ThunderKrunch! II - Vancouver, BC Canada - June 18th, 2011

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ThunderKrunch! II - Vancouver, BC Canada - June 18th, 2011

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THUNDERKRUNCH! II Hosted by U2KR

The Thunderkrunch! Games are held annually in the frozen lands of of the North, and this year's ThunderKrunch! Tournament will embrace the Viking themes of drink, storms and battle. Here the roughest and most weather-hardened find that the best way to stay warm is to throw the old snotling-skin around for 2 hours before settling in to a warm mead-hall and drinking away another stormy Norscan night.

The game here is a little rougher, and the climate a lot harder than what Old Worlders are used to. As such, we have created alternate Weather and Kick-off tables for the event. These will be made available on the day; you may preview them at the bottom of this post.

DETAILS:
When: Saturday, June 18, registration 0830.
Where: 1068 Hornby Street, Vancouver.
Format: 1.2M, Skill Pack. 4 Rounds "Swiss," Resurrection.
Cost: $25

Door Prizes, Trophies, Concession, Bar, FUN!

ROSTERS
This is going to be a big and violent tournament (again, look at the kick-off table), so we are allowing coaches 1,200,000 gold crowns with which to build their teams. All teams will be required to field at least 11 players. This total will include any Star Players purchased (see below).

OFFICIAL THUNDERKRUNCH! TEAMS
All 21 teams available in the Competition Rules may be used at the THUNDERKRUNCH! II. As well as the standard rulebook teams, we will be allowing the three new "Experimental" teams detailed in the 2008 Rules Review. These teams are the Chaos Pact, Underword, and Slann.

Special Note: Undead Coaches cannot raise opposing players from the dead.
Teams that can purchase Apothecaries may do so. For the purposes of this event, Apothecaries are automatically successful; no roll is needed.

PURCHASING FROM THE INDUCEMENT OPTIONS
All Star Players are available (for their relevant teams) at their FULL costs; ie, Griff Oberwald is worth 320,000 GC. These stars are treated as players on your roster, though they naturally will still suffer from LONER. Any team may purchase up to two star players, and opposing teams may indeed purchase the same star for the same game.

Goblins may purchase up to 3 Bribes for 50,000 GC each; other teams may purchase them for 100,000 GC each.

Halfling coaches may purchase a Halfling Chef as part of the coaching staff for 100,000 GC; others for 300,000 GC. Any team may purchase up to 2 Bloodweiser Babes for 50,000 GC each.
Any team able to purchase an Apothecary may add up to two Wandering Apothecaries for 100,000 GC each.
Teams eligible for an Igor may add one for 100,000 GC.

Wizards, Mercenaries, Extra Team Training and Special Play Cards are not allowed.

SKILLS
After you have purchased the players for your team, you may outfit some of the players with additional skills. The following restrictions will apply: you may not add skills to Star Players; you may not add more than one skill to any player; and you may not add the same skill to more than two players on your team.

The skill options are as follows:
Six players may be given one "Normal" skill, that is a skill from any Category listed as "Normal" for that player.
4 players may be given one "Normal" skill, and 1 player may be given a "Double" skill.
2 Players may be given one "Normal" skill each, and 2 players may be given a "Double" skill.

To determine which skills are "Normal" and which are "Double," see pages 54-60 in the Competition Rules set.

CASUALTIES
All casualties that have been inflicted on your team, including deaths, are wiped away at the end of game. In other words, the team resets after each game. Skills & upgrades accrued throughout the tournament will NOT be lost, even if the player dies.

Note: In terms of game records, only Casualties which would have earned a player SPP will be recorded. That is, if you Foul a player or Injure him by pushing him into the crowd, you will not record this on your Casualty total. Note that this is not the way that Thunderbowl keeps records, but it is more in keeping with the international tournament standard. You will be expected to keep track of earned Casualties during your game, rather than simply count the injured in the boxes at the end.

THUNDERKRUNCH! II FORMAT
Thunderkrunch! consists of 4 games in one day, seeded according to the "Swiss" format. Therefore, in the first round, coaches will be randomly matched against other coaches. After that, the coaches will be allocated by win record to encourage same skill level of play. The only exception is you can never play the same opponent twice.

To stay on schedule, we ask that play at a brisk pace with no time wasting please. Each player will be given a special results form at the start of each game. Once you have finished your game, you must fill in the form and then hand it in to the Referee Desks. It is important you fill all the information in, as this will decide your ranking for the next round and ultimately the winner of the Thunderkrunch! Trophy.

SCORING
After each game you will record the game results on the results form. Points are awarded as follows:

Coaching
Win = 25
Loss = 0
Tie = 15

Scoring Bonuses
"Blowout:" Won by 2+TDs = +2
"So close:" Lost by only 1TD = +5
"Shattered:" Casualty +/- >1 = +2

Any ties in the final standings will be broken by Win record, then by TD Difference, then by head-to-head record if any, and finally by Casualty Difference.

