Dust Bowl Tournament Pack

 

Tournament Rules Pack 1.1

 

 

 

Top Deck Games

5970 East 31st Street #K

Tulsa, Oklahoma 74135

 

 

Located in the Mini-Mall 31 shopping center

 

Cost

Pre-register by April 28, 2013 is $15

At the door the day of the event is $20

Signing up for the tournament is simple:

Send an email to dustbowlbb@gmail.com. Include your name and the town you are coming from. If youhave a  NAF name and/or NAF number then include those as well.

The cost for the tournament is:

Pre-register by April 28, 2013 is $15. After the 28th the event is $20.

You can pay the entry fee through paypal. We will include instructions when we reply to your email after signing up.

You will get an extra set of d6 dice with the alternate color when you arrive for signing up early.

The tournament pack of rules will be emailed to you upon signing up. It will have the information found here on the website all in one pdf file. 

Pre-Registered Players: please turn in rosters by email for approval on or before April 28, 2013.

 

Tournament Schedule

Registration                           9:00 – 9:45

Round 1 (Random)                 9:45 – 12:00

Lunch                                      12:00 – 1:00

Round 2 (Swiss)                    1:00 – 3:15    

Break                                      3:15 – 3:30

Round 3 (Swiss)                    3:30 – 5:45   

Break                                      5:45 – 6:00

Closing Ceremonies/ Awards           6:00

What you should bring:

ü  Your Painted Blood Bowl Team

ü  Five Copies of team roster (one – you, three – your opponents, one – tournament referee)

ü  Blood Bowl Field/Dugouts/Templates

ü  GW or NAF Block Dice & D8

ü  Printed Copy of Competition Rules. (CRP/LRB6)             

ü  Plus the three new teams list (Chaos Pact, Slann, Underworld)   

Things we will provide:

ü  Pen

ü  Nametag

ü  Match Sheet

ü  Custom Dice

ü  Awards

Tournament Rules:

 -3 games which will include 2 rounds of Swiss pairing.

 -Weather will be rolled for by the top table at the beginning of each round. The weather result will apply to everyone’s games. The Dust Bowl Weather chart will be used instead of the Weather Table in LRB 6.0. You can find a copy of the weather table at the end of this document.

 -The Dust Bowl Kickoff Table will be used instead of the Kickoff table in LRB 6.0. You can find a copy of the kickoff table at the end of this document.

 -Any official team in the LRB 6.0 is welcome, as well as the three new races, Slann, Chaos Pact, and Underworld.

 -Tournament will be a resurrection style tournament. So any injuries your team suffers will not carry over to the next game, and any SPPs they earn will also be erased. The roster you start the tournament with will be the same for each round you play.

 -In the spirit of good sportsmanship, Illegal Procedures will not be called. The 4-minute turn rule will not be strictly enforced however if the Tournament Referee feels the game may not finish in the time allotted, he may insist you use a timer and begin enforcing the 4-minute rule.

 -The two and one quarter hour rounds WILL be strictly enforced. You will receive ‘Time Remaining’ updates from the Tournament Referee to help you stay on pace.

 -You are required to share dice with your opponent. Only GW or NAF Block Dice and only the Dust Bowl D6’s received at registration may be used. You and your opponent should decide whose set of dice will be used.

 NAF Tournament Info

This is a NAF approved US Major tournament. If you wish to receive limited edition colored Block Dice and have your tournament progress tracked, there will be an NAF Official onsite accepting registration for the cost of $10/year. More information can be found at http://TheNAF.net

 Team Building Rules

You are given 1,100,000 gold pieces to build your team using CRP team lists or the three additional team lists. You may purchase the following:

Ø  Players

Ø  Bloodwesier Babes

Ø  Bribes

Ø  Extra Team Training

Ø  Master Chef

Ø  Star Players

Ø  Wandering Apothecaries

Ø  Cheerleaders

Ø  Assistant Coaches

 -Before the tournament begins you will have 190k to spend on skills and improvements for your players. No single player may be given more than 40k in skills/upgrades. No skill or stat increase may be taken more than 4 times.

 Use the following pricing.

20,000 New Skills

30,000 Skills that can only be taken on doubles

30,000 +MA or +AV

 These are the only improvements you may choose. If you have any remaining money it is lost, you don’t get to add it to your team value. The Leader skill may not be chosen.

 -If you are including a Star Player from the CRP Rule Book, you must still have 11 players on your team BEFORE being able to hire them. Having 10 plus a Star Player is not allowed.

