Bourbon City Brawl Sevens Tournament Rules
Sevens teams may not have fancy stadiums or grand facilities, but they do have something else: a fondness for free samples. The Bourbon City Brawl often hosts games in the vicinity of distilleries along the famed Bourbon Trail, and visiting teams tend to get a little too enthusiastic about the pre-game "hospitality." As a result, games played on these pitches tend to feature more stumbling than strategy, with players wobbling through hangovers, mysterious memory gaps, and sudden "breaks" to find a quiet place to lie down.
These games use the following special rule — representing the full-blown aftermath of a team tour gone awry — and the BCB Weather Table.
Bourbon City Hospitality
The team has clearly had too many samples before kickoff, and the after-effects are hitting hard. Whenever a player suffers a Push Back result from a Block or Blitz action, roll a D6. On a 1, the player loses their balance and crashes to the ground — treat the result as a POW! instead.
Bourbon City Brawl Weather Table (2D6)
2 — “Where’s the Derby”
A horde of confused and disgruntled festival-goers and tourists storms the stadium, furious to discover it's not Derby weekend. Dressed to impress in their finest hats and bowties, they blame the players for the mix-up. Both coaches roll off. The coach who rolls lowest must randomly select one player from those on the pitch. That player has to serve mint juleps and bourbon flights from the Reserves box to keep the peace until this weather condition ends. If tied, both coaches lose a player. If this result is rolled again, repeat—bourbon doesn’t improve their memory.
3 — Couch Fire Smoke
The traditional post-loss ritual of couch burning has gotten out of hand, and now the whole pitch is wreathed in acrid, choking smoke... and the game’s still in progress! While this condition is in effect, only Quick and Short Pass actions may be attempted, and players may only Rush 1 square. Visibility is so bad, and the ref is so distracted that Fouls cannot result in being Sent Off, even on natural doubles.
4-10 — Crisp Autumn Day (Almost Perfect)
The leaves are turning, the bourbon is flowing, and the only real problem is the faint scent of 11 herbs and spices and some kerfuffle in the stands… Something about a “Little Brother?” Otherwise, it’s fine Blood Bowl weather. Play as normal.
11 — Fall Downpour
Classic Kentucky weather strikes again. Clear skies turn to soaking sheets of rain without warning. All Agility tests made to catch, pick up the ball, or interfere with a pass suffer a -1 modifier. Everyone’s cold, wet, and looking for a flask.
12 — Thunder Rehearsal
One of the barge captains decided to "get ahead of next year" by running a full-scale fireworks dress rehearsal—and didn’t bother to check if there was a Blood Bowl game scheduled nearby. Now the sky is lit up with a relentless barrage of fireworks, mortars, and the occasional flaming porta-potty falling from above. At the end of each team turn, roll a D6. On a roll of 1, a randomly selected player on the active team is Knocked Down by a stray explosion or debris. You may apply a +1 modifier to either the Armour or Injury roll (your choice, made after rolling). The crowd is thrilled. The players are terrified. The barge captain remains unapologetic.