Forfeits: Should your opponent for any reason be unable to play during the allotted time (ie must leave early or arrives more than 30 minutes late), you will be awarded a win. If your game has begun, record the score and casualties as of the time the game ended, and the winner will receive bonus TDs to bring the game to a 2-point lead for the winner. The Casualty record will not be changed.

Painting and Sportsmanship will also factor in your overall total, so show up with a painted team and don't be a dick. A note on sportsmanship: everything on the field is fair game, from stalling to fouling to running up the score. Sportsmanship encompasses how you deal off the pitch with losing and, often worse, with winning. Griping about odds and dice rolls is a pain in the ass, guys, as is gloating when you're ahead. So dial it down, yeah?

Here's that preview of the weather and kick-off I promised:


WEATHER

2: Thick Fog: It is impossible to see beyond your face in the pea-soup fogs rolling in over the pitch. Until the weather changes, all players benefit from the Stunty rule for Dodging. However due to the fog sprinting is tough: all players with MA7 have their MA reduced by 1, and those with MA>7 will have their MA reduced by 2. In addition, Passing is impossible, but a team may make two hand-offs each turn.

3: Harsh Winds: The storms are picking up, and anything not nailed down is due to get blown away! All kick-off scatters, crowd throw-ins, and missed passes will scatter one additional square before bouncing (that is, roll a d8 for one additional square scattered after resolving all other rolls, and before rolling the "bounce"). Additionally, all Pass Actions suffer an additional -1 due to the unpredictable breezes.

4: Flash of Lightning! The sky flashes bursts of blinding electrical energy. For their next subsequent turns, all players from each team suffer -1 movement as their eyes adjust. After this effect ends, the weather is considered to be "Stormy."

5-9: Stormy: Wild and blustery, but perfectly good ThunderKrunch! weather.

10: Crack of Thunder! The sky rumbles with a burst of power shaking the stadium and pitch. For their next subsequent turns, all players from each team suffer -1 Agility as their inner ears adjust. After this effect ends, the weather is considered to be "Stormy."

11: Icy Rain: Truly miserable for all but the Norse. The ball is slippery and difficult to hold. All attempts to Catch, Intercept and Pick Up the Ball are at -1.

12: Blizzard: It's cold and snowing! The ice on the pitch means that any player attempting to move an extra square (GFI) will slip and be Knocked Down on a roll of 1-2, while the sow means that only quick or short passes can be attempted.


THE THUNDERKRUNCH! KICK-OFF TABLE

2: Too Much Mead: Some of the players are suffering the ill-effects of too much alcohol guzzled between drives. Roll for each player on the pitch. On a roll of 1, he is passed out, must return to reserves box (with no substitution) ; on a 2 he is placed Stunned ; on a 3 he is placed Prone. On a roll of 4-6, his is no more drunk than usual and can play as normal.

3: Not Enough Mead: The taps at Thunderkrunch Stadium have run temporarily dry, and everyone is in a surly mood, including the referees! Each team receives one free bribe for the duration of the game to represent the referees' loss of interest. Meanwhile every player on both teams gains the skills Dirty Player and Sneaky Git until the end of this drive.

4: Perfect Defense: The kicking team’s coach may reorganise his players – in other words he can set them up again into another legal defence. The receiving team must remain in the set-up chosen by its coach.

5: Low Kick: The ball is kicked inches off the ground and skips along the pitch. To represent this, the receiving coach may select any one of their players who is not in a tackle zone and roll to catch the ball before it slips past him. Should the receiving player fail to catch the ball it will scatter from its target square as normal.

6: Streaker: A brave Norse fan bears the cold as sprints across the pitch exposed. Roll d6 on the following table:

1 - Annoyed by the distraction, a player from each team attempts to tackle the streaker. Each coach rolls a random player from his team followed by 2d6 as a foul action. The streaker has AV 7 and if his armour is broken, the fouling player will also roll for Injury. Even if the streaker is injured, both teams will get a crack at him, so it makes no difference which coach rolls first. A doubles result on either roll indicates that that player is ejected by the ref, whereupon he is attacked by sympathetic fans. Roll armour and injury as though the player had been pushed off the pitch. The fouling player is sent to the appropriate injury box or to the Reserves; he is not kicked out for the game.

2-3 - The streaker is female! Timekeepers are so distracted that they allow the clock to run on. Add 1 turn to both teams turn counters unless the receiving team's counter is at turn 7. In this case the clock is set back 1 turn.

4-6 The streaker has everyone laughing at his antics sending the crowd into an uproar. Each coach rolls a d6 to determine if the streaker is a home fan or an away fan. Add FAME and any Cheerleaders. The coach who rolls highest gains 1 team Re-Roll. In the case of a tie, both teams gain 1 Re-Roll.

