
Carnage II - London, UK - September 25th/26th
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- kadu-c
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- Indigo
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The rules for the tournament will be based upon the Living Rulebook v3.0, available for free download from www.bloodbowl.com, but with a few key exceptions and modifications noted below. It will be a TR100 event, or in other words each coach has 1,000,000 gold coins with which to buy their team.
The tournament will consist of six rounds with coach pairings determined using the Swiss system from Round 2 onwards. Essentially, this means that coaches will usually play another coach who had the same result as them in the previous round (winners play winners). The matchups for the first round will be determined randomly. Please note that there will NOT be a separate final for the top two coaches after Round 5. Instead, the overall winner will be decided after Round 6 on the basis of the most tournament points, with ties decided by net touchdowns/casualties combined, touchdowns scored and finally casualties caused. If after all of this the position is still tied it will be resolved by competitors rolling a single die, re-rolling any identical results.
The result of each game will give the playing coaches a number of tournament points based on the final score. The table below shows the number of possible points that can be awarded.
Winning a match +5 points Drawing a match +3 points
Losing a match by 1 TD +2 points Losing a match by 2 or more TDs +1 point
Each TD scored + ½ point Each Casualty scored + ½ point
Note that to make things simpler, casualties from ANY cause count towards tournament points. This includes, but is not limited to casualties from blocks, fouls, pushing into the crowd or Kick Off table results.
Skills and Team Progression
After each match, any permanent injuries are discounted and the team is reset to be in exactly the same state as it started the match. The exception to this is that after every match, a coach may choose to give a number of skills based on the chart below to any player in his or her team. Please note that you may only give a player a skill that they would normally be entitled to – this means you may not give them a trait, a ‘double’ or a characteristic increase. A player may only be given one skill over the course of the tournament and these skills are retained for subsequent matches, irrespective of any injuries suffered by the player.
Round 1 1 Round 4 1
Round 2 Special Round 5 Special
Round 3 1 Round 6 n/a
After round two and round five, a coach has the following options.
They may give TWO skills to any two different players who have not yet been given a skill.
They may give ONE player two skills, but this player must not have already been given a skill.
They may give ONE player a skill or trait, as if they had rolled a double in a league setting, but this player may not have already been given a skill.
Team Building Restrictions
Only current official teams may be used. To avoid confusion, these are listed below
Amazon
Chaos
Chaos Dwarf
Dark Elf
Dwarf
(Pro) Elf
Goblin
Halfling
High Elf
Human
Khemri
Lizardman
Necromantic
Norse
Nurgle’s Rotters
Orc
Skaven
Undead
Wood Elf
Experimental teams from Blood Bowl magazines, such as Ogres or Vampires are not allowed. Models do not necessarily have to be Citadel figures, but must be appropriate to the game and they must be painted – a minimum of three colours. This means that you cannot simply use blank markers or 40k Orks for example as this needlessly complicates matters. Coloured base rings to signify the different positional players are welcomed, although not a necessity, and coloured bases will NOT impact a team’s chance of winning the painting award. The minimum Fan Factor allowed is 1 and the maximum 9 (as per the LRB).
Models are not needed to represent the Head Coach for the purposes of arguing the call and models are not needed to represent any additional coaches or cheerleaders. To avoid misunderstandings, however, it may be best to represent any coaching staff you do have and let’s face it – a full compliment of painted coaching staff look great on the side of the pitch!
Big Guys, Star Players, Wizards & Apothecaries
Any team that would normally be eligible to hire a Big Guy in a league situation may do so at the normal cost printed in the Living Rulebook. No Star Players may be taken at all, including Thrudd, and freebooters are not allowed. Remember the point is to come to play the game and have fun, not try to win by bending the rules of team creation! Wizards may not be purchased for any price. The only exceptions to this are that Halfling coaches may purchase a Master Chef for 150,000gp although they may NOT ‘buy’ extra re-rolls before each match for 20,000gp as described in the normal rules. Necromantic and Undead teams may have a Necromancer as their Head Coach, but if they wish to make use of the ‘Raise the Dead’ ability the coach must be represented by a suitable painted figure – to get the benefit you need to at least make the effort to have the model! Any Zombies added to a team as a result of this spell are not carried forward from game to game and are discarded at the end of the match.
