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DaveOffline
Post subject:   PostPosted: Feb 14, 2011 - 03:00 PM
da Veiz-Prez


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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

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TitouchOffline
Post subject:   PostPosted: Feb 23, 2011 - 03:44 AM



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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
 
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DaveOffline
Post subject:   PostPosted: Feb 27, 2011 - 07:34 AM
da Veiz-Prez


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      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)

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DaveOffline
Post subject:   PostPosted: Feb 27, 2011 - 12:13 PM
da Veiz-Prez


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ah .. just noticed I must have pressed 'quote' instead of 'edit'.
will repair that now.

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DaveOffline
Post subject:   PostPosted: Feb 27, 2011 - 12:16 PM
da Veiz-Prez


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corrected now, and slightly adjusted as well. The second post of the thread contains the full rules to date

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TitouchOffline
Post subject:   PostPosted: Feb 28, 2011 - 04:26 PM



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Thanks a lot Dave, this is all clear now ! Smile
 
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TripleskullOffline
Post subject:   PostPosted: 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.
 
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DaveOffline
Post subject:   PostPosted: Mar 03, 2011 - 12:12 PM
da Veiz-Prez


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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

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ElyoukeyOffline
Post subject:   PostPosted: 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.
 
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JoeKanoOffline
Post subject:   PostPosted: 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

??
 
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Notorious_jtbOffline
Post subject:   PostPosted: Mar 11, 2011 - 09:18 AM



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Timelimit = awesome!
 
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Notorious_jtbOffline
Post subject:   PostPosted: 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:

    a) before round 1, all skills picked before the start of the tournament
    b) before round 1 (3) then before round 4 two new skills are added to the roster and a new copy of the team sheet is submitted, the same before round 7.
    c) something else


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.
 
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DaveOffline
Post subject:   PostPosted: Mar 11, 2011 - 12:25 PM
da Veiz-Prez


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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)

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PugOffline
Post subject:   PostPosted: Mar 13, 2011 - 02:16 PM



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      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

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daloonieshamanOffline
Post subject:   PostPosted: Mar 29, 2011 - 11:35 PM



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are there figure company limitations?

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