Tournament Name | Mootland Grand Half-Bowl 2022 |
Organizer NAF name | Emilius (23217) |
Organizer | Emil Tsanev |
Variant | Blood Bowl 2020 |
Major/National | no |
Start Date (YYYY-MM-DD) | 2022-04-30 |
End Date (YYYY-MM-DD) | 2022-04-30 |
Type | OPEN |
Style | |
Scoring | |
Cost | |
NAF Fee Included | no |
NAF Member Discount | no |
Email | GrandHalfBowl@gmail.com |
Webpage | |
| Tournament Statistics | Winner | rorarimbo (24592) | Necromantic Horror | Runner up | Artifex (32260) | Shambling Undead | Most Touchdowns | Karnog (32259) | Black Orc | Most Casualties | mutley200 (32170) | Goblin | Stunty Cup | Emilius (23217) | Halfling | Best Painted | bachokolio (25403) | Imperial Nobility | Other Awards | bachokolio (25403) | Imperial Nobility | Fairplay Award |
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| | Tournament Location |
Address | Mox Games (Gaming Club) |
| zh.k. Hipodruma 24 |
City | Sofia |
State | Sofia |
Zip | 1612 |
Nation | Bulgaria |
Ruleset Document |
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Information |
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Location
April 30th at Mox Games (Gaming Club)
zh.k. Hipodruma 24
1612 Sofia, Bulgaria
Cost
- 10 euro/20 levs (+ 5 euro/10 levs to get NAF membership if you’re not a member).
Registration
The tournament is limited to 16 players.
Preregistration is possible with upfront payment. You can pre-register at GrandHalfBowl@gmail.com
We’ll contact you regarding payment. Please send your Roster at this email too.
If there are free slots on the day of the tournament, coaches can register also register at the tournament place.
Schedule
10:30 - 11:15 Registration
11:15 – 13:45 1st match
13:45 – 14:15 Lunch break
14:15 – 16:45 2nd match
17:00 – 19:15 3rd match
19:30 – 20:00 Closing ceremony
Team Building Rules
The Grand Half-Bowl is a resurrection tournament. All coaches start each game with the same roster and skills they registered for the tournament. No SPP are gained, and injuries, casualties or deaths do not carry on from one game to the next.
Players added to a Team roster mid game as a result of the Masters of Undeath or Plague Ridden special rule are removed from the roster at the end of the game and do not carry on to the next.
Each coach has 1 150 000 gold pieces to build their team.
Team Building
In addition to the players available for their chosen race coaches may buy:
• 0-8 Re-Rolls;
• Assistant coaches;
• Cheerleaders;
• 0-1 Apothecary or Igor, depending on race;
• 0-9 Dedicated Fans;
• 0-2 Bloodweser Kegs (50k).
Permitted inducements are:
• Halfling Master Chef 0-1
• Bloodweiser Kegs 0-2
• Bribes 0-3 (Bribes cannot be taken in a Team with a Player that starts with, or is given the Sneaky Git Skill. Bribes gained from the ‘Get The Ref’ kick-off result are still allowed.)
• Wandering Apothecaries 0-2
• Mortuary Assistant 0-1
• Plague Doctor 0-1
All other inducements including Star Players are not permitted unless indicated by the Tier Restrictions below.
Teams are separated into 1 of 5 Tiers and offered Tier specific skills packs (labelled A to D).
Each Team is permitted to stack 2 Primary Skills on a maximum of 1 Player at the cost of both 1 Primary Skill and 1 Secondary Skill. This can only be done once.
All skills must be chosen and cannot be random.
EXAMPLE: A Coach playing with a Human Team, chooses to use skill pack ‘B’. They stack Mighty Blow (+1) and Tackle onto one Blitzer. Doing so would cost the Coach 1 Primary and 1 Secondary Skill at Team creation.
A Player who is assigned a secondary skill may choose to take a primary skill instead.
For Team Tiers which allow star Players, the following Star Players have an additional skill cost as specified below:
• Griff Oberwald, Morg’N’Thorg: 3 Primary Skills
• Deeproot Strongbranch, Hakflem Skuttlespike, Kreek Rustgouger, Wilhelm Chaney: 1 Primary Skill
If the Team does not have enough skills available in the chosen skill pack to pay the above skill cost, that star Player cannot be taken.
Star Players can only be induced after 11 Players have already been rostered.
EXAMPLE: 1. A Coach playing with a Halfling Team, chooses to use skill pack ‘D’. They want to add both Griff Oberwald and Deeproot Strongbranch to the Roster. These two Star Players cost an additional 4 skills in total, however skill pack ‘D’ only gives a total of 3 primary skills and therefore the Coach cannot induce this combination of star Players.
