Capital City Kick Off '26 : The Great WITCH Craze
Come KICK off the GLAM season of 2026 in Ottawa! This is the 18th iteration of the tournament. This year we will be theming everything around Imperial Nobility with a goal of promoting this team!! Two special prizes will be on offer for Imperial Nobility Coaches!
VENUE
MultiZone
130 Boulevard Gréber
Gatineau, Québec
J8T 6H5
SCHEDULE
Saturday, January 17th
8.30 Registration
9:00-11:30 Game 1
11:30-12.15 Lunch
12:15-14:45 Game 2
14:45-15:05 Break
15:05-17:35 Game 3
17:35-18:00 Skills Draft
Sunday, January 18th
9:00-11:30 Game 4
11:30-12.15 Lunch
12:15-14:45 Game 5
14:45-15:00 Break
15:00-15:30 Raffle draw and prize ceremony
COST
$40 for NAF members
$50 for non-NAF members
Please pay by interac etransfer to ian@ianmckinley.com
Alternative payment methods can be discussed via email with the Tournament Organizers
GENERAL PRINCIPLES
The CCKO will be played under the BB2025 ruleset. As this tournament comes just 2 months after the release of the new edition of Blood Bowl, and the ruleset needed developing at the time of release, please accept that CCKO Tournament Organizers have built this ruleset without any win rate data at all, using their experience with the game and best analysis of how the rule and roster modifications will impact competitive play.
All core rules in the new edition will apply for CCKO as approved by the NAF Regulations for Tournaments (https://www.thenaf.net/tournaments/nafdocs/naf-regulations-for-tournaments/ ) and the NAF Annual review (https://www.thenaf.net/tournaments/annual-review/).
Please take note: Two particular elements of the 2025 edition will NOT be used and acceptance of these decisions is a condition for CCKO registration because they can impact negatively upon game play.
1) Whilst players may use the new tokens that come in the Season 3 box for prone and stunned players, CCKO will not permit those miniatures to remain standing. Place them either face down or face up on the pitch as per the historic Blood Bowl rules. If your miniatures are precious to you and you do not wish to place them prone on the pitch, remove them from the field of play and use prone/stun tokens. That said, if both coaches wish to leave their prone/stunned players standing, they may do so.
2) There is a mechanism to punish stalling outlined on pages 80 & 81 of the new rulebook. This mechanism, like that for Illegal Procedure in BB2016 (which the NAF did not enforce), is open to abuse, particularly by experienced coaches. Therefore the mechanism will not be used unless the NAF subsequently rules it must be before the CCKO is held.
We will publish a CCKO FAQ that will note our interpretations on rules questions and skill interactions arising from the BB2025 rules.
Registrants will be given dice upon checking in ahead of Round One on Saturday, January 17. These tournament dice should be used. However, we will also permit the use of NAF dice, official Blood Bowl dice, GLAM dice, and past CCKO dice.
TEAM BUILD & SKILL SELECTION
Each team must hire a minimum of 11 players. Any unspent cash at roster creation will be lost and all teams will be considered having the same Current Team Value (CTV) for the purpose of inducements.
Cash given is also used to buy rerolls, assistant coaches, cheerleaders, apothecary and so on.
The CCKO is a resurrection tournament, so no SPP are gained, and injuries, casualties or deaths do not carry over from one game to the next.
Teams with the Masters of Undeath and Plague Ridden special rules can apply them. Players added to a team roster through a game as a result of those special rules are removed from the roster at the end of that game.
Teams will consist of a minimum of 11 players and a maximum of 16 players, including star players.
Star players can only be induced after 11 regular players have already been rostered. Star players can’t be given extra skills from the team’s skill budget. If both opposing teams are fielding the same star player in a game, both star players are allowed to play. Star players also count as Rostered Players for teams with players that are “Insignificant”.
The following shows the number of skills that can be taken and the cash available to your team:
Tier 1: Amazons, Dark Elves, Lizardmen, Necromantic Horror, Orcs, Underworld Denizens, Vampires, Wood Elves
Budget: 1,150,000 gps
Skills: 6 primary skills. No Stacking.
Stars Permitted? : No
Tier 2: Imperial Nobility, Norse, Old World Alliance, Skaven, Shambling Undead Tomb Kings
Budget: 1,160,000 gps
Skills: 7 primary skills. No Stacking.
Stars Permitted? : No
Tier 3: Bretonnians, Chaos Dwarves, Dwarves, Elven Union, High Elves, Humans
Budget: 1,160,000 gps
Skills: 8 primary skills. One player can stack two primary skills.
Stars Permitted? : No
Tier 4: Black Orcs, Chaos Chosen, Chaos Renegades, Khorne, Nurgle
Budget: 1,180,000 gps
Skills: 8 skills. Up to a single secondary can be taken. Two players can stack two primary skills.
Stars Permitted? : No
Tier 5: Gnomes, Goblins, Halflings, Ogres, Snotlings
Budget: 1,200,000 gps
Skills: 10 skills. Up to three secondaries can be taken. Three players can stack two primary skills.
Stars Permitted? : Yes (Maximum value of combined star players cannot exceed 250k). Each star chosen reduces the number of additional skills that can be added to the team by two. Super Stars (see the list below) cost 5 of the team’s additional skills.
The following stars are SUPER Stars for this ruleset: The Black Gobbo, Kreek Rustgouger, Mighty Zug, Ripper Bolgrot.
The following stars are BANNED for this ruleset: Bomber Dribblesnot, Cindy Piewhistle, Hakflem Skuttlespike, Grak & Crumbleberry, Maple Highgrove, Skitter Stab-Stab.
Please note: Slann are not permitted in the CCKO ‘26 owing to the fact that we do not have an updated roster for them.
Permitted Inducements are as follows:
Bribes 0-3 (0-6 for Bribery and Corruption Teams)
Bloodweiser Kegs 0-2
Wandering Apo 0-2
Mortuary Assistant 0-1
Plague Doctor 0-1
Riotous Rookies 0-1
Halfling Master Chef 0-1
Special Rules:
There are two special rules that will set the CCKO apart from most tournaments:
1) the traditional skills draft at the end of Day 1 will remain in place. The rules for the draft can be found below; and,
2) as per recent CCKO tradition, we have designated one team we see only rarely at regional tournaments and incorporated a special rule to promote their play. In 2026, the theme team is Imperial Nobility. The special rule to give them a minor buff can also be found below.
IMPERIAL NOBILITY SPECIAL RULE:
The theme for the tournament this year is The Great Witch Craze and as per usual, the theme team is getting a special little buff.
Under the influence of the Grand Theogonist and the Prince Bishops (the current religious rulers in control of Altdorf, Carroburg, and Wurtbad), the Grand Conclave compelled Emperor Karl Franz to purify the Empire from the evils of WITCHCRAFT! Fiery sermons from the pulpit and exhortations of roving fanatical friars have monopolized the imagination of the common peasant. Uncontrollable bouts of violence against anyone suspected of WITCHCRAFT have wracked the Empire. While the educated ruling elite are sceptical of this pogrom, they can do
little to control it.
Into this mad time comes CCKO ’26, eastern Canada’s biggest Blood Bowl tournament! Once per half, at the beginning of their team turn, an Imperial Nobility coach may metaphorically place a pointy black hat on one opposing player (ie. designate a target for the duration of the turn) and declare them a WITCH!
All Retainer Linemen lose themselves in the fanaticism of the current age. For the duration of that team turn, all Retainer Linemen are consumed by the GREAT WITCH CRAZE and gain the skills