This is the ruleset to be used for the first 40KOrigins Bloodbowl Tournament at the 2017 Origins Gaming Convention.
PLEASE NOTE: Now that Games Workshop is releasing new Bloodbowl items there is a good chance one or more will be released before Origins takes place. This document may be revised at any point to up to one month prior to Origins to reflect any changes to the state of the game or rules in active use.
1 Tournament Format and Schedule
1.a Schedule and times
1.b Materials and Requirements
1.e Pairing/Match set-up
2.a Official Rules (and where to find them)
2.b Bonus Coach skill packs
2.c Tournament Inducement table
2.d Kickoff Event table
1 Tournament Format and Schedule
1.a Schedule and times
check-in : 9:30am
Game 1 : 10:00am – 12:15pm
Break : 12:15pm – 1:15pm
Game 2 : 1:15pm – 3:30pm
Game 3 : 3:45:00pm – 5:15pm
1.b Materials and Requirements
YOU ARE REQUIRED TO BRING THE FOLLOWING:
Your team (preferably painted) created using the Blood Bowl Competition Rules Pack, totaling 1,100,000 gps; including players, rerolls, coaching staff, apothecaries, (The bonus skills for the Bumbus Bowl do not count towards this total). Customization is awesome but please try to ensure each model is easily identifiable as the players/positions they represent.
Two copies of your 1,100,000gps roster(One for the Organizer). Please clearly note which Bonus pack you’ve chosen.
Block Dice, 2D6, 1D8, and 1D12 or higher for random player rolls.
We know there are many of you with your own awesome boards and things. Feel free to bring them and share their greatness but WE DO HAVE Boards, Range Finders, Balls and assorted Dice to use because we know traveling with such things can be disastrous not to mention cumbersome.
1.c Scoring Structure
1.d SPORTSMANSHIP – After your score sheet has been initialed please take a moment to circle a number you feel corresponds with how your opponent played/behaved during your match. Sportsmanship totals do not figure into tournament points but may factor in other ways.
1.e Pairing – There will be three games. This is a Resurrection-style tournament and injuries/SPP’s do not carry over from game to game. Swiss pairing will be used for all games. **Please let us know if you’re paired against someone you came with and/or play against at home all the time and we will mix it up for you.
2.a.1 Have Fun: Yes it’s a tournament/competitive event. Relax. Anxiety and Blood Bowl just don’t belong together
2.a.2 GW’s Blood bowl 2016 re-release and you.
In order to minimize confusion for those new to the game and learning from the GW BB2016 release we will be using the latest released kit from Games Workshop as our Rulebook-of-Record for all events BUT since the GW release schedule hasn’t quite caught up to the current state of the game as we know it there are some important items to note:
– All previously released 24 official teams are available and legal for use in all events.
– If a team, skill/trait, rule or Star Player exists for a team that has not as-yet made it into a GW re-release then the LRB6/CRP will be used as official reference
– The only pre-game Inducements to be used in this tournament are those listed in this document and are purchased during team roster creation from your initial 1.1million gp treasury.
2.a.3 Rules differences and errata
Veterans of Blood Bowl from years past will need to keep aware of a few things that have been tweaked.
– “Argue The Call” is a thing once again to keep fouling players around for the next kickoff.
– using the “Piling-On” skill will cost you a Team RR. This is NOT being used in our events. The older CRP rules for Piling-On are the NAF Sanctioned rule-of-record for the tournament.
– Human Catchers are cheaper by 10k in the new RB for no apparent reason
– Skaven Gutter-Runners get a special rule that helps with injuries
– Yes, The board size is larger but the passing distances and spaces covered are relative and unchanged. The Passing Chart included in this Primer is exactly the same as the one used in previous editions and the Range Finders are still accurate regardless of whether you use a new board or an older one.
– The NAF has been kind enough to collect all the current official tournament rules necessary and optional including available Star Players in this one document available to everyone here:
IF YOU DO NOT HAVE THE NEW 2016 BloodBowl Release from GW THAT’s OK!
It’s 99.9% identical to the CRP/LRB6 as we’ve been playing it for years. Any differences that matter are detailed in this document. You do not need to have the new Rulebook(s) to enjoy our events.
and to that end…
3.a.4 References: found at the new and improved http://www.bloodbowl.com
2016 “Teams of Legend” :
A brief FAQ for mid-game issues as they may arise:
Errata to the new Deathzone Add-on:
There’s also included at the end of this document a Range Chart for finding ranges for passing distances.
…with bonus/add-on teams here: http://www.thenaf.net/wp-content/uploads/2013/06/NewTeams.pdf
2.a.5 The unique KickOff table included with this document will be used for each game.(see below).
2.a.6 Inducements may be purchased for this tournament using the unique INDUCEMENTS table listed herein(below).
2.a.7 TIME LIMIT: All games will be two hours and fifteen minutes(135minutes) with no overtime. You do not need to time your turns if you choose not to but please be courteous and fair to your opponent. There are many who would rather have a great time playing 8 turns than a manic and much-less-fun rushed and crappy 16 turns. Discuss this with your opponent before kicking off and make every effort to keep your turns to four minutes or less.
