Darkson wrote:
You want to get yourself over for the NAF Championship one year (assuming it stays at Warhammer World) - no air-con ("the space is to big for it"[?]), and this year the ceiling fans were knackered, on one of the warmest weekends of the year - it was an event! Laughing


I don't even want to imagine that. Wink There is some b.o. potential in a tournament of 50 coaches without a.c. and we always have tonnes of space when hosting the Spike! A tournament of 200+ with not even the ceiling fans working - ouch.

      Doubleskulls wrote:
Most people play coaches sat at either end, rather than each side. In Australia I've only seen sideways play in Perth and I can't recollect seeing it in Europe.

      Darkson wrote:

I can play BB online side-to-side, but it confuses the hell out of me when I try it tabletop.
Only time I've seen it (outside of trying it once at my club) was the year Newquaybowl was held in someone's garden, and we played on picnic tables.


Me too. I'm used to it on fumbbl but playing from the side on table top would also confuse me and make the game less enjoyable. If it's even a possibility I'd try to fit a folding table in my suitcase. Smile
Pako - May 26, 2011 - 02:25 AM
Post subject:
Hey generaljason. Do you have pics of those 40mm?

Sorry for the off-topic.
Grumbledook - May 26, 2011 - 03:47 AM
Post subject:
ceiling fans are designed to push warm air down in winter

they aren't designed to keep people cool in the summer, though perhaps circulating the air would have at least helped a bit
generaljason - May 26, 2011 - 04:45 AM
Post subject:
      Pako wrote:
Hey generaljason. Do you have pics of those 40mm?

Sorry for the off-topic.


Check out the gallery pages: http://spiketournament.com/

      Grumbledook wrote:
ceiling fans are designed to push warm air down in winter

they aren't designed to keep people cool in the summer, though perhaps circulating the air would have at least helped a bit


They couldn't have hurt. Wink
Pako - May 26, 2011 - 09:17 AM
Post subject:
Cool Wink

Thank you!
Hudson - May 31, 2011 - 09:51 AM
Post subject:
      generaljason wrote:
      Pako wrote:
Hey generaljason. Do you have pics of those 40mm?

Sorry for the off-topic.


Check out the gallery pages: http://spiketournament.com/

      Grumbledook wrote:
ceiling fans are designed to push warm air down in winter

they aren't designed to keep people cool in the summer, though perhaps circulating the air would have at least helped a bit


They couldn't have hurt. Wink


Off topic i know but we have a Cornish played whos only got 20% vision who has a custom black and white 40mm board
DOA - Jun 10, 2011 - 04:08 PM
Post subject:
I have another question.
To determinated the team ranking are used all the 9 game or only the games of 2nd and 3rd day?(all 9 games are used to determinated single ranking, as in 1st wc?).
Lucy - Jun 14, 2011 - 03:10 PM
Post subject:
All 9 games will count for team and single rankings.

Lucy
daloonieshaman - Jun 14, 2011 - 08:31 PM
Post subject:
      Teg wrote:


Do you play with the pitch horizontal or vertical?

practice both
if you play short (side-side)you will have a major advantage against the players used to playing long (ez-ez)
sann0638 - Jun 15, 2011 - 02:15 PM
Post subject:
      generaljason wrote:

Me too. I'm used to it on fumbbl


You mean you don't turn the laptop on its side?
Pako - Jun 23, 2011 - 07:30 AM
Post subject:
Hello all.

Just to note that today, five months before NAF WC II some (if not, many) teams here in Spain had at least one member out WC due to different reasons.

I don't know the numbers, I am just waiting for the final member composition of the spanish (and other) teams to make a comparsion between WCI and II. In terms of proportion, BTW.

My sense is that after a successful NAF WCI many people wanted to come, no matter how. This was a reason (IMO) to add of the final oversubscription.

Again, NAF WC organizers did not care about to not adulterate this process (in which people who was not pre-registered is entering now when other pre-registered players are still out). This is another issue to add to a general lack of organization and prevision.

For example:

Giving to the teams the rule that they cannot change more than one registered player. Those teams being pushed down in the registration list. This would make people just registering like crazy if they were making a real team or not, in fact reducing the oversuscription and (probably) giving us the chance to enter in the WCII. To date, I have notice of at least 5 spanish players offering their place.

Second. Giving the teams the rule that any missing player should be reported to organization, giving the organizers the chance to refill teams or join incomplete teams to free slots for teams in the waiting list.

