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2011 Orcland Slaughter & Block Challenge 11/5/11 Oakland CA

Posted: Wed Aug 24, 2011 4:14 am
by SierraKiloBravo
The Second Annual Orcland Slaughter and Block Challenge, run by the Oakland Blood Bowl League ("OBBL") will be held on Saturday, November 5, 2011 at EndGame (http://www.endgameoakland.com) in Oakland, California. The tournament will have space for 24 coaches and will consist of 4 rounds of Blood Bowl action. The tournament will be CRP, with Slann / Underworld / Pact teams also welcome.


Basic Rules

Teams must be TV 1000 (1m gp in starting value). All coaches will receive a skill package consisting of Three (3) Regular skills, one (1) double skill and one (1) mutation, with the caveat that no one player may have any more than one added skill and no skill may be selected more than twice. The regular race/team mutation limitations will not apply, so every race will have access to one mutation of the coach's choosing. For example, if you've ever been daft enough to want to see a Black Orc Blocker with Very Long Legs, well here's your chance.

The tournament is a resurrection tournament, so all injuries will be erased at the end of each round. Table 1 will roll for Weather at the beginning of each round and the result will remain the same for all tables for the duration of the round. We will also be using a modified Kick-Off Table.

Coaches may roster the following inducements into their starting TV: Babes, Bribes, Master Chef, Star Players and Wandering Apothecaries. No other inducement types will be allowed.


Tournament Schedule

The tournament schedule is:
10:00 – 10:30: Check in.
10:30 – 12:30: Round 1.
12:30 – 1:00: Break 1.
1:00 – 3:00: Round 2.
3:00 – 3:30: Break 2.
3:30 - 5:30: Round 3.
530 - 6:00: Break 3.
6:00 - 8:00: Round 4.
8:00 - 8:30: Awards.


What To Bring

You should bring …
1 – Your BB team (fully painted is always nice, but is not required).
2 – 2 copies of your roster (one for yourself and one for the Tournament Director).
3 – Your BB board, dice, templates.
4 – Copy of the CRP (if you have it).


Illegal Procedure

IP will not be called. The 4 minute rule will not be in effect unless both coaches agree to it beforehand. If it appears that a match is dragging to the point where it will delay the tournament, the Tournament Director reserves the right to implement the 4 minute rule for the remainder of the match at any time and / or end the match prematurely.


Scoring

Win: 3
Tie: 1
Loss: 0

Bonuses:
Narrow Defeat (lost by 1): .25 points.
Caused 1 more CAS than your opponent (blocks only): .25 points.
Caused 2+ more CAS than your opponent (blocks only): .5 points.
Won by 2 TDs: .25 points.
Won by 3+ TDs: .5 points.


Matchups

The first round matchups will be by random draw. Each following match will be by Swiss pairing. Overall tournament ranking will be determined by total points scored over the course of the tournament. Tiebreakers will be resolved by:
1 – Cumulative Opponent’s Score; then
2 – Head to Head Record; then
3 – TD ratio (Scored / Allowed).
If this still doesn’t resolve any ties, the remaining tied coaches will duel on Washington Avenue outside of the venue with single-shot pistols at 10 paces ;).


Sportsmanship

Don’t be a dick. We’re all here to have fun. This is and should be your primary goal and mindset. The term “being a dick” will be interpreted solely by the Tournament Director, at his sole discretion. Good sportsmanship is required. Someone “being a dick” will be cautioned once. A second warning and the offending coach will be ejected from the tournament. For clarity’s sake, fouling every turn, stalling to preserve a victory and running up the score is NOT “being a dick.” Excessive gloating about it, on the other hand, is. Basically, if you have to consider asking yourself, "Am I being a dick?" then you are being one.


Awards

Each coach will be charged a $15.00 fee to participate in the tournament. All funds will be used to fund various awards for the tournament. Those funds will be spent on the following awards: Champion, Runner-Up, Most TDs, Most CAS (blocks only) and Wooden Spoon. Other prizes may be given out during the tournament at the Tournament Director's discretion.


We are all here to have a good time. This is the primary goal. Please keep this in mind. Should you wish to sign up and play in our tournament, please notify the Tournament Director at OrclandSlaughter@gmail.com and provide your contact information and your name (and your NAF ID and screen name, if you have one). You will then be given instructions on how to pre-pay for the tournament. Due to space restrictions, the first 24 people to sign up and pay for the tournament will be accepted. Overflow / empty slots may be a possibility on the day of the tournament. However, it is not guaranteed, so please sign up early if you definitely want to attend, just to reserve your space.