 Awards

The Awards are:

Ø  Dust Bowl Champion (Most tournament points)

Ø  2nd Place (2nd in tournament points)

Ø  3rd Place (3rd in tournament points)

Ø  Wall of Sand Award (Fewest TDs allowed)

Ø  Twister Award (Most TDs scored)

Ø  Dust Devil Award (Most CAS inflicted)

Ø  Fell off the Truck Award(Winner of the least amount of tournament points)

Ø  Shining through the Dust Award (Best Appearance) voted on by the coaches

Ø  Best Sportsmanship Coach determined by the coaches and Tournament Referee (as required)

Good ole’ fashion socialism

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 referee reserve the right to adjust the awards, i.e. the coach winning the Fell off the Truck Award has to have played in all 3 rounds.

Rule for Multiple of the Same Star Player

If both teams play the same Star Player then both teams may field that Star Player.

Overtime

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

Scoring

After each round you will fill out both the game sheet and the etiquette sheet based on the game just completed.

o   A WIN is worth 60pts

o   A DRAW is worth 30pts

o   A LOSS is worth 10pts

o   If you lost by 1 Touchdown, you earn +2 bonus pts.

o   If you caused 1 more CAS from Blocking than opponent you earn +2 bonus pts.

o   If you caused 2 or more CAS from Blocking than opponent you earn +5 bonus pts.

o   If you clear the pitch you earn +5 bonus pts.

o   If you won by 2 Touchdowns you earn +2 bonus pts.

o   If you won by 3 or more Touchdowns you earn +5 bonus pts.

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!

Dust Bowl Weather Table

2D6

Result

2

Sweltering Heat: It’s so hot and humid that some players collapse from heat exhaustion. Roll a D6 for each player on the pitch at the end of a drive. On a roll of 1 the player collapses and may not be set up for the next kick-off.

3

Very Sunny: The winds have cleared out the dust clouds and it is a glorious day, but the blinding sunshine causes a -1 modifier on all passing rolls.

4-10

Nice: Perfect Blood Bowl weather.

11

Lack of Water: The lack of water around the pitch is leaving the players tired and thirsty.  A -1 modifier applies to all catch, intercept, or pick-up rolls.

12

Wall of Sand: There is a huge wall of sand which has settled on the pitch. The sand has severely reduced the ability of the players which means that any player attempting to move an extra square (GFI) will stumble and be Knocked Down on a roll of 1-2, while the wall of sand means that only quick or short passes can be attempted.

Dust Bowl Kickoff Table

2D6

Result

2

Twister Sisters: Two little dust devils appear in the clouds and then they touch down onto the field. Both Players roll a D6 and reroll ties. Starting with the higher roll, both players resolve a dust devil. A dust devil begins in the center square of your line of scrimmage. It operates like a goblin fanatic on your team (Strength 7 with Juggernaught and the Ball and Chain skills). The dust devil does not affect the starting square if occupied and also a skull die result is treated as a push die result. The dust devil makes 4 moves then dissipates.   

3

Okie’s Crashing the Pitch: A couple of wagon loads of Okie’s run onto the pitch looking for work. If the receiving team’s turn marker is on turn 7 for the half, both teams move their turn marker back one space as the referee resets the clock back to before the fight started. If the receiving team has not yet taken a turn this half the referee lets the clock run on while the Okie’s are escorted off the pitch and both teams’ turn markers are moved forward one space. Otherwise roll a D6. On a 1-3, both teams’ turn markers are moved forward one space. On a 4-6, both teams turn markers are moved back one space.

4

Blowing Sand: The sand in the blowing wind got in the eyes of the receiving team. The kicking team can set up again into another legal defense. The receiving team must remain in the set-up chosen by their coach.

5

Winds Aloft: The winds have taken the ball and kept it in the air a bit longer. Any one player on the receiving team who is not in an opposing player’s tackle zone may be moved into the square where the ball will land no matter what their MA may be, as long as the square is unoccupied.

6

Some Okie’s Out of Work: The fans have started to not cheer as much. Their heads are turned as they notice hordes of Okie’s out of work which surrounding the outside of the pitch. More appear to be coming. The Cheerleaders are starting to cheer even more to keep the fans into the game. Each coach rolls a D3 and adds their teams’ FAME and the number of cheerleaders on their team to the score. The team with the lowest score is becoming more depressed by their fans’ lack of cheering and loses an extra re-roll this half. If both teams have the same score, then both teams lose a re-roll.

7

Change Weather: Make a new roll on the Dustbowl Weather table. Apply the new Weather roll. If the new Weather roll was a ‘Nice’ result, then a gentle gust of wind makes the ball scatter one extra square in a random direction before landing.

8

Some Okie’s Get Work! Some of the coaching staff have found some very talented Okie’s and have recruited them to help in this match. Each coach rolls a D3 and adds their FAME and the number of assistant coaches on their team to the score. The team with the lowest total loses a team re-roll. In case of a tie both teams lost a team re-roll.

