This is “The Year of the Lizardmen” here at Deathbowl, so these teams get a slightly better deal than normal.
Choose 1 of 3 Options Below:
1- All Lizardmen teams will have access to a Free Apothecary appointed by the Tournament Organizers to give them a better chance of survival on the pitch!
2- All Lizardmen teams
3- All Lizardmen coaches
Date & Location
The Tournament will begin Saturday, October 28th to Sunday October 29th, located at:
140 Boulevard Greber
Gatineau (Ottawa), QC
09:30-01:00 Deathbowl Game 1
01:45-05:15 Deathbowl Game 2
06:00-09:30 Deathbowl Game 3
10:00-01:30 Deathbowl Game 4
All coaches should bring the following:
- TWO copies of their team roster
- A current copy of the rules
- NAF Blocking dice, range rulers and scatter templates
- A PAINTED bloodbowl team
The following things will be provided at the tournament:
- Custom D6’s
- Game boards (Boards showcased from Fantasy Fields)
- Small snacks on Saturday/Donuts & Coffee Sunday Morning
- Trophies and Prizes
Games will be played using current Games Workshop Bloodbowl rulebook (CRP) in combination with the re-release of Blood Bowl, available online from specialist games.
Resurrection style tournament where teams will reset after each game. No injuries, deaths, or star player points are collected. Therefore you will begin each game with exactly the same roster.
Teams have 1,150,000 gold pieces available to spend. Each coach may select any of the approved teams from the CRP rule-set + 3 NAF sanctioned teams (Slann, Chaos Pact, Underworld), and must purchase a MIN 12 players to field for the tournament. Inducements listed below are also available, but no mercenaries, Star Players or Special Play cards are allowed.
After Team builds have been decided on the teams coach will receive an additional 150,000 to purchase skills for their team. Please see Update below for information about skill selections.
|Halfling Master Chef||0-1||300,000||100,000 for Halflings|
|Igor||0-1||100,000||Only for teams not allowed
|Wandering Apothecaries||0-2||100,000||Only for teams who can buy
a normal apothecary
***Coaches can buy improvements for their players at the costs indicated in the CRP rulebook/Blood Bowl Ruleset. The Leader skill is not available for purchase by teams in team creation. You may purchase up to a maximum of 3 additional skills per player on your roster, this includes a +1 to MA or AV values, no other stat increases (STR & AG) will be available to purchase. No player may have more than 3 improvements in total and no additional skills will be gained during the tournament. There is a MAX 2 of the same type of mutation allowed per team***
Game & Turn Time Limits
The schedule is tight so the time limits for games will be strictly controlled. This is the only way to ensure fairness for all competitors. The alarm which goes off after 3 hours and 30 minutes brings the games to an end. There will be a warning given with 15 minutes remaining, after which the table finishes the round of turns it is on but does not start another round. This prevents a game ending with an uneven number of turns for each coach.
To make sure all coaches get an even amount of time at play, a turn time limit of 3.5 minutes per turn will apply. When the time limit runs out the coach is allowed to finish the move of the active player only. This turn limit enables us to play 4 games of Deathbowl.
The games may finish in ties and there is NO OVERTIME!
You may bargain and negotiate as much as you like in your own turn or in an opponent coaches turn if they initiate the discussion. However, as all coaches have a time limit for their turns it is impolite and against the rules to initiate such a discussion during an opponents turn. It is unfair to all the coaches at the table and indeed the tournament for another coach to “advise” on another coaches’ actions. While it is acceptable to remind a coach to move a player to block a potential TD, it is not acceptable to plan their entire turn.
The Deathbowl Association received numerous complaints over the past few years about the alliances that like races have been forming to further themselves in the tournament. The most recent being the Zon-Zon alliance from a few years ago. We have come to the conclusion that openly aiding each other in Deathbowl shouldn’t be part of the game. Of course there are instances where getting in the way
on defence, assisting on a block, outright throwing a block to aid in your cause are perfectly acceptable. Throwing a pass or handing off directly to an opposing team has been banned. You may no longer throw a pass directly to the opposition, if it happens to scatter to them or bounce to them that is permitted. If they happen to have diving catch that would also be deemed acceptable as the target square is not directly at an opposing player. Handing off the ball to an opponent is not permitted either as the fans in many stadiums have rioted and looted because of this, causing injuries and damage countless times.