We look forward to seeing you there.

Re: 2011 Orcland Slaughter & Block Challenge 11/5/11 Oakland

Posted: Wed Oct 05, 2011 5:20 pm
by SierraKiloBravo
Hi! Only one month away and spots are filling up. If you're anywhere within striking distance of the SF Bay Area, and you think you know what you're doing on a Blood Bowl pitch, you owe it to yourself to get to this. We'll have plenty of prizes and other free giveaways, plus there's a brewery right across the street!

You like beer. You like Blood Bowl. Show up, already.

Re: 2011 Orcland Slaughter & Block Challenge 11/5/11 Oakland

Posted: Thu Oct 27, 2011 1:00 pm
by SierraKiloBravo
We're about ten days out. Still a few spots left.

The modified kickoff table is below ...

2 – Full Moon – An unexpected full moon rises over the stadium, with some very strange consequences. For the next full turn, all players on both teams have the stats and skill set of a rookie journeyman Norse Werewolf (6428 Frenzy, Loner).

3 – Brilliant Coaching – The teams’ coaching staffs are really in top form today and have the lads playing their best. Each team rolls a D3 and adds their FAME and Assistant Coaches to the roll. The team with the higher roll gains a reroll. In the event of a tie, then the coaching skill cancels out and neither team gains a reroll.

4 – Heckling Fans – The fans have become so disapproving of play on the pitch that they have begun heckling the teams for their piss-poor performance. Each coach rolls a D3 and adds their FAME and Cheerleaders to the roll. The team with the lower result loses 1 reroll. In the event of a tie, both teams lose a reroll.

5 – High Kick – The kicker really got a lot of hang time out of that kickoff. The receiving team may move any one player not in an opponent’s tackle zone directly under the location where the ball will land, in an attempt to catch the kickoff.

6 – Quick Snap – The offense caught the defense off-guard and managed to get a slight head start. The receiving coach may move all of his players one square, ignoring any tackle zones. This movement may take players into the opposing team’s half of the pitch.

7 – Ready? Go!! – In a shocking turn of events, nothing eventful happens. The fans don’t interfere with the game, all of the players are paying full attention, and the kickoff soars through the air straight and true. Start playing already!

8 – Perfect Defense – Extra film study has the lads well-prepared for kickoff. As a result, the kicking team may immediately reposition to another legal set-up.

9 – Quick Blitz. One player on the kicking team really anticipated the start of play. The kicking team’s coach selects any one of his players. That player may immediately take a Blitz action. The action may carry the selected player into the receiving team’s half of the pitch. Once the player’s blitz is resolved, the kickoff lands and the receiving player’s turn begins.

10 – Poor Coaching – It’s become clear that the two coaching staffs aren’t on their game today. Each coach rolls a D3 and adds their FAME and Assistant Coaches to the roll. The team with the lower result loses 1 reroll. In the event of a tie, both teams lose a reroll.

11 – Cheering Fans – The fans really love what they’re seeing on the pitch. Each coach rolls a D3 and adds their FAME and Cheerleaders to the roll. The team with the higher roll gains a reroll. In the event of a tie, the impact of the cheering cancels out and neither team gains a reroll.

12 – Riot – The fans’ excitement for all things Blood Bowl finally boils over into violence, which causes the teams to lose some valuable game time while the local constabulary sorts out the mess. Turn markers move ahead one turn. If either team’s turn marker is on Turn 7 or Turn 8, then nothing happens, as the referees are able to keep track of time.

Re: 2011 Orcland Slaughter & Block Challenge 11/5/11 Oakland

Posted: Thu Oct 27, 2011 1:02 pm
by SierraKiloBravo
We're about ten days out. Still a few spots left.

The modified kickoff table is below ...

2 – Full Moon – An unexpected full moon rises over the stadium, with some very strange consequences. For the next full turn, all players on both teams have the stats and skill set of a rookie journeyman Norse Werewolf (6428 Frenzy, Loner).

3 – Brilliant Coaching – The teams’ coaching staffs are really in top form today and have the lads playing their best. Each team rolls a D3 and adds their FAME and Assistant Coaches to the roll. The team with the higher roll gains a reroll. In the event of a tie, then the coaching skill cancels out and neither team gains a reroll.