2. A Coach playing with a Wood Elf Team, chooses to use skill pack ‘C’. They want to add Morg’N’Thorg to the Roster. This costs them 3 skills and leaves the Team with 0 additional skills to assign to the rest of the roster.
Should two Players with the same Star Player face each other, the wizards of the Maltese islands will clone that star Player such that both Coaches can make use of the Star Player.
Tier Chart
Tier 1
Chaos Dwarf, Dark Elf, Dwarf, Lizardmen, Orcs, Shambling Undead, Wood Elf:
A. 6 Primary Skills
B. 4 Primary Skills + 1 Secondary Skills
C. 3 Primary Skills + Access to 1 Star Player
D. 0 Primary Skill + Access to 2 Star Players
Tier 2
Amazon, Human, Necromantic Horror, Norse, Skaven, Underworld Denizens:
A. 7 Primary Skills
B. 5 Primary Skills + 1 Secondary Skill
C. 4 Primary Skills + Access to 1 Star Player
D. 1 Primary Skills + Access to 2 Star Players
Tier 3
Black Orc, Chaos Chosen, Elven Union, Imperial Nobility, Khorne, Nurgle, Slaan, Tomb Kings:
A. 7 Primary Skills + 1 Secondary Skill
B. 5 Primary Skills + 2 Secondary Skills
C. 5 Primary Skills + Access to 1 Star Player
D. 2 Primary Skills + Access to 2 Star Players
Tier 4
Chaos Renegades, High Elf, Old World Alliance, Vampire:
A. 8 Primary Skills + 1 Secondary Skill
B. 6 Primary Skills + 2 Secondary Skill
C. 6 Primary Skills + Access to 1 Star Player
D. 3 Primary Skills + Access to 2 Star Players
Tier 5
Goblin, Halfling, Ogre, Snotling:
A. 8 Primary Skills + 2 Secondary Skills
B. 6 Primary Skills + 3 Secondary Skill
C. 6 Primary Skills + Access to 1 Star Player
D. 3 Primary Skills + Access to 2 Star Players
What you should bring
- 4 Copies of your Roster;
- Throw in/scatter templates if you have such available – we will provide enough fields and printed templates, but if you prefer sturdier templates we advise you to bring your own
- Your team. Painted miniatures are not mandatory but always welcome.
The miniatures don’t have to be original GW-minis however the miniatures must be somewhat representative for the roster's race and players and be easily recognisable from other positionals.
We encourage you to use the following colour coded bases:
Grey/none: Lineman
Red: Blitzer
Green: Blocker
White: Thrower
Yellow: Catcher, Runner
Blue/Violet: Big Guy/Special position
If your opponent can't easily recognise 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 coloured rings etc.
All miniatures have to be numbered and the numbers should match the numbers on the team roster sheet. The numbers may be written anywhere on the models or on the bases using paint, decals, markers, stickers, etc.
Skill markers would be greatly appreciated. We’ll provide rubber bands for you to use and encourage you to use the following colour code for the most common skills:
Blue: Block
White: Wrestle
Green: Guard
Red: Mighty Blow
Orange: Dodge
Yellow: Sure Hands
Pink: Frenzy
Beige: Break Tackle
Purple: Tackle
Points System
Win – 2 pts
Draw – 1 pt
Loss – 0 pt
Tie-Breaker in Swiss Draw:
1st – Head-to-Head
2nd – Opponent score
3rd – Net TDs
4th – Net CAS (only casualties which would award SPP will be counted)
5th – Random
Fair Play
In order to ensue a tournament in good sport and the best fun for everybody there are a series of rules that the players should try to follow. Small changes on the following rules can be made, if both coaches agree on it
1) You must allow your opponent to use your dice if they so wish.
2) Every match has a limit of two and a half hours. If after hour and a half a match is still in its first half, a chess clock (or similar smartphone app) will be introduced giving the two coaches 30 minutes each. The coach who runs out of time may not make any voluntary actions except standing up his players. For example, this coach may not attempt interceptions, but still rolls armour and injury rolls and un-stuns his players.
3) If a coach arrives late to the table, the match will still take place. If the delay exceeds 15min, the waiting coach will start the match winning by 1-0, and can choose if he starts attacking or defending, without having to roll any dice.
4) Dice are cocked if they are not flat on the table.
5) If one, two or three dice come out of the dice cup when shaken then none count and they should all be rerolled.
Prizes
Half-Bowl Champion Most Touchdowns Stunty Cup
2nd place Most Casualties Wooden Spoon
Best painted team Best Sportsman (votes) |
Tournament Report |
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