The tournament will consist of 4 games of Deathbowl following the SWISS-style format. In the first game each coach will be randomly drawn with an opponent and then each pair of coaches will be randomly drawn with a second pair of coaches to make up the four players required for a Deathbowl game. Game results are only determined by the results for the whole table (i.e. there can only be one winner, or there could be a 2, 3, or 4 way tie!). Tournament points are discussed below. The first round matches will be decided randomly. After the first round matches are complete, the game match-ups will proceed with 4 coaches facing each other on a table determined by tournament points and tiebreakers. Coaches may play on the same table as another coach an unlimited number of times!
The Pitch and Setup
Deathbowl is played on a specially designed pitch (see above) with four teams and two balls. The teams line up on or behind the “line of scrimmage” in their own set up section. Each coach must have at least three players on the line, with no players in the wide zones. Each coach lines up based on Swiss pairing opposite an opponent for the round. There is no kick-off. The balls are placed in one of the four center squares, randomly chosen (D4 & D3). All players may set-up their teams on the field at the same time with a minimum of 11 players and a maximum of 16 players. A D6 roll is made by each coach with the highest roll going first in gameplay and continue clockwise from there for the half.
Continuous Play is now in effect. After the initial set-up play continues until halftime and then does the same until the end of the game after halftime. Play does not stop for any reason, including touchdowns! After halftime the player who took the last turn in the first half has the first turn and play progresses counter-clockwise around the table.
Fame and Weather have no effect on the game of Deathbowl.
A teams turn ends if a player enters the end zone and scores a touchdown. If a player carrying a ball enters the end zone on a square containing a ball on the ground, the scatter is resolved before the turn ends. This is the only currently identified way to score two touchdowns in a single player turn. Once a touchdown is scored the ball is removed from the field and re-enters play on one of the four centre squares (roll a D4) and stops there, unless the square is occupied. If the square is occupied by a standing player, the player may attempt to catch the ball just like the bounce at the end of regular Blood Bowl kick off (bouncing ball). If the square is occupied by a prone or stunned player or the other ball the new ball bounces once from the square.
The teams continue to play after a touchdown with a new set up only occurring at halftime.
At halftime (as in Blood Bowl) the play stops and the teams set up as described in the set up and play order section. Additionally at half time all KO’d players return to action without rolling. Any players KO’d in the second half do not return to play. Any injured players who were able to regenerate or who were healed by an apothecary can only return to play at halftime.
Each team may take a blitz action against each of the opposing teams. Each team may make a pass action with each ball, but not twice with one ball. Therefore, a team could instead pass two players with the right stuff skill, or one player and one ball. However, no player or ball can be thrown twice in one turn. Each team may take a hand off action with each ball, but not twice with one ball.
Each team may take a foul action against each of the opposing teams. However, the referee will send off players following the normal Blood Bowl rules. A turnover will still end a turn with all unused actions lost as in Blood Bowl.
Additionally, if a blitz is declared and no block dice thrown, no further blitz actions can be taken against that team this turn. If you fail your Wild Animal roll while declaring to blitz an opponent you cannot then declare a Blitz against the same opponent until your next team turn. You may refer to this as the Wild Animal rule. When declaring a Blitz against an opposing team, the player must be within range of the intended target to declare said Blitz at all.
Blocks and Fouls
Assists work as in normal Blood Bowl for the players on the teams involved in a block or a foul. However, the other teams may want to get involved as well. A player may assist a block or foul made by an opponent if the only opposing tackle zone they are in is the victim of the block or foul. If they are in any other opposing tackle zones they cannot assist. The only exception to this is if the player has Guard skill they can always assist a block. This applies to fouls in the same fashion as stated above. The edge of the field is the crowd just like in regular bloodbowl.
Referees have made their triumphant…albeit painful return to the Deathbowl pitch!! The organizers saw fit to re-negotiate their contracts in the off season giving them the benefit of ‘Danger Pay’ to encourage their participation and bring some form of order to the mayhem that takes place on the field!