4 – Heckling Fans – The fans have become so disapproving of play on the pitch that they have begun heckling the teams for their piss-poor performance. Each coach rolls a D3 and adds their FAME and Cheerleaders to the roll. The team with the lower result loses 1 reroll. In the event of a tie, both teams lose a reroll.

5 – High Kick – The kicker really got a lot of hang time out of that kickoff. The receiving team may move any one player not in an opponent’s tackle zone directly under the location where the ball will land, in an attempt to catch the kickoff.

6 – Quick Snap – The offense caught the defense off-guard and managed to get a slight head start. The receiving coach may move all of his players one square, ignoring any tackle zones. This movement may take players into the opposing team’s half of the pitch.

7 – Ready? Go!! – In a shocking turn of events, nothing eventful happens. The fans don’t interfere with the game, all of the players are paying full attention, and the kickoff soars through the air straight and true. Start playing already!

8 – Perfect Defense – Extra film study has the lads well-prepared for kickoff. As a result, the kicking team may immediately reposition to another legal set-up.

9 – Quick Blitz. One player on the kicking team really anticipated the start of play. The kicking team’s coach selects any one of his players. That player may immediately take a Blitz action. The action may carry the selected player into the receiving team’s half of the pitch. Once the player’s blitz is resolved, the kickoff lands and the receiving player’s turn begins.

10 – Poor Coaching – It’s become clear that the two coaching staffs aren’t on their game today. Each coach rolls a D3 and adds their FAME and Assistant Coaches to the roll. The team with the lower result loses 1 reroll. In the event of a tie, both teams lose a reroll.

11 – Cheering Fans – The fans really love what they’re seeing on the pitch. Each coach rolls a D3 and adds their FAME and Cheerleaders to the roll. The team with the higher roll gains a reroll. In the event of a tie, the impact of the cheering cancels out and neither team gains a reroll.

12 – Riot – The fans’ excitement for all things Blood Bowl finally boils over into violence, which causes the teams to lose some valuable game time while the local constabulary sorts out the mess. Turn markers move ahead one turn. If either team’s turn marker is on Turn 7 or Turn 8, then nothing happens, as the referees are able to keep track of time.

Re: 2011 Orcland Slaughter & Block Challenge 11/5/11 Oakland

Posted: Fri Nov 04, 2011 5:31 pm
by Talarius
Any concerns about the Occupy Oakland protesters making life difficult tomorrow?

Re: 2011 Orcland Slaughter & Block Challenge 11/5/11 Oakland

Posted: Fri Nov 04, 2011 11:40 pm
by Da Crusha
Im a bit concerned about this as well..

Re: 2011 Orcland Slaughter & Block Challenge 11/5/11 Oakland

Posted: Sat Nov 05, 2011 1:03 am
by ZootSuitJeff
I don't think it should be a problem unless there is a march that goes by the store or something, and even then I don't think it will be a problem. Endgame isn't super close to the civic center plaza. I was in downtown oakland a couple evening this past week and didn't notice anything different from usual.

Re: 2011 Orcland Slaughter & Block Challenge 11/5/11 Oakland

Posted: Sat Nov 05, 2011 1:06 am
by ZootSuitJeff
FYI, Endgame is a good 8-10 blocks from the Oakland Civic Center.

Re: 2011 Orcland Slaughter & Block Challenge 11/5/11 Oakland

Posted: Sat Nov 05, 2011 6:35 pm
by SierraKiloBravo
No Occupy Oakland issues.

We've got 16 participants. We're in the middle or Round 1 now. As for the race breakdown, it's ...

3 Dwarves
2 Orcs
3 Halflings
Pact
Vampires
2 Norse
High Elves
Chaos Dwarves
Dark Elves
Undead

The dwarves all put their free mutation on a troll slayer, with all 3 mutations being Claw.

Re: 2011 Orcland Slaughter & Block Challenge 11/5/11 Oakland

Posted: Sat Nov 05, 2011 9:23 pm
by SierraKiloBravo
2nd update: Table 1 is Orcs v. Norse. They're in turn 12 and there's been 10 casualties so far; 5 orc and 5 norse. Oof.

The Orcland Slaughter and Block Challenge: Putting the "Blood" back in "Blood Bowl."

And there's a Raider fan convention next door! Nothing like seeing Raider Predator wandering the streets.