?>  NAF World Headquarters :: Blood Bowl
NAF Logo
leftstar Jun 06, 2024 - 07:56 AM
capleft
spacer
NAF World Headquarters
home forum rankings tourneys nyleague faq
NAF President in expenses scandal! rightstar
capright
Tournament NameThunderkrunch III
Organizer NAF namegeneraljason (15265)
Organizergeneraljason
VariantClassic
Major/Nationalno
Start Date (YYYY-MM-DD)2012-06-02
End Date (YYYY-MM-DD)2012-06-02
TypeOPEN
StyleTeam Challenge
Scoring25-15-0
Cost$25
NAF Fee Includedno
NAF Member Discountno
Emailthunder-bowl@hotmail.com
WebpageThunderkrunch III

Tournament Statistics

Winner

Runner up

Most Touchdowns

Most Casualties

Stunty Cup

Best Painted

Other Awards

 
Tournament Location
Address1068 Hornby Street
 
CityVancouver
StateBritish Columbia
Zip
NationCanada

Ruleset Document

Information
Thunderkrunch this year will be played as a Team Challenge comprising of groups of 4.

4 Rounds of grisly mayhem under the stormy Norscan skies!

Saturday, June 2, 2012
1068 Hornby Street, Vancouver
(ENTER via WORLDMARK THE CLUB entrance located at 1080 HORNBY STREET)

Format: Team Challenge, Resurrection
1.2 Million, Skill Pack.
Registration Cost: $100 per 4-man team or $25 per individual

THUNDERKRUNCH! TEAM CHALLENGE SCHEDULE

08:30 Registration
09:00 -11:00 Game 1
11:15 -13:15 Game 2
13:15 -14:00 Lunch
14:00 -16:00 Game 3
16:15 -18:15 Game 4
18:45 ~ish Presentations

There will be a concession on site all day. BBQ Hot Dogs/Burgers/Chips/Beverages

The ThunderKrunch! Games are held annually in the frozen lands of of the North, and this year's ThunderKrunch! Tournament will embrace the Viking themes of drink, storms and battle. Here the roughest and most weather-hardened find that the best way to stay warm is to throw the old snotling-skin around for 2 hours before settling in to a warm mead-hall and drinking away another stormy Norscan night.

The game here is a little rougher, and the climate a lot harder than what Old Worlders are used to. As such, we have created alternate Weather and Kick-off tables for the event. These will be made available on the day.

TEAM CHALLENGE
This year we are kicking off a "Team" competition. How this works is relatively simple: you and three fellow coaches will play individual games, and your scores will be combined to determine which group of four has the best overall score. Each round, Teams will be paired off and Team Captains will meet to decide which coaches play against one another. In the case of an off number of Teams, three Teams will be grouped and captains can decide pairings in any way that satisfies the rule that no coach play the same coach twice and no coaches from the same Team play one another.

(We appreciate the mild ambiguity of using the word "Team" to refer to four-player groups and also to refer to the rosters played by the individual coaches within those groups. We trust that the context of the separate uses is enough to sort out any potential confusion).

Individual sign-ups are still encouraged: if you are unable to assemble a Team of four coaches, simply sign up as an individual. Coaches who do so will be assigned to teams comprised of other solo coaches, or they will fill slots made available by coaches who were forced to drop out of existing teams at the last minute. In the case of a solo sign-up, please keep in touch by email so that we can try to match you with a team. Since this format is not ideal for individuals, we do not encourage out-of-towners to simply show up on the day hoping to play. If we had to turn away someone who took a bus across town, we would be sorry to do so; but if we had to turn away someone who drove in from Seattle we will be quite embarrassed!

ROSTERS
This is going to be a big and violent tournament (again, look at the kick-off table), so we are allowing coaches 1,200,000 gold crowns with which to build their teams. All teams will be required to field at least 11 players. This total will include any Star Players purchased (see below).

For the Team Challenge, each Team should consist of teams of 4 different Races. It may be, in the case of Individual registrations, that this rule is subverted by chance. We will naturally allow this and not make a big deal out of it if it happens.

OFFICIAL THUNDERKRUNCH! TEAMS
All 21 teams available in the Competition Rules may be used at the THUNDERKRUNCH!. As well as the standard rulebook teams, we will be allowing the three new "Experimental" teams detailed in the 2008 Rules Review. These teams are the Chaos Pact, Underword, and Slann.

Special Note: Unlike with previous competitions, Undead Coaches can raise opposing players from the dead.

PURCHASING FROM THE INDUCEMENT OPTIONS
All Star Players are available (for their relevant teams) at their FULL costs; ie, Griff Oberwald is worth 320,000 GC. These stars are treated as players on your roster, though they naturally will still suffer from LONER. Any team may purchase up to two star players, and opposing teams may indeed purchase the same star for the same game.

Goblins may purchase up to 3 Bribes for 50,000 GC each; other teams may purchase them for 100,000 GC each.

Halfling coaches may purchase a Halfling Chef as part of the coaching staff for 100,000 GC; others for 300,000 GC. Any team may purchase up to 2 Bloodweiser Babes for 50,000 GC each.
Any team able to purchase an Apothecary may add up to two Wandering Apothecaries for 100,000 GC each.
Teams eligible for an Igor may add one for 100,000 GC.

Wizards, Mercenaries, Extra Team Training and Special Play Cards are not allowed.

SKILLS
After you have purchased the players for your team, you may outfit some of the players with additional skills. The following restrictions will apply: you may not add skills to Star Players; you may not add more than one skill to any player; and you may not add the same skill to more than two players on your team.

The skill options are as follows:
Six players may be given one "Normal" skill, that is a skill from any Category listed as "Normal" for that player.
4 players may be given one "Normal" skill, and 1 player may be given a "Double" skill.
2 Players may be given one "Normal" skill each, and 2 players may be given a "Double" skill.

To determine which skills are "Normal" and which are "Double," see pages 54-60 in the Competition Rules set.

CASUALTIES
All casualties that have been inflicted on your team, including deaths, are wiped away at the end of game. In other words, the team resets after each game. Skills & upgrades accrued throughout the tournament will NOT be lost, even if the player dies.

Note: In terms of game records, only Casualties which would have earned a player SPP, or which are caused by a Star Player performing a Block or Blitz action, will be recorded. That is, if you Foul a player or Injure him by pushing him into the crowd, you will not record this on your Casualty total. Note that this is not the way that Thunderbowl keeps records, but it is more in keeping with the international tournament standard. You will be expected to keep track of earned Casualties during your game, rather than simply count the injured in the boxes at the end.

THUNDERKRUNCH! TEAM CHALLENGE FORMAT
ThunderKrunch! 2012 consists of 4 games in one day, seeded according to the "Team Challenge" format. Therefore, each round, two Teams will be randomly paired (or three Teams will be grouped together if there is an odd number). The Team Captains will meet and decide which coaches will play one another. We encourage Captains to select pairings that will present appropriate challenges to both players, reflecting either the quality of the teams or the estimated skill level of the coaches. The one specific exception to "challenge" pairing is that you can never play the same opponent twice (this is possible in cases where we have fewer than 5 Teams, or odd numbers of Teams). If Team Captains are taking too long to come to an agreement, or if they cannot decide, the Tournament Organizers will select the pairings.

To stay on schedule, we ask that play at a brisk pace with no time wasting please. Each player will be given a special results form at the start of each game. Once you have finished your game, you must fill in the form and then hand it in to the Referee Desks. It is important you fill all the information in, as this will decide your rankings and ultimately the winner of the ThunderKrunch! Trophy.

SCORING
After each game you will record the game results on the results form. Points are awarded as follows:

Coaching
Win = 25
Loss = 0
Tie = 15

Scoring Bonuses
"Blowout:" Won by 2+ TDs = +5
"Close Loss:" Lost by only 1TD = +5
"Crusher:" Caused 2+ Casualties = +5

Forfeits: Should your opponent for any reason be unable to play during the allotted time (ie must leave early or arrives more than 30 minutes late), you will be awarded a win. If your game has begun, record the score and casualties as of the time the game ended, and the winner will receive bonus TDs to bring the game to a 2-point lead for the winner. The Casualty record will not be changed.

Painting and Sportsmanship will not factor in your overall total, but there will be separate awards for these traditional categories. So please show up with a painted team and don't be a dick.


AWARDS
BEST TEAM: This will go to the Team with the highest total coaching score. Each coach will receive a Trophy.
BEST COACH: This Trophy will go to the Coach with the best individual record.
Any ties in the final standings will be broken by Win record, then by TD Difference, then by head-to-head record if any, and finally by Casualty Difference.
BEST APPEARANCE: During the lunch break we will decide which of the individual teams are most deserving of recognition. Later in the day, we will display these teams for voting. The coach's team selected by the other tournament players as best in appearance will receive a Trophy.
BEST SPORTSMAN: Players will be asked to rank their opponents in terms of how well their games went. Using tricky arithmetic, we will award a Trophy to the coach who got on best with his opponents. Any ties in the final standings will be broken by Coaching Points, then by Win record, then by total TDs scored, an finally, if necessary by total Casualties caused.
A note on sportsmanship: everything on the field is fair game, from stalling to fouling to running up the score. Sportsmanship encompasses how you deal off the pitch with losing and, often worse, with winning. Griping about odds and dice rolls is a pain in the ass, guys, as is gloating when you're ahead. So dial it down, yeah?
MOST TDs: A certificate will go to the coach with the best scoring record.
MOST CASUALTIES: A certificate will go to the coach who causes the most casualties.
BEST DEFENSE: A certificate will go to the coach who allows the fewest TDs Against.
DEAD LAST: A certificate will go to the coach with the worst individual coaching record.
Full rules can be found on our website. Hope to see you and your team out in June!

Tournament Report
View Matches
Back to tournament list