Apothecaries are allowed for any team that can normally have them and cost the normal price of 50,000gp.
Other Rules
Use of the Illegal Procedure rule is allowed ONLY if both coaches agree to it before the match. If no explicit agreement is made it is assumed Illegal Procedure is not in use. If players do decide to use the rule, Illegal Procedure may only be called when a turn counter is not moved, or moved incorrectly. If an Illegal Procedure is called incorrectly, for any reason the offending coach loses a re-roll. If the offending coach has no re-rolls left then the innocent coach gains a re-roll. Forgetting a Bonehead roll is NOT an IP!
Once the two hour time limit has been called, the game ends unless BOTH coaches are willing to give up part of their break to play on. If they both agree to this, it is advised that the 4 minute turn rule is then used. The 4 minute rule is NOT used in any other circumstances.
It is NOT MANDATORY to have a model representing your head coach to attempt to Argue the Call. However, a suitable model must represent any Cheerleaders, Apothecaries or Assistant Coaches taken.
The kick-off table result ‘Riot’ now only lasts for D3 turns rather than D6. Similarly, pitch invasions only injure D3 players rather than D6.
It is the responsibility of both coaches to remember the following:
a. Bonehead and Really Stupid rolls
b. Wild Animal rolls
c. Invalid team placement at kick off (i.e. >11 players, or >2 players in wide zones)
Wherever possible, the board should be returned to the point where the roll was forgotten. However, if someone realises that a Bonehead roll was forgotten (for example) and a touchdown was scored and the board cleared, then the touchdown stands.
The tournament will consist of six rounds with coach pairings determined using the Swiss system from Round 2 onwards. Essentially, this means that coaches will usually play another coach who had the same result as them in the previous round (winners play winners). The matchups for the first round will be determined randomly. Please note that there will NOT be a separate final for the top two coaches after Round 5. Instead, the overall winner will be decided after Round 6 on the basis of the most tournament points, with ties decided by net touchdowns/casualties combined, touchdowns scored and finally casualties caused. If after all of this the position is still tied it will be resolved by competitors rolling a single die, re-rolling any identical results.
The result of each game will give the playing coaches a number of tournament points based on the final score. The table below shows the number of possible points that can be awarded.
Winning a match +5 points Drawing a match +3 points
Losing a match by 1 TD +2 points Losing a match by 2 or more TDs +1 point
Each TD scored + ½ point Each Casualty scored + ½ point
Note that to make things simpler, casualties from ANY cause count towards tournament points. This includes, but is not limited to casualties from blocks, fouls, pushing into the crowd or Kick Off table results.
Skills and Team Progression
After each match, any permanent injuries are discounted and the team is reset to be in exactly the same state as it started the match. The exception to this is that after every match, a coach may choose to give a number of skills based on the chart below to any player in his or her team. Please note that you may only give a player a skill that they would normally be entitled to – this means you may not give them a trait, a ‘double’ or a characteristic increase. A player may only be given one skill over the course of the tournament and these skills are retained for subsequent matches, irrespective of any injuries suffered by the player.
Round 1 1 Round 4 1
Round 2 Special Round 5 Special
Round 3 1 Round 6 n/a
After round two and round five, a coach has the following options.
They may give TWO skills to any two different players who have not yet been given a skill.
They may give ONE player two skills, but this player must not have already been given a skill.
They may give ONE player a skill or trait, as if they had rolled a double in a league setting, but this player may not have already been given a skill.
