Oktoberbowl is a NAF-sanctioned Blood Bowl tournament set in Stockholm, Sweden, during the 18th and 19th of October, 2014.

Rules

Oktoberbowl 2014 is a single player tournament played for five rounds over two days.


Rules for team creation

Team value 1100k
Stunty teams (Halfling, Orge, Goblin, Lizardmen w/o Saurus, Underworld w/o skaven) are allowed star players (Any star player their team can normally hire). The team must have 11 regular players on their roster before star players can be induced.
In addition, Goblins and Stunty Underworld may roster Bribes (50K each for Goblins/100k each for Stunty Underworld, maximum 3) and Halflings may roster a Halfling Master Chef (100K). No other inducements are allowed.
Stunty Underworld can roster 0-16 Underworld Goblins (instead of the normal 0-12).

Skills

TIER 1 - Amazon, Chaos Dwarf, Dark Elf, Dwarf, Lizardmen, Norse, Orc, Skaven, Undead, Wood Elf
TIER 2 - Chaos, Chaos Pact, (Pro) Elf, High Elf, Human, Khemri, Necromantic, Nurgle’s Rotters, Slann, Underworld, Vampire
TIER 3 - Goblin, Halfling, Ogre, Stunty Lizardmen, Stunty Underworld

DAY 1 SKILLS (Saturday morning, at the start of the tournament)
Tier 1: 3 normal skills
Tier 2: 4 normal skills + 1 ‘double’ skill
Tier 3: 3 normal skills + 2 ‘double’ skills

DAY 2 SKILLS (Sunday morning, before round 4)
Tier 1: 3 normal skills
Tier 2: 3 normal skills
Tier 3: 3 normal skills

Stacking is not allowed, no player can ever receive more than one skill.

All skills must be clearly noted on all copies of your team roster before the tournament starts. It must be clear to everyone which skills are “day 1 skills” and which skills are “day 2 skills”.

You will be asked to hand in a copy of your team roster to the tournament organisation before the tournament starts.


Stunty Love

Since we love stunty teams so much all stunty teams (including Stunty Lizardmen and Stunty Underworld) will receive a special play card before the start of each game, which can be used for that specific game. One new card will be drawn for each game, and if the card is not used during the game it is forfeited and a new one is drawn for next game.
The teams are allowed cards from the deck assigned in the table below:

Goblin - Dirty Tricks
Stunty Lizardmen - Special Team Plays
Stunty Underworld - Good Karma
Halfling - Magic Item
Ogre - Miscellaneous Mayhem


Schedule

Saturday:
9:30 - Registration
10:00 - Match 1
12:30 - Lunch
13:30 Match 2
16:00 Match 3
18:30 Dinner
19:30 Beer!

Sunday:
10:00 - Match 4
12:30 - Pause
13:00 - Match 5
15:30 Closing ceremony


Basic rules

We play according to the Competition Rules pack unless something else is stated here, including the addition of Slann, Chaos Pact and Underworld teams.


Team development

The tournament is played according the resurrection style. All games are played without post-match procedures and thus without winnings, player purchases etc. All injuries and earned star player points are waived after each game. So each game starts with the same players on the roster.


Scoring system

WIN - 3 points
DRAW - 1 points
LOSS - 0 points

Tiebreakers

Players will be ranked by the points they have earned. Should two or more players have the same amount of points, the following tiebreakers will be used.

TIEBREAKER 1 - Number of victories
TIEBREAKER 2 - Opponent score (the sum of all points from all your opponents)
TIEBREAKER 3 - Net TD’s + Net Casualties
TIEBREAKER 4 - Best of 3 in a "stone, scissors, bag" game. (Best of 5 if it's the finals...) :-)


Fair play

In order to ensure a tournament in good sport and the best fun for everybody there are a series of rules that can be agreed upon by both coaches in their mutual game.
A rule you have agreed upon is fixed afterwards - unless both coaches agree to cancel it again.
Aside from this there is also a single rule to ensure both coaches feels the dices are, if not even, at least the same.
  • You must allow your opponent to use your dice if he so wishes.
  • Illegal procedures can be called if both coaches agree to enforce the rule.


Paint and miniatures

Painted miniatures are mandatory, meaning that the miniatures should be based, fully painted and recognizable for its team position. In addition, the miniatures must resemble the team they are representing, in order to avoid confusion for your opponents.

We encourage you to use the following color coded bases:
Grey/none: Lineman
Red: Blitzer
Green: Blocker
White: Thrower
Yellow: Catcher, Runner

If your opponent can't easily recognize the different player types on your team, you must let him mark them somehow (without damaging the miniatures, of course). This could be with bottle caps or colored rings etc.


Time rule

Each game is allocated 2,5 hours, which should be ample time to complete a game. However, with about one hour left of the round the organizers will be checking up on all games. If a game has not reached a suitable point you will be encouraged to start using a clock to time your turns (this will be in agreement between the two coaches playing whether you like to use a chess clock or timed turns). In order to support this, we encourage you to bring a suitable timer (an app for the smartphone, a real clock, etc.).


Being late

If you are more than 30 minutes late your opponent is entitled to force you to concede. Winning a game this way gives a 1-0 win (TD wise) and 0-0 on the casualty tiebreaker.

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