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Tournament Name(Idaho) Sapphire Cup 2022
Organizer NAF namebhall (23772)
OrganizerBiff Hall
VariantBlood Bowl 2020
Major/Nationalno
Start Date (YYYY-MM-DD)2022-09-10
End Date (YYYY-MM-DD)2022-09-10
TypeOPEN
StyleSwiss-Resurrection
Scoring
CostDay of entry fee: $20 Pre-Registration entry fee prior to Sept 3rd: $15 NAF membership is required for the tournament. If you are not a member, you can sign up at the tournament for $10
NAF Fee Includedno
NAF Member Discountno
Emailtreasurevalleybbl@gmail.com
WebpageTreasure Valley Blood Bowl Tournaments

Tournament Statistics

Winner

Grither (10904)Slann

Runner up

midris (31166)Halfling

Most Touchdowns

Most Casualties

bdawg013 (30226)Chaos Dwarf

Stunty Cup

thanatos (27323)Lizardmen

Best Painted

ktdubv555 (30255)Necromantic Horror

Other Awards

jackbedead (26498)Norse
Biggest Cheater-Most foul attempts by a coach.
 
Tournament Location
Address44 E Fairview Ave
 
CityMeridian
StateIdaho
Zip83642
NationUnited States

Ruleset Document

Information
Team Building Rules
Team Creation:
As a coach, pick your team and then decide if you’re going to use a Star Player(s). Then determine your tier and build your team with the appropriate amount of funds.

Tier 0 – This tier is for a Tier 1 team that takes a Star Player. You get 1.0M to buy your team and any skills.

Tier 1 – This is for the following teams: Amazon, Chaos Dwarf, Dwarf, Dark Elf, Lizardmen, Norse, Shambling Undead, Skaven, and Underworld. Also, if you take a Tier 2 team with a Star Player, you are into the Tier 1 category. In Tier 1 you get 1.075M to buy your team and skills.

Tier 2 – This is for the following teams: Black Orcs, Chaos Chosen, Chaos Renegades, Elven Union, High Elves, Human, Imperial Nobility, Khorne, Nurgle, Necromantic, Orcs, and Tomb Kings. Also, if you take a Tier 3 team and you take Morg’n Thorg, Hackflem Shuttlespike or Griff Oberwald, or two other Star Players, you are moved into the Tier 2 category. In Tier 2 you Get 1.15M to buy your team and skills.

Tier 3 – This is for the following teams: Goblins, Halflings, Old-World Alliance, Ogres, Slann/Kislev, Snotlings, and Vampires. Also, if you take a Tier 3 team with a Star Player, you are into the Tier 2 category. In Tier 3 you Get 1.25M to buy your team and skills.
Goblins, Halflings, Ogres, and Snotlings can take one Star Player without moving up a tier as long as this isn’t Morg ‘n Thorg, Hackflem Shuttlespike, or Griff Oberwald.

Primary skill 20k
Secondary skill 40k

Maximum of 2 skills per individual player. No more than 2 of any one extra skill per team (i.e., only 2 guard, block or dodge extra per team)

Approved B2020 inducements may be purchased by all teams. No wizards, stadiums, special play cards, mercenaries, pregame inducements or sponsors.

All coaches must have four copies of their roster to share with their opponents.
Colored bands or some way to distinguish skills on players is mandatory along with clearly numbered players.
All 29 NAF approved races will be allowed, which includes Slann/Kislev and Khorne.


