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Tournament NameMatador Melee IV
Organizer NAF namehyperbolemur (21888)
OrganizerJon Spurgeon
VariantBlood Bowl 2020
Major/Nationalno
Start Date (YYYY-MM-DD)2023-09-23
End Date (YYYY-MM-DD)2023-09-23
TypeOPEN
Style
Scoring
Cost30
NAF Fee Includedyes
NAF Member Discountno
Emailmatadormelee@gmail.com
WebpageMatador Melee

Tournament Statistics

Winner

AggieSnake (33162)Dwarf

Runner up

hyperbolemur (21888)Dwarf

Most Touchdowns

grendelknight (18161)Dark Elf

Most Casualties

JMBurns (33164)Chaos Dwarf

Stunty Cup

eboncrow (25947)Goblin

Best Painted

CQ (33383)Chaos Chosen

Other Awards

Dashergeaux (25245)Skaven
Fan Favorite (Most Dedicated Fans)
CQ (33383)Chaos Chosen
Dust in the Wind (Wooden Spoon)
corav (18435)Halfling
Best Sportsman
MikeHoncho (30766)Amazon
Best Defense
 
Tournament Location
Address2155 A 50th Street
 
CityLubbock
StateTX
Zip79412
NationUnited States

Ruleset Document

Information
SCHEDULE

10:00 Registration
9:30 – 12:40 Round 1
12:40 – 1:40 Lunch
1:40 – 3:50 Round 2
4:00 – 6:10 Round 3
6:30 Results


REGISTRATION

Please email matadormelee@gmail.com with the following information: Your Name, NAF ID, Team Race.

Please send your rosters to matadormelee@gmail.com before September 17th.


PAYMENT

To pay your registration fee, please go to https://www.hyperbolemur.com/MatadorMelee/Registration

$30 – Pre-register by September 10th


TOURNAMENT RULES

Format and Teams Allowed
Any teams listed in Blood Bowl 2020 ruleset as defined by NAF rules for tournaments 2023, included the recommended rosters, are allowed
• https://www.thenaf.net/wp-content/uploads/2022/12/NAF-Rules-for-Tournaments-2023.pdf
• https://www.warhammer-community.com/wp-content/uploads/2020/11/lFZy1SIuNmWvxPj1.pdf

All injuries will reset after each match as this is a Resurrection Tournament

Timing
The game round time limit WILL be strictly enforced. You will receive ‘Time Remaining’ updates from the Tournament Organizer to help you stay on pace.

Dice
You are required to share dice with your opponent if requested. Only GW or NAF Block Dice may be used.


SPECIAL RULES

Dedicated Fans
Over the course of the tournament, certain events will increase your team’s Dedicated Fans permanently for the duration of the tournament. Your team’s Dedicated Fans will be used for tiebreakers in the tournament standings, and an award will be given to the team with the highest total Dedicated Fans at the end of the tournament. Once your roll for Fan Factor during the Pre-Game Sequence, it will not change during that game even though your Dedicated Fans can increase.

Your team’s Dedicated Fans will increase by 1 each time one of the following events occurs:
• Your team scores a Touchdown
• Your team causes a casualty via a Block or Foul action that would not normally generate SPP (Foul, Secret Weapon, Stab, crowd push)

Kick-Off Table
The Kick-Off table at the end of this ruleset will be used in place of the standard Kick-Off table. Several events on the Kick-Off table will be affected by your Fan Factor, representing the advantage given by your screaming fans.


TEAM BUILDING RULES

You may build your team with 1140K GP. You may purchase players, Team Rerolls, Apothecary, Dedicated Fans, Assistant Coaches, Cheerleaders and Inducements. Allowed inducements are:
• Star Player - Masked Rider (See below)
• Any Biased Referees
• Any (In)famous Coaching Staff excluding Ayleen Adar, Schielund Scharlitan, Professor Fronkelheim
• Any other Inducements excluding Giants, Mercenaries, Special Plays, and Wizards or any other nonsense that GW comes out with or that I forgot. Just send your list early.

*NOTE: To be consistent with other SCARS Tournaments, each team will receive 1 Dedicated Fan for free when creating their roster.

In addtion to your 1140K, you are allowed to spend 160K GP to purchase additional skills as described below.

Stunty
To qualify for the Stunty Champion, your roster must not have any players without Stunty unless they are base ST5 or higher e.g. Halfings, Ogres, Goblins, Lizardmen with no Saurus, etc.

Star Player - The Masked Rider
Any team may include The Masked Rider as a Star Player. His cost, stats, and rules are identical to Rumblelow Sheepskin.

You must have at least 11 players on your roster before purchasing this Star Player.

There will be no "Highlander" rule in effect, so this star can play for both teams.

Stunty teams are allowed to purchase this Star Player twice.

Additional Skills
There is a custom skill for this tournament called Fan Favorite described below.

• A primary skill upgrade costs 20,000
• A secondary skill upgrade costs 40,000
• You may purchase Fan Favorite for 20,000

Fan Favorite Skill
If a Kick-Off table event requires you to roll 2D6, you instead roll 3D6 and drop the lowest die if this player is on the pitch. You may not take purchase this skill if you team has a Star Player with the Fan Pariah skill.

You may not assign more than two skills to any single player.
No skill may be taken more than four times.
Fan Favorite may not be taken more than one time.
You may not assign a skill to a Star Player.


NAF TOURNAMENT INFO
This is a NAF approved tournament. More information can be found at TheNAF.net


SCORING

Standings
Standings will be determined by winning percentage. There is no championship game. Ties will be broken by Bonus Points described below.