2.a.8 ILLEGAL PROCEDURE will not be used. We’re all here to have fun after all and not everyone is as practiced as some. A kind reminder if a step is missed is always appreciated.
***This does NOT excuse cheating and/or just plain abusive opponents: contact the TO/an official with any concerns.
2.a.9 APOTHECARIES: Apothecaries automatically work. Put the hurt player in the Reserves Box until the next kickoff
2.a.10 WEATHER for all games will be rolled by the coaches playing the game and use the Weather table in the CRP
2.a.9 Injuries, Casualties and SPP’s do not carry over. Your roster will begin each game in exactly the same state.
2.a.10 Each coach may choose to use ONE of the Origins Coaches Skill packs listed below. Please clearly mark on your rosters which is used and which players received the benefit.
Note: Gold is for buying players only. Choose a Bonus Skill Pack if you want them to have skills they don’t start with.
Bonus Coaches Skill packs
Your roster must show which(if any) of the following bonus packs you choose from:
MidWest Resilience: Grant two players one additional skill from a category they could normally choose from without rolling Doubles.
An Hall Of Fame Resume’ : You may grant 2 skills to one player from categories they could normally choose from without Doubles.
Last Stop before the flat states : You gain 1 Team Re-Roll
Lake Erie Monster : You may grant one player +1 Str & Bonehead -OR- Grant one player any one of the following:
Bombadier, Stab, Chainsaw, Ball & Chain(this player will ALSO gain the Secret Weapon trait except for Ball and Chain(it’s penalty enough on it’s own)
2.c Bumbus Bowl Inducement table
INDUCEMENTS – You can purchase the below inducements as permanent additions to your team:
0-1 Wizard – 150,000
0-1 Master Chef – 300,000 (100k for Halflings!)
0-1 Igor – 100,000
0-2 Bloodweiser Babes – 50,000
0-2 Wandering Apothecaries – 100,000
0-3 Bribes – 100,000 (50k for Goblins)
0-2 Star Players – Price per listing in Rulebook
**If two teams both have the same Star Player, the coaches decide which is the evil twin and gets to wear the Goatee but each can otherwise use the Star without restriction.
2.d Origins Kickoff Event table:
Bumbus Bowl Kickoff Table:
2: Blue State/Red State : A gentlemanly pre-game discussion of policy has inflamed two opposing players to rabid violence on the field. Officials drive a wedge between them and banish them to separate holding rooms to cool off. Each coach selects a random opposing player. That player is placed in the Reserves box the remainder of the drive.
3: If ya don’t like the weather… : …stick around another five minutes! Every third player turn a new roll on the Weather table is made and the game continues with that new roll in effect.
4: OH!-I …oh? : A squirrel bounds through the legs of the kicking team desperately hunting for a lost buckeye and sending the kicking team into confusion. The receiving team may move each of its’ models one space in any direction . This is a free move that ignores tackle zones and may be used to enter the opponents half of the pitch.
5: Origins-Beginnings : A fan on the sidelines is so excited and full of brew he charges onto the field eager to help in any way his addled brain can imagine. Each coach rolls a d6 and adds his Fan Factor. The coach with the higher result gains one additional player on the pitch(placed in any space in that coach’s end zone) until the end of the current drive. This player has the profile of the basic Lineman for that team.
6: The River’s Rising! This round of clouds has brought much more than usual. The river’s overflowing and doesn’t look to be stopping. Everyone’s got moving quicker to get the game done so they can find higher ground! Every player gains +1 Mv for the duration of the drive.
7: Steel Valley Core : There’s a little extra grit in the men on this field. All injury rolls of KO become Stunned for the duration of this drive.
8: Origins-Renewal : Nuffl’s favor looms large and the sky’s part with blinding benevolence(for a change). All Seriously Injured models on both teams are moved into the KO box.
9: Flyover THIS! : A suspicious updraft seems to be toying with the ball as it sails through the air. All passing attempts gain a +1 to the roll.
10: The Farmer’s plow : Game or not! The planting needs done and it waits for no man. A disgruntled farmer suddenly begins plowing his rows and turning the field into a mess. Place a Deathroller on the pitch at the line of scrimmage(roll for random side choice). This model follows all the rules and traits of the Dwarven Deathroller. At the beginning of each player turn it moves straight forward from that sideline D3 spaces and any model in it’s path is considered ‘Blocked'(all normal rules for blocking and their results are followed). Remove this model once the drive ends.
11: Never stop! Never surrender! : Brothers in arms give every ounce and inspire everyone that witnesses them. The Team with the fewest points has a Random player gain Frenzy and Dauntless until the end of the drive. If the score is tied disregard this result.
12: Buckeye Blitz : WOOOaa Yeeeah! The man in the back said ‘Everyone Attack! and it…
The kicking team can take a free game turn but can only move D3 players which are not currently in an opponents’ tackle zone(just like a normal ‘Blitz!’ but only with D3 players).