Blood Bowl


Details

  • Date: Saturday, November 10th, 2018
  • Location: The Spire @ 475 Main St
  • Cost: $30
  • Beer: $5 each

Schedule

Registration 9:30am 10:00am
Game 1 10:00 am 12:30pm
Lunch 12:30pm 1:15pm
Game 2 1:15pm 3:45pm
Game 3 4:00pm 6:30pm
2.5 minute timed turns strictly adhered to will ensure the day will not be longer than a regular 4 game tournament.

Charity

FoodBowl is a charity event, HAVE FUN. For each $5 you donate, you gain one card and you must give one other player at your table a card. The deck is a custom deck for this event, which combines some of the best cards from the base game, along with some cards just for this event! The decks are also available for purchase, should you want!

Team Build

Coaches have 1,250,000 gold crowns to build a team from any BB2016 team, plus Slann, Bretonnians, Khorne and Simian. Each coach must purchase a minimum of 11 players (including star players). You may also purchase re-rolls, fan factor, assistant coaches, cheerleaders, and apothecaries.
Due to the number of Deathbowl related deaths over the past few years, elven teams have had difficulty fundraising for Deathbowl teams. Elf coaches only have 1,000,000 gold crowns to build a team, but to compensate their minimum number of players is reduced to 7 (including star players).
Any inducements from either CRP or BB2016 may be purchased out of your starting gold, except for CRP wizards. Teams may purchase as many Star Players as they desire. Bribes may not be purchased, because there’s no ref!

Skill Packages

Teams may choose a skill package to apply to their players:
  • 5 regular skills
  • 3 regular skills and 1 double
  • 1 regular skills and 2 doubles
No skill may be taken more than twice on each team. No more than one skill may be assigned per player.

Winning


Points

Swiss pairings per table. Ties resolved by CAS caused (by any means). If still tied roll off! Points are:
  • First 10 points.
  • Second 7 points.
  • Third 3 points.
  • Fourth 1 point
  • +1 point for every casualty caused (caused by any reason).
Be aware that winning your games is not enough to win the tournament! Casualties play a huge part in winning this event!
The following awards are available to be won. A maximum of one performance and hobby award can be won by any coach.

Performance Awards

  • 1st Place: Coach with the most tournament points.
  • Most Touchdowns: Coach who scored the most touchdowns.
  • Most Casualties: Coach who caused the most casualties from blocking, fouling, bombs, chainsaws, stabs, or crowd pushes.
  • Wooden Spoon: Coach with the lowest number of tournament points.

Hobby Awards

  • Player Choice Award: Coach whose team earned the most votes (T.O. will be tie breaking vote if required)
  • PACNW Attitude: Coach with the highest amount of sportsmanship points.

Registration

Register using the PayPal button on the right, or use the contact form to arrange an e-transfer (we do prefer that as it saves us the PayPal fees).
Prior to the tournament, send an email to craig.fleming.42@gmail.com with your name, the race you are playing, and attaching your roster.
Registration on the day of the tournament is allowed. Any lists not submitted ahead of time will be verified during the tournament. Any roster issues will be addressed by removing a random player from the pitch and the roster can be corrected for the next drive.


Death Bowl Rules


Overview

Deathbowl is two simultaneous games of Blood Bowl on a shared pitch in the shape of a cross, played on specially made boards. While the pitch is shared, each coach defends their end zone from the coach across from them.
Thunderbowl pitches are 25x15 squares with 35mm squares, CHOP pitches are 26x14, 35mm squares. Either pitch may be used for a game.

Objective

Score by getting the correct ball in your opponent's end zone directly across from you. Score more touchdowns than any other teams in the game to win, ties are broken by CAS caused (by any means), then a roll off if still tied.

Setting Up

  1. Buy cards for this game.
  2. Select one coach to be the time keeper for the game. This coach will roll weather, control the clock (2.5 minute turns are strictly enforced), move the turn marker, and track any other tokens.
  3. The time keeper places two different balls diagonal to each other in two of the four squares in the center of the table.
  4. Roll randomly to select which coach sets up first, then set up clockwise from them. Each coach sets up seven players. Three must be on the line of scrimmage and the rest anywhere in your end with no more than three in each wide zone. The line of scrimmage is the line where your board crosses the other board (eg, where the wing with your end zone crosses the shared central square).
  5. Halfling Master Chefs, distract all the teams! The opponent directly across from the coach with the Master Chef will lose the first reroll, then the coach to the right of the Chef loses the next and the coach to the left of the Chef loses the next then back to the coach directly across and so on.
  6. Randomly determine a starting coach. Play continues clockwise.

Playing the Game


Half Time

Play does not stop at the end of the half. Players and teams catch their second wind and all rerolls are restored. If a team has less than 7 players on the pitch, substitutions may be made by placing players from the reserves box anywhere in your end zone at the start of your turn. These subs may only take a move action in the turn they came onto the pitch, then may take actions as normal in the subsequent turns.

No Cutting Corners

Movement and passing are not allowed across the inside "L" corners, where the two "boards" meet. As well, movement or passing in a straight line that leaves the pitch is not allowed.

Passing

We use a the 2nd/3rd edition passing template, which makes passes slightly shorter than in a normal blood bowl game. When passing over players from multiple teams one player from each team gets an interception attempt.

Scoring a Touchdown

There are two balls on the pitch in Deathbowl, one for each "game". Only one of the balls is your ball, but you don't know which it is. Players may only hold one ball at a time. When the first touchdown of a drive is scored roll a D6: 1-3 you have scored with the wrong ball, 4-6 you have scored with the right ball.
If you have the wrong ball the drive continues, and it is not a turnover. The player may drop the ball in any square around them, including the crowd. As this is not your ball it does not cause a turnover, however it ends the players movement. A dropped ball will bounce and any player may choose not to catch a ball that is not their ball, without a turnover, and it will continue to bounce. After a touchdown with the wrong ball, it is now known which ball belongs to which game. If a player in "the other game" is carrying a ball, it is also the wrong ball for them! They must get to the ball you just dropped!
If you have the right ball, all players are pulled off the pitch and each coach resets 7 players in his or her endzone, starting with the coach who scored the touchdown and continuing clockwise. Play continues from the coach who was after the coach who scored the touchdown.

Post-game

At the end of the game, add up your total CAS (by any means) and your TDs and compare the number against this chart:
  • 0: Give 2 players a Double, Normal skill, +MV, +AV, +S or +T. You need a hand!
  • 1: Give 1 player a Double, Normal skill, +MV, +AV, +S or +T.
  • 2: Give 1 player a Double, Normal skill, or +MV, +AV.
  • 3: Give 1 player a Double or Normal skill.
  • 4+: Give 1 player a Normal skill.