Bonus Points
After each round you will fill out the results sheet based on the game just completed.
• 1 bonus point for each touchdown scored (max 4)
• 1 bonus point for each touchdown more than your opponent (max 4)
• 1 bonus point for each casualty caused by any block or foul action (max 4)
• 1 bonus point for each casualty caused by any block or foul action more than your opponent (max 4)
• If you finished the game by using all turns +4 bonus pts

Overtime
There will be no overtime played. If your game ends in a draw, it is a draw.

Tiebreakers
All ties will be broken in the following order
• Turning in your roster on time
• Highest bonus points
• Highest total Dedicated Fans
• Having a Fan Favorite
• Highest net Dedicated Fans increase
• Coin Toss

Painting
All teams are expected to meet the minimum painted guidelines. They must have 3 colors on them and have had some attempt at making them appear finished.

Sportsmanship
We are here for the fun of the game. Sportsmanship is not encouraged from the coaches it is required!
Fouling 16 turns in a row and running up the score is not poor sportsmanship, but gloating and ridiculing your opponent while doing so is.


AWARDS

To be eligible for an award, you must have played all 4 rounds of the tournament.
The following awards will be given out after the last round (subject to attendance):
• Champion
• Runner Up
• Best Offense (most TDs scored)
• Best Defense (least TDs allowed)
• Most Brutal (most CAS by block and foul actions)
• Stunty Champion (top placing Stunty team)
• Fan Favorite (Highest Dedicated Fans)
• Player’s Choice (Appearance, voted by peers)
• Best Sportsman (voted by peers)
• Dust In The Wind (lowest in standings)

Spread the Wealth
A coach may only win one award. If they are in line to win more than one award, they will be asked which one they would prefer and the next coach in line will be given the other award. Tournament organizers reserve the right to adjust the awards as deemed necessary.


KICK OFF TABLE

2 Hold them back! – To contain the crowd, stadium security puts up barriers between the action on the field and the bleachers. For the rest of the game, if a player (unless being thrown by teammate) or bouncing ball would cross the sideline or end line, it stops in the square adjacent to the boundary. If it is a bouncing ball in the same square as a player, bounce it again until it would not go out of bounds. If a player would be pushed out of bounds, he instead is Knocked Down and +2 is added to the Armor roll.

Any subsequent rolls of 2 or 12 on this table for the remainder of the game are treated as a Crowd-Fueled Frenzy.

3 Smuggled Pogo Stick – Each coach rolls 2D6 and adds their Fan Factor. The winning coach (or both in case of a tie) chooses a player on his team. The player(s) gains the Pogo Stick skill for the rest of the game. If the chosen player(s) has the Fan Favorite skill, they additionally gain the Sneaky Git skill for the rest of the game.

4 Pitch Invasion (receiving) – Apply the Pitch Invasion result from the main rulebook Kick-Off event table except both coaches roll 2D6 instead of D6.

If this result is chosen via Dueling Crowd Chants, the receiving team automatically wins the roll.

5 Bountygate – If this result is chosen via Dueling Crowd Chants, the receiving team gains one team Reroll or one Bribe that is lost if not used by the end of the drive.

Otherwise, each coach rolls 2D6 and adds their Fan Factor and the number of assistant coaches on their team. The coach with the higher total (or both if tied) gains a Bribe that is lost if not used by the end of the drive.

6 Hurry-Up Offense – The receiving team chooses Quick Snap or High Kick and applies that result from the main rulebook kickoff table.

If this result is chosen via Dueling Crowd Chants, apply both Quick Snap and High Kick.


7 Dueling Crowd Chants – Each coach rolls 2D6 and adds their Fan Factor to the roll.

• If the total is tie or the coach with the higher total does not choose to modify the Kick-Off Table result, treat this result as Changing Weather from the main rulebook Kick-Off event table.

• Otherwise, the winning coach may choose to modify the Kick-Off table result by up to 3 according to the difference in the totals

Difference Kicking Receiving
1-5 +1 -1
6-10 +2 -2
11+ +3 -3

8 Intimidation Tactics – Randomly select one player on the receiving team. That player gains the Really Stupid trait for the next turn.

If this result is chosen via Dueling Crowd Chants, randomly select an additional player on the receiving team. That player gains the Really Stupid trait for the next turn.

9 Distracting Cheerleaders – If this result is chosen via Dueling Crowd Chants, the kicking team gains one team Reroll or one Bribe that is lost if not used by the end of the drive.

Otherwise, each coach rolls 2D6 and adds their Fan Factor and the number of cheerleaders on their team. The coach with the higher total (or both if tied) gains a team Reroll that is lost if not used by the end of the drive.

10 Pitch Invasion (kicking) – Apply the Pitch Invasion result from the main rulebook Kick-Off event table except both coaches roll 2D6 instead of D6.

If this result is chosen via Dueling Crowd Chants, the kicking team automatically wins the roll.

11 Crowd-Fueled Frenzy – For the remainder of the drive, +1 added to all armor rolls during Foul actions for both teams. Players with the Fan Favorite skill gain the Sneaky Git skill until the end of the drive.

12 We can’t hold them any longer! – The crowd's frenzy compels them to encroach on the field to get closer to the action. All squares adjacent to the sideline count as out of bounds for the rest of the game.

Any subsequent rolls of 2 or 12 on this table for the remainder of the game are treated as a Crowd-Fueled Frenzy.

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