Rules for Multiple of the Same Star Player
This is a once-in-a-lifetime event for most of the guys. As such, some players may pretend to be a Star Player or some of the smart ones will be cloned by Wizards to get double the pay. What does that mean? Star Players may play for both teams. There is no “Highlander Rule”.
Star Players follow the same rules that are in the Rule Book. 0-2 Star Players may be purchased per team.
Scoring
After each round, you will fill out both the game sheet based on the game just completed.
A WIN is worth 60 pts
A DRAW is worth 30 pts
A LOSS is worth 10 pts
If you lost by 1 Touchdown, you earn +2 bonus pts
If you caused 1 more CAS from Blocking than opp you earn +2 bonus pts
If you caused 2 or more CAS from Blocking than opp you earn +5 bonus pts
If you clear the pitch you earn +5 bonus pts (max once per game)
If you won by 2 Touchdowns you earn +2 bonus pts
If you won by 3 or more Touchdowns you earn +5 bonus pts
If you finished the game by using all turns +3 bonus pts
There is no championship game the standings will solely be determined by total points
Overtime
There will be no overtime played. If your game ends in a draw, it’s a draw.
Tiebreakers
The Scoring system has been set up to hopefully get the most accurate representation of how everyone has performed. If by chance there is a tie in Tournament points, the ties will be broken in this order:
Winning Percentage
Strength of schedule
Net TDs plus Net CAS
Total TDs plus Total CAS
If it is still a tie at that point, the tournament organizer will use his best judgment in finding a way to break the tie.
Awards
The following awards will be given out after the last round:
Champion - Most points scored
2nd Place – 2nd most points scored
Biggest Cheater–Most foul attempts
Fan Favorite - Best painted/themed team
Most Brutal– Most casualties caused by blocking, and crowd surfing
Stunty Champion-Highest ranking stunty coach (Goblin, Ogre, Halfling, Snotling, Krox and skinks, Underworld without Skaven,).
Spread the Wealth
A coach may only win one award. If they are in line to win more than one award, they may be asked which one they would prefer and the next coach in line will be given the other award. TO reserves the right to adjust awards based on extenuating circumstances.
Additional rules
Early list entry- send your name and roster to treasurevalleybbl@gmail.com. This will save time on the match day as rosters can be pre-verified and you will gain 2 extra Dedicated Fans.
“Perfect” blood bowl weather will be used for each game
Custom Kick Off Table 1D11 results
1 Ruby Ball - The Ruby Ball occasionally gets angry and hot when held: When a player with this ball begins any action he must roll a D6, on a 1 he drops the ball and the ball scatters as normal, on a 2-6 the player withstands the heat for the turn. Dropping the ball due to the heat does cause a turnover and bounces as normal
2 Emerald Ball - The Emerald Ball disappears in the grass: Any time the ball lands in an empty square the ball will Scatter (as per page 25 in the rulebook) except that ball will not leave the pitch. Any scatter rolls that would move the ball out of bounds is ignored and not rerolled. It will move its full movement before a bouncing ball pick-up attempt can be used. It could be kicked out of bounds on a kick-off
3 Pearl Ball - The Pearl is a round gem...not the most aerodynamic object: pass attempts -1 to the dice roll
4 Aquamarine - The Ball Carrier is reminded of the sea and is cruising over the waves. No rush bruh...just go with the flow: The Ball Carrier cannot “RUSH”
5 Zircon - Zircon is the densest gem in the world; so heavy that this ball requires Strength instead of Agility: For any pick up, throw, catch, or intercept attempts the player must -1 from the dice roll.
6 Knock off gem - low quality... not durable and kinda rubbery...: extra bounce every time the ball hits the ground (2 times)
7 Spinel Ball - Everyone is in awe of the spinel ball in mid-air!: each player rolls d3 + assistant coaches + FAN FACTOR, the winner can rearrange all players not in a tackle zone into new legal kickoff positions. If there is no winner in the roll-off there is no effect
8 Alexandrite - Inspired by the beauty of the gem, the ball carrier may attempt to run further than usual: the ball carrier can attempt an extra “RUSH” as if they had the sprint skill
9 Sapphire - "shooting star sapphire”: players add +1 to the die roll for pass attempts, disruptions, and intercepts
10 Diamond - Diamonds are a girl’s best friend: If only one player has a cheerleader, that player gets a reroll. otherwise, roll d3 + cheerleaders + FAN FACTOR, the winner gets a reroll. On a tie, both teams get a reroll
11 Opal -Oooh pretty: As the opal spins through the air, both teams use the distraction to attempt to smuggle players around the pitch using tunnels. First, the receiving team may move a player not in a tackle zone to any unoccupied trapdoor square shown on the pitch, then the kicking team may move a player not in a tackle zone to any unoccupied trapdoor square shown on the pitch. The smuggled players are treated as prone (no armor rolls) due to stealthy climbing out of the trapdoor. If the pitch does not have trapdoors, reroll the kick-off event.

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