9

Water for Everyone! The water boy “found” some water for your team to drink and the kicking team is parched. The offence starts their drive a fraction of time before the defense is ready, catching the kicking team gasping for water. 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.

10

Glaring Sun: The sun is glaring off the dust swirling around the stadium. The defense starts their drive a fraction of time before the offence is ready, catching 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 may not perform an Action. The kicking team may use team re-rolls during a Blitz. If any player suffers a turnover then the bonus turn ends immediately.

11

Falling Debris: A dust devil has been carrying clumps of rock during its run and now the dust storm dissipates over the pitch.  Rocks fall from the sky as the crowd screams trying to alert the players. Each coach rolls a D6 and adds their FAME (see page 18) to the roll. The fans of the team rolls higher are the ones that caught the attention of their players. In the case of a tie a rock hits each team! Decide randomly which player in the other team was hit (only players on the pitch are eligible) and roll for the effects of the injury straight away. No Armor roll is required.

12

Swirling Dust Storm: Fans start covering their faces as the winds grow in strength. The stands create a perfect funnel for a huge swirling dust storm. Both Players roll a D6 and reroll ties. Starting with the higher roll, both players resolve a swirling dust storm. Each coach rolls 1d6 and 1d8 for each player on their team on the pitch. If the result of the d6 is a “6” that player is scattered in the direction of the D8 and is stunned. Any other die result scatters that player in the direction of the D8. If a player is scattered into an occupied square then move all players in the same direction one square as indicated by the D8. If a player is pushed into the crowd, place the player into the reserve box. The fans are trying to steady themselves and are too busy to damage a player.
     

Weather and Kickoff Tables

These are the Dustbowl Weather and Kickoff tables we will be using during the tournament.

 The first table will roll weather to start the round for all tables. 

Dust Bowl Weather Table

2D6

Result

2

Sweltering Heat: It’s so hot and humid that some players collapse from heat exhaustion. Roll a D6 for each player on the pitch at the end of a drive. On a roll of 1 the player collapses and may not be set up for the next kick-off.

3

Very Sunny: The winds have cleared out the dust clouds and it is a glorious day, but the blinding sunshine causes a -1 modifier on all passing rolls.

4-10

Nice: Perfect Blood Bowl weather.

11

Lack of Water: The lack of water around the pitch is leaving the players tired and thirsty.  A -1 modifier applies to all catch, intercept, or pick-up rolls.

12

Wall of Sand: There is a huge wall of sand which has settled on the pitch. The sand has severely reduced the ability of the players which means that any player attempting to move an extra square (GFI) will stumble and be Knocked Down on a roll of 1-2, while the wall of sand means that only quick or short passes can be attempted.

Dust Bowl Kickoff Table

2D6

Result

2

Twister Sisters: Two little dust devils appear in the clouds and then they touch down onto the field. Both Players roll a D6 and reroll ties. Starting with the higher roll, both players resolve a dust devil. A dust devil begins in the center square of your line of scrimmage. It operates like a goblin fanatic on your team (Strength 7 with Juggernaught and the Ball and Chain skills). The dust devil does not affect the starting square if occupied and also a skull die result is treated as a push die result. The dust devil makes 4 moves then dissipates.   

3

Okie’s Crashing the Pitch: A couple of wagon loads of Okie’s run onto the pitch looking for work. If the receiving team’s turn marker is on turn 7 for the half, both teams move their turn marker back one space as the referee resets the clock back to before the fight started. If the receiving team has not yet taken a turn this half the referee lets the clock run on while the Okie’s are escorted off the pitch and both teams’ turn markers are moved forward one space. Otherwise roll a D6. On a 1-3, both teams’ turn markers are moved forward one space. On a 4-6, both teams turn markers are moved back one space.

4

Blowing Sand: The sand in the blowing wind got in the eyes of the receiving team. The kicking team can set up again into another legal defense. The receiving team must remain in the set-up chosen by their coach.

5

Winds Aloft: The winds have taken the ball and kept it in the air a bit longer. Any one player on the receiving team who is not in an opposing player’s tackle zone may be moved into the square where the ball will land no matter what their MA may be, as long as the square is unoccupied.

6

Some Okie’s Out of Work: The fans have started to not cheer as much. Their heads are turned as they notice hordes of Okie’s out of work which surrounding the outside of the pitch. More appear to be coming. The Cheerleaders are starting to cheer even more to keep the fans into the game. Each coach rolls a D3 and adds their teams’ FAME and the number of cheerleaders on their team to the score. The team with the lowest score is becoming more depressed by their fans’ lack of cheering and loses an extra re-roll this half. If both teams have the same score, then both teams lose a re-roll.