Team Building Restrictions
Only current official teams may be used. To avoid confusion, these are listed below
Amazon
Chaos
Chaos Dwarf
Dark Elf
Dwarf
(Pro) Elf
Goblin
Halfling
High Elf
Human
Khemri
Lizardman
Necromantic
Norse
Nurgle’s Rotters
Orc
Skaven
Undead
Wood Elf
Experimental teams from Blood Bowl magazines, such as Ogres or Vampires are not allowed. Models do not necessarily have to be Citadel figures, but must be appropriate to the game and they must be painted – a minimum of three colours. This means that you cannot simply use blank markers or 40k Orks for example as this needlessly complicates matters. Coloured base rings to signify the different positional players are welcomed, although not a necessity, and coloured bases will NOT impact a team’s chance of winning the painting award. The minimum Fan Factor allowed is 1 and the maximum 9 (as per the LRB).
Models are not needed to represent the Head Coach for the purposes of arguing the call and models are not needed to represent any additional coaches or cheerleaders. To avoid misunderstandings, however, it may be best to represent any coaching staff you do have and let’s face it – a full compliment of painted coaching staff look great on the side of the pitch!
Big Guys, Star Players, Wizards & Apothecaries
Any team that would normally be eligible to hire a Big Guy in a league situation may do so at the normal cost printed in the Living Rulebook. No Star Players may be taken at all, including Thrudd, and freebooters are not allowed. Remember the point is to come to play the game and have fun, not try to win by bending the rules of team creation! Wizards may not be purchased for any price. The only exceptions to this are that Halfling coaches may purchase a Master Chef for 150,000gp although they may NOT ‘buy’ extra re-rolls before each match for 20,000gp as described in the normal rules. Necromantic and Undead teams may have a Necromancer as their Head Coach, but if they wish to make use of the ‘Raise the Dead’ ability the coach must be represented by a suitable painted figure – to get the benefit you need to at least make the effort to have the model! Any Zombies added to a team as a result of this spell are not carried forward from game to game and are discarded at the end of the match.
Apothecaries are allowed for any team that can normally have them and cost the normal price of 50,000gp.
Other Rules
Use of the Illegal Procedure rule is allowed ONLY if both coaches agree to it before the match. If no explicit agreement is made it is assumed Illegal Procedure is not in use. If players do decide to use the rule, Illegal Procedure may only be called when a turn counter is not moved, or moved incorrectly. If an Illegal Procedure is called incorrectly, for any reason the offending coach loses a re-roll. If the offending coach has no re-rolls left then the innocent coach gains a re-roll. Forgetting a Bonehead roll is NOT an IP!
Once the two hour time limit has been called, the game ends unless BOTH coaches are willing to give up part of their break to play on. If they both agree to this, it is advised that the 4 minute turn rule is then used. The 4 minute rule is NOT used in any other circumstances.
It is NOT MANDATORY to have a model representing your head coach to attempt to Argue the Call. However, a suitable model must represent any Cheerleaders, Apothecaries or Assistant Coaches taken.
The kick-off table result ‘Riot’ now only lasts for D3 turns rather than D6. Similarly, pitch invasions only injure D3 players rather than D6.
It is the responsibility of both coaches to remember the following:
a. Bonehead and Really Stupid rolls
b. Wild Animal rolls
c. Invalid team placement at kick off (i.e. >11 players, or >2 players in wide zones)
Wherever possible, the board should be returned to the point where the roll was forgotten. However, if someone realises that a Bonehead roll was forgotten (for example) and a touchdown was scored and the board cleared, then the touchdown stands.
Reason: ''
- Hangus
- Scotland's Saviour
- Posts: 1434
- Joined: Sat Aug 23, 2003 10:58 am
- Location: Isleworth, Middlesex
yeah just pm Indigo and he will add you to the listSPIN1 wrote:Are tickets still available?
Speaking of which Dave can you reserve me one for a mate who is 99% sure he can make it
thanks
ps
how come you have to pay for the halfling masterchef? i thought they were free and since you are not allowed to buy the extra rerolls for 20k as well seems no one will take them
Reason: ''
Down with this sort of thing....
Careful now.....
Where's my hat?
Careful now.....
Where's my hat?