Halfling Master Chefs
During the Death Bowl match Halfling teams will be able to force their opponents to lose rerolls. First they must roll 3 D6’s to determine how effective the Chef will be. For each successful roll they must roll another D6 to randomly determine which opponent will be affected. Using large fans the chef and his assistant manage to blow the delicious smells into their opponent’s dugouts and the other teams that are unaffected just get a tantalising yet non-distracting whiff of the marvellous culinary creations
Ball Handling – Passing, Handoff’s & Interceptions
No player may at any time be in possession of more than one ball. Anytime a player with a ball interacts with the other ball resolve the situation as if he/she/it had the “No Hands” skill. The player may not drop the ball he has to attempt to pick up the other. A team may pass and hand-off each ball once a turn. A team may not, however, pass or hand-off the same ball more than once in the same turn, as in the standard rules of the game.
The ball may at no time be passed across any of the four corner squares. To determine this when passing a ball, the entire range ruler must be on the playable Pitch area.
If players from different teams are eligible to make an interception the player closest to the throwing player may make the attempt first. If two or more players are equally close than the coaches roll off to determine which player may make the first attempt. If the first player fails to intercept the next player gets a chance, if the second player fails to make and interception a player from the third team gets a chance. However, each team may only make one interception attempt. If an interception attempt is successful and followed by a successful “safe throw” roll, a team who has not yet attempted to intercept can still try with one of their players. Safe throw may be used on all successful interceptions in any given turn. For example a pass may be intercepted 3 times, each time by a player from a different team; the thrower gets to roll for safe throw in each case.
***Tournament Points System Upgrade Currently Taking Place***
In addition there are points available towards winning the “Best Team” Award for the painting/customizing and theme of your team. These points are easy to get and do not require you to be an expert painter. All that is required is that you read the list and put a little effort in. There are six categories each worth half a point, if you fulfill five you will qualify to be selected for this coveted award!
|Tournament points from Game play|
The number one factor in determining how teams place in the standings should still reflect their overall record. While we feel bonus points for strong gameplay should still factor in, it should not outweigh the overall record of the competitors. It will definitely still play a part in determining placement but not override the standings completely.
Each coaches total tournament points from game play will be used to determine each coach’s table opponents for the next round. In the event of a tie in the standings the following tie breakers will be used during the tournament and in determining the final standings.
|1||# of Wins|
Best Team Categories
You must receive a minimum of 2.5 points for your team to qualify, which most people should be able to get. These points will not be added to your teams Tournament Points as they have no bearing on which opponents you will face. There are 6 painting categories, each worth 1/2 a point so you can miss one and still get your full 2.5 points. Of the teams that qualify 3-4 will be selected and voted on by your opponents to determine the overall winner.
|Painted : All models are fully painted.||0.5|
|Based: All models have a painted and textured base.||0.5|
|Numbered: All models are numbered in a visible way.||0.5|
|Detailed: All models are highlighted/shaded or detailed in a noticeable way.||0.5|
|Conversion: At least one model on the team has been modified in a unique fashion.||0.5|
|Representative: All the models on the team are representative of the player they depict.
The models are identified by their appropriate base ring colour
After each game you must rank your opponent for sportsmanship. The default ranking is good sport (2). Each coach has the opportunity to mark their opponent up or down depending on their opinion of their sportsmanship.
The sportsmanship points have no bearing on the tournament standings, and are solely to decide the “Most Sporting” and “Brass Ass” awards.
|A Good Sport
Your opponent was pleasant all game You would happily play this coach again, anytime.
The Default Score
|A Poor Sport
Your opponent was not enjoyable to play. Constant arguing about the rules or constant complaining can be reasons for this score.
An uncommon tournament experience.
|A Terrible Sport
Your opponent was a miserable fool. They whined about everything. They also argued about the rules endlessly. You could live your whole life and if you ever saw them again it would be too soon.
No one should get this rating. If they do, an explanation is required.
|An Amazing Sport
Your opponent made your game one of the best you’ve ever had. It is impossible to imagine them being any more friendly or accommodating. A unique experience. Giving more than one opponent this rating during a tournament would be questioned.