7: Weather Change: Make a new roll on the Thunderkrunch! Weather Table and apply the results of the new roll. If the new weather result is "Stormy," then the rough winds cause the ball to scatter one extra square in a random direction before landing.

8: Mascot Breaks Free! : The ThunderKrunch! Stadium's Mascot Yeti breaks from its shackles and runs rampant onto the pitch! Roll d6 and result the following table:

1 - Players on the pitch attempt to subdue the rampaging beast. Both coaches roll 3 block dice. For each Skull rolled that coach places 1 random player from his team into the KO box.

2-3 - The Yeti chases the referee! Timekeepers are so distracted that they stop the clock and forget to re-start it after the commotion. Subtract 1 turn from both teams turn counters unless the receiving team's counter has not yet moved. In this case the clock is set forward 1 turn.

4-6 The Yeti has everyone cheering at his rampage sending the crowd into an uproar. Each coach rolls a d6 to determine if the Yeti attacks the home team bench or the away team bench. Add FAME and any assistant Coaches. The coach who rolls highest gains 1 team Re-Roll as he manages to sneak a look at the opposing team's playbook during the ruckuss. In the case of a tie, both teams gain 1 Re-Roll.

9: Blood for the Blood God! : Egged on by bloodlust, the offense starts its drive a fraction before the defense is ready, leaving the kicking team flat-footed. All of the players on the receiving team are allowed to move one square. This is a free move and may be made into any adjacent empty square, ignoring tackle zones. It may be used to enter the opposing half of the pitch. Players with the Frenzy skill may move up to two squares, and may enter occupied squares as well as empty ones. If they enter a square occupied by another player, treat it as though a "Pushed" result was rolled on a Block attempt, considering all skills such as Stand Firm, Fend and Juggernaut (in a case where the Frenzied player is not able to enter a square, e.g. fend or stand firm, then he may not move a second square).

10: Blitz! : the defense starts its drive a fraction before the offense is ready, leaving the receiving team flat-footed. The kicking team receives a free "bonus" turn: however, players that are in an enemy tackle zone at the beginning of this free turn cannot perform an action. The kicking team can use Re-Rolls during a Blitz. If any player suffers a turnover then the bonus turn ends immediately.

11: Lightning Strikes: Each team rolls 1d6. The coach with the highest result may roll to strike one random player from the opposing team with a lightning bolt from the stormy skies. This player is immediately placed Stunned, and an Injury roll is made at +1 (no Armour Roll is necessary). If the roll of 1d6 is tied, then a player from each team is struck.

12: Viking Invasion! : A neighbouring tribe has chosen this moment to invade the city! Roll for each player on each team, including any in the Reserve boxes. On a roll of 2-6, he will stay to play out the game, and trust in the strength of the local militia. On a roll of 1, however, he will rush off the pitch or out of the Reserve box in order to defend his town (in the case of Skaven and Goblins, he is running off to make sure his stuff is not looted!) At the end of the drive, roll again for every player that left. On a roll of 1, he was injured in the defense of the town and will not be able to return to the game. Any team with 3 or more players returning from the defense will gain an additional team Re-Roll for the rest of the match, due to high spirits.

FINAL WORD
Congratulations to anyone who has read this far (I assume you've been skimming it). The entry fee for this event will be $25 and this will cover the cost of the trophies and the venue. Extra money will go toward purchasing door prizes. If there is any additional profit from the entry fee and concession, it will go toward purchasing custom boards for the U2KR league (or at least subsidizing them).

Feel free to pay at the door, but register as soon as you know you can make it, so that we will have an idea of the numbers. Of course, if you can pay in advance, please use the PayPal link below.

[size=20pt]Click Here to Pay[/size]

[font=Verdana][size=20pt]Click Here to Register[/size][/font]

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SPIKE! Magazine Blood Bowl Championship 2011 in Surrey, BC!
http://www.spiketournament.com
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Re: ThunderKrunch! II - Vancouver, BC Canada - June 18th, 20

Post by Weav »

Uggh! Bad timing! I'd love to attend but I already have flight plans for that day...have fun, see you guys at Spike!

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Re: ThunderKrunch! II - Vancouver, BC Canada - June 18th, 20

Post by generaljason »

No worries Jay. The last time we ran Thunderkrunch was back in 2009 as part of the U2KR GA. Going to Rat City Rumble in Seattle got the tournament bug going again and players around here didn't want to wait the whole summer to play another 1-day tournament before going to the Spike! in September. It'll be a lot of fun with BB and beers in downtown Vancouver. Too bad you can't make it out but looking forward to seeing you out for Spike! 2011!

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Thunderbowl - Home to the Spike! Magazine. Sept. 14-15, 2013.
http://thunderbowl.ca/tbsn/
http://spiketournament.com/
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