7

Change Weather: Make a new roll on the Dustbowl Weather table. Apply the new Weather roll. If the new Weather roll was a ‘Nice’ result, then a gentle gust of wind makes the ball scatter one extra square in a random direction before landing.

8

Some Okie’s Get Work! Some of the coaching staff have found some very talented Okie’s and have recruited them to help in this match. Each coach rolls a D3 and adds their FAME and the number of assistant coaches on their team to the score. The team with the lowest total loses a team re-roll. In case of a tie both teams lost a team re-roll.

9

Water for Everyone! The water boy “found” some water for your team to drink and the kicking team is parched. The offence starts their drive a fraction of time before the defense is ready, catching the kicking team gasping for water. 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.

10

Glaring Sun: The sun is glaring off the dust swirling around the stadium. The defense starts their drive a fraction of time before the offence is ready, catching 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 may not perform an Action. The kicking team may use team re-rolls during a Blitz. If any player suffers a turnover then the bonus turn ends immediately.

11

Falling Debris: A dust devil has been carrying clumps of rock during its run and now the dust storm dissipates over the pitch.  Rocks fall from the sky as the crowd screams trying to alert the players. Each coach rolls a D6 and adds their FAME (see page 18) to the roll. The fans of the team rolls higher are the ones that caught the attention of their players. In the case of a tie a rock hits each team! Decide randomly which player in the other team was hit (only players on the pitch are eligible) and roll for the effects of the injury straight away. No Armor roll is required.

12

Swirling Dust Storm: Fans start covering their faces as the winds grow in strength. The stands create a perfect funnel for a huge swirling dust storm. Both Players roll a D6 and reroll ties. Starting with the higher roll, both players resolve a swirling dust storm. Each coach rolls 1d6 and 1d8 for each player on their team on the pitch. If the result of the d6 is a “6” that player is scattered in the direction of the D8 and is stunned. Any other die result scatters that player in the direction of the D8. If a player is scattered into an occupied square then move all players in the same direction one square as indicated by the D8. If a player is pushed into the crowd, place the player into the reserve box. The fans are trying to steady themselves and are too busy to damage a player.

Scoring in the Dust Bowl

Scoring

After each round you will fill out both the game sheet and the etiquette sheet based on the game just completed.

o   A WIN is worth 60pts

o   A DRAW is worth 30pts

o   A LOSS is worth 10pts

o   If you lost by 1 Touchdown, you earn +2 bonus pts.

o   If you caused 1 more CAS from Blocking than opponent you earn +2 bonus pts.

o   If you caused 2 or more CAS from Blocking than opponent you earn +5 bonus pts.

o   If you clear the pitch you earn +5 bonus pts.

o   If you won by 2 Touchdowns you earn +2 bonus pts.

o   If you won by 3 or more Touchdowns you earn +5 bonus pts.

Overtime

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

Tournament Schedule

Tournament Schedule

Registration                          9:00 – 9:45

Round 1 (Random)            9:45 – 12:00

Lunch                                      12:00 – 1:00

Round 2 (Swiss)                 1:00 – 3:15    

Break                                      3:15 – 3:30

Round 3 (Swiss)                  3:30 – 5:45   

Break                                       5:45 – 6:00

Closing Ceremonies/ Awards           6:00

Tournament Rules

Tournament Rules:

-3 games which will include 2 rounds of Swiss pairing.

-Weather will be rolled for by the top table at the beginning of each round. The weather result will apply to everyone’s games. The Dust Bowl Weather chart will be used instead of the Weather Table in LRB 6.0.  

-The Dust Bowl Kickoff Table will be used instead of the Kickoff table in LRB 6.0.

-Any official team in the LRB 6.0 is welcome, as well as the three new races, Slann, Chaos Pact, and Underworld.

 -Tournament will be a resurrection style tournament. So any injuries your team suffers will not carry over to the next game, and any SPPs they earn will also be erased. The roster you start the tournament with will be the same for each round you play.

 -In the spirit of good sportsmanship, Illegal Procedures will not be called. The 4-minute turn rule will not be strictly enforced however if the Tournament Referee feels the game may not finish in the time allotted, he may insist you use a timer and begin enforcing the 4-minute rule.

 -The two and one quarter hour rounds WILL be strictly enforced. You will receive ‘Time Remaining’ updates from the Tournament Referee to help you stay on pace.

 -You are required to share dice with your opponent. Only GW or NAF Block Dice and only the Dust Bowl D6’s received at registration may be used. You and your opponent should decide whose set of dice will be used.

Rule for Multiple of the Same Star Player

If both teams play the same Star Player then both teams may field that Star Player.

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!