Tournament Name | Solstice Slam 19 - Whistleblower! |
Organizer NAF name | maydaymick (19324) |
Organizer | Mayday Mick / DUBBL |
Variant | Classic |
Major/National | no |
Start Date (YYYY-MM-DD) | 2019-12-21 |
End Date (YYYY-MM-DD) | 2019-12-21 |
Type | OPEN |
Style | |
Scoring | |
Cost | 10 |
NAF Fee Included | no |
NAF Member Discount | no |
Email | maydaymick@gmail.com |
Webpage | Solstice Slam 19 on Facebook |
| Tournament Statistics | Winner | isenmike (22673) | Amazon | Runner up | coachclyde (21461) | Amazon | Most Touchdowns | Squall018 (27492) | Wood Elf | Most Casualties | theermine (20635) | Ogre | Stunty Cup | gnarlly (26251) | Goblin | Best Painted | Other Awards | Megamind (23794) | Wood Elf | Pyromancer |
| Sobhek (24469) | Necromantic Horror | Best Defense |
| Pox (28932) | Goblin | Most Entertainingly Slaughtered Team |
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| | Tournament Location |
Address | 44927 George Washington Blvd |
| |
City | Ashburn |
State | Virginia |
Zip | 20147 |
Nation | United States |
Ruleset Document |
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Information |
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The Dulles Underground Blood Bowl League (DUBBL) in conjunction with Virginia Blood Bowl (VABB) invites you to compete in the final B.E.A.S.T. tournament of 2019 at Huzzah Hobbies in Ashburn, Virginia!
Schedule:
10:00 a.m.
Registration opens
10:30 a.m. – 12:45 p.m.
First Round Game (Random pairing)
12:45 p.m. – 1:45 p.m.
Lunch Break
1:45 p.m. – 4:00 p.m.
Second Round Game (Swiss pairing)
4:15 p.m. – 6:30 p.m.
Third Round Game (Swiss pairing)
6:45 p.m.
Award Ceremony
Please Bring:
$10 registration fee
Three copies of your team roster
Three Block Dice
Minis representing the players on their team. Each player must be numbered. All positional players must be easily recognizable.
Pen or pencil
A pitch, dug outs, and templates
You’ll Receive:
Three games of Blood Bowl
A dice cup and coaster
An chance to be rewarded with an awesome medal or trophy for your team’s heroics
A kick in the pants on the way out the door if you are a sore sport or a sad panda during the competition
General Rules:
Games will be played using the rules from the Blood Bowl Competition Rules Pack with the following modifications:
- Illegal procedure will not be in enforced
- Turns will not be timed unless either requested by a coach after excessive slow play, or tournament organizers deem it necessary to keep the event on schedule
- The d6s provided upon registration must be used
- Rosters reset after each round
Roster Creation:
- Each coach has an allowance of 1,150,000 gold pieces to create their roster.
- Inducements may be purchased during team creation, excluding Special Play Cards and Unlimited Mercenaries. Inducements are considered a permanent part of the team that can be used each game. Opposing teams may have the same Star Player, contrary to the rulebook.
- All teams receive a free Wizard inducement.
- All 26 NAF approved races are available for play. (No Simian, Druids or any other non-NAF teams may participate)
- You must have at least 11 players on your roster. Please note: Star Players purchased during team creation count towards the minimum 11 players required.