As mentioned above, LBN team wants to play as a team. We join in 1999 and we played many tourneys together. It is simply unfair that people organized teams two weeks before pre-registration (some of them finally with players not coming).

That's why we did not enter in these bussiness. But think about if we started to move along spanish teams maybe we could have a entire team slot for us finally.

It is a pitty that lack of WCII organization make this more difficult. As I mentioned before, probably organizers are very nice people, and there is no doubt that they try to solve problems and improve the WC. But it is also true that many things were simply forget. Things that should be considered when you are organizing the NAF WC. Specially taking into account the massive attendance.

There was no control from the NAF statement other than Amsterdam is a nice place, and 400 people space; nor a clear project from NAF organization. This is just the last mistake (one that was noted before, citations are aviable if you want). I told you that LBN could pre-register 6 different teams no matter the players to improve our chances to go in. This was just an overestimation but, for sure, many teams included "not-so-sure-to-come" players just to fill the team and enter in the lottery.

Instead of pay attention to suggestions, criticisms or comments, you just decided to forget about us because our position was not simply "well done, you handsome guys".

Data is there. Let's see how many of the players pre-registered finally play, and the comparsion with WCI in %. And tell me that it shouldn't be improve.
Darkson - Jun 23, 2011 - 02:37 PM
Post subject:
Si, I have removed this link you posted. C'mon, its not necessary. Pako is allowed a viewpoint, as long as it's not rude etc, then he is allowed his say.

Grum, hence I removed your reply as it would have looked out of place if I left it.

Lycos
Darkson - Jun 26, 2011 - 01:21 PM
Post subject:
Gagged here? Isn't that meant to be where the NAF forum is "better" than TFF (or at least that's what Grum and others have said).

I think the insulting crap Pako keeps posting is a lot worse than what I posted.
Pako - Jun 27, 2011 - 01:55 AM
Post subject:
I am not crapping anything. Just pointing out organization failures. This is my personal opinion and could be taken intyo account or not. But these issues should be at least consider.

Someone should think about, as Darkson is kissing everyone by all us. Wink

I just pointed out that present rules enhance the "pre-register a team just in case, and then think if you will come or not". Mi thought is that some penalization should be given to teams changing more than one member. One is an accident, two maybe is just bad luck. But this could be also because you have 4 friends commited to come and two people just filling the team to be pre-registered.

Some action(s) in this way could force people to think twice if they will finally come or not. As I said, Spain as an example already had 5-6 member changes. We could fill this gaps. We did not want to. The pitty is that these gaps were "previsible" ones. Some "fear-rules" could give the chance to all us to join the event.

That's it. Take it as bitterness or just as my fucking 50 cent to avoid this problems in future. The only thing that I really hate in this bussiness is not NAF, nor A'dam organizers, nor organization failures. The only thing that I hate is "agree or die" in this community.

Thank you Lycos for allow me to point my thoughts. And please consider this stuff in some way, as it demonstrate to happen.
Joemanji - Jul 08, 2011 - 01:12 AM
Post subject:
I have stopped coming to this forum solely because of Pako. Good job.
DOA - Jul 18, 2011 - 03:04 AM
Post subject:
Another question....
When i roll for the fame, can i have a +2 or not?
Thx
Doubleskulls - Jul 18, 2011 - 05:26 PM
Post subject:
Yes, if you double your opponent's gate roll.
Grumbledook - Aug 08, 2011 - 06:29 AM
Post subject:
As flings can take a chef and goblins can take bribes, any chance to be allowed to take a babe instead of an apothecary?
Lucy - Aug 08, 2011 - 09:13 AM
Post subject:
I don't think that's a good idea.
Undead coaches could be asking for Igor as well Confused

Let's keep the line where it is now.
Limited extras for flingy teams.

Lucy
Grumbledook - Aug 08, 2011 - 09:35 AM
Post subject:
I doubt an undead team would spend 100k for an igor given what they can afford generally anyway. Not that I would have a problem with them taking igor if they wanted.

I'll just have to suffer with an apothecary instead. ;]
JoeKano - Aug 13, 2011 - 06:06 AM
Post subject:
the problem for flings is you run out of stuff to spend money on.....im at 990 with a chef included full 16 roster 3 rerolls..well i guess i take some fans, cheerleaders and coaches huh.. ad yes already got the apo.
Topper - Aug 30, 2011 - 06:43 AM
Post subject:
Okay have now read the entire thread to find answers on two questions.
Have gotten a answer to one I guess - but is it valid?

1) How is each match up decided? It´s not in the "final rules yet"
      Quote:
We're going to organise Swiss within Swiss.

In a nutshell:
Mooooooooooooost likely we'll get the teamcaptains to pick up the match sheets with 6 matches on it. They then go to the designated tables and can tell who's sitting on which table.
After all 6 matches are finished, the teamcaptain(s) will sign for the results and hand them in.

Lucy


and the other Q (Though it might not belong here I can´t find the answer to it anywhere.)

The Time Schedule for the Tourney how is it?
Lucy - Aug 30, 2011 - 07:46 AM
Post subject:
We'll use Swiss vs Swiss teams.
And then
Swiss vs Swiss players from those teams.

Timetable will most likely be:
1st match: 10:00-12:15
2nd match: 13:30-15:45
3rd match: 16:45-19:00

This might be only for friday and starting an hour earlier on saturday and sunday. We will make sure that all necessary info will be available on time.

In the next couple of weeks, we will have a website running where teamcaptains must post all relevant info about their teams.
A PDF will be available on that website, which we recommend to be downloaded, with information about everything we think people need to know about the tournament, the venues, public transport etc.

Lucy
daloonieshaman - Aug 30, 2011 - 03:46 PM
Post subject:
It would be interesting to allow the 2 captians to pick who plays who and actually let them to make a team decision using smarts and stragety. put a time limit on this say 6 minutes

Lower seed picks first 2 teams (game one of 6 say player 1 (of lower seed) v/s player 5 of higher seed)
alternate matchup selection until all 6 games are chosen
JaM - Aug 31, 2011 - 02:41 PM
Post subject:
I'm fine with either telling me who plays who (swiss pairings) or deciding among the team. That is, because I dont expect to play on the toptables and just want to have fun games and a good time. I hope other teamcaptains think alike.

But I would prefer the swiss system. Because it will probably save time. Just tell me who pLays who, I'm fine with it. Makes for better/easier bookkeeping too.

edit: big fat 'L'
daloonieshaman - Aug 31, 2011 - 06:00 PM
Post subject:
      JaM wrote:
Just tell me who pays who, I'm fine with it. Makes for better/easier bookkeeping too.


So are you trying to buy some wins? Laughing Laughing Laughing
JaM - Sep 01, 2011 - 11:19 AM
Post subject:
Dammit, ehmm... Embarassed slip of the tongue..?

Laughing

I ment PLAY, not PAY. Obviously. Rolling Eyes
This is why I shouldnt be playing any werewolf-games on the internet...

Wink

JaM
ebondrow - Sep 05, 2011 - 10:07 AM
Post subject: Dices
Hello,

in some tournaments the organization gives dices for playing.
Must we take our own dices or the organization will provide them?

I talk about d6, not blocking dices. (well, those are also gift on some tournaments Razz)

Thanks
JaM - Sep 06, 2011 - 12:30 AM
Post subject:
IIRC you take your own dice with you.
And you let your opponent use them if he wants, and v.v.
Glowworm - Sep 06, 2011 - 05:32 AM
Post subject:
I assume Apoth's are allowed as they are not inducements. Is this correct?

On the subject of dice, Maybe "standard" (dots on all sides) dice should be used, No tournament dice or special dice.

And dont Dice share with canteloup.....His Dice are cursed!! Very Happy
daloonieshaman - Sep 06, 2011 - 09:51 AM
Post subject:
Apoths are part of team goods
Topper - Sep 17, 2011 - 04:40 AM
Post subject:
so in short yes you may Smile
and thx Lucy
JaM - Sep 27, 2011 - 12:58 AM
Post subject:
When do you want all the teamrosters for all the days including chosen skills, IF you want those ?
Hangus - Oct 11, 2011 - 09:44 AM
Post subject:
Last time the first round draw was announced well in advance to allow for a bit of trash talk, is this going to happen this time around?
Lucy - Oct 11, 2011 - 12:45 PM
Post subject:
We'll do a draw two weeks in advance.
We'll also announce which teams will play one day at the pub.

Lucy
Hangus - Oct 11, 2011 - 01:05 PM
Post subject:
Thanks Lucy
All times are
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