- The following teams will be eligible to win the Stunty Cup: Halflings, Ogres, Goblins, Lizardmen (no Saurus Warriors), and Underworld Pact (no skaven players)
- Apothecaries use standard rules - reroll casualty roll and choose best result. Badly Hurt result = Reserves box
Skill Selection:
TIER A - 4 skills (0 doubles)
Amazon, Chaos Dwarf, Dark Elf, Dwarf, Lizardman, Orc, Undead, Wood Elf
TIER B - 5 skills (up to 1 double)
Bretonnian, Elf, High Elf, Human, Necromantic, Norse, Skaven
TIER C - 6 skills (up to 2 doubles)
Chaos, Chaos Pact, Khemri, Khorne, Nurgle, Slann, Vampire, Underworld
TIER D - 6 skills (up to 4 doubles), +50,000 GC
Goblin, Halfling, Ogre, Stunty Lizardmen, Stunty Underworld
Players may have a maximum of 2 skills
Double skills are only available to Big Guys in Tier C or Tier D
Wizard Inducement
The standard rules for the Wizard inducement found on page 70 in CRP (pdf page 44) apply in the Solstice Slam, with the following exceptions:
1. All teams automatically include a CRP Wizard / Sports-Hireling Wizard on their roster
2. Coaches do not have to pay 150,000 for the Wizard
3. In addition to Fireball and Lightning Bolt spells, the Wizard can also cast "Zap!" from Spike Magazine #1 (p. 32)
Death Zone 2 - (In)Famous Coaching Staff:
As the B.E.A.S.T. comes to a close for the year, the following coaching staff inducements are available to eligible teams
- Horatio X. Schottenheim, Master Mage - 80,000 gp, available to all teams
- Kari Coldsteel, Norse Cheerleader - 50,000 gp, available to Amazon, Dwarf, Human and Norse teams
- Fink da Fixer, Goblin Personal Assistant - 50,000 gp, available to Ogre, Orc, Goblin or Underworld
- Papa Skullbones, Chaos Shaman - 80,000 gp, available to Chaos, Chaos Pact and Nurgle
- Galandril Silverwater, Elven Cheerleading Coach - 50,000 gp, available to Elven Union, High Elf and Wood Elf
- Krot Shockwhisker, Skaven Engineer - 80,000 gp, available to Skaven and Underworld
Spike! #2 - Weather Mage (all races) - 30,000gp
Racial Wizard Substitutions
The following races make swap their CRP / Hireling Sports-Wizard for race-specific Wizards from Spike! Magazine issues:
- Chaos Chosen, Chaos Renegades, Chaos Dwarf and Nurgle may take the "Chaos Sorcerer" (Spike! #1)
- Dark Elves and Elf Union may take the "Druchii Sports Sorceress" (Spike! #2)
- Chaos Chosen, Chaos Renegades and Nurgle may take the "Horticulturalist of Nurgle" (Spike! #3)
- Any other Spike! Magazine published racial wizard is available for hire by its respective team
Whistleblower special rules:
Referees are on high alert for illegal activity.
1. Fouls are more likely to be spotted... if doubles are not rolled on the foul or injury rolls, you must roll an additional d6. On a roll of 2+, the foul is not spotted. Subtract 1 to the roll for every assist provided on the foul action.
2. You must roll a d6 if a Secret Weapon is to take the field at the start of a drive. On a roll of a 1, the player with Secret Weapon is shooed off by the ref and is placed back in the Reserves box. On a roll of 2+, the player may play that drive.
3. When arguing the call after an ejection, the Head Coach is sent off on a roll of a 1 or 2. A 6 still results in the offending player not being ejected.
Scoring:
+10 points for each win
+5 points for each draw
0 points for each loss
-5 for forfeit or concession
+1 point for each Wizard-caused Casualties
Tiebreaker:
Net TD's + Net CAS (only blocking and spell casualties count, not by secret weapon or crowd surf)
Awards:
- Winner (most tournament points)
- 2nd Place (2nd most tournament points)
- Best Offense (most touchdowns scored, tiebreaker: Net TD)
- Best Defense (fewest touchdowns allowed, tiebreaker: Net Casualties)
- Most Violent (most casualties inflicted)
- Stunty Cup (most tournament points by a stunty team)
- Pyromancer (most number of Casualties caused by Wizards)
- Most Entertainingly Slaughtered Team (most casualties suffered by blocking and spells) |
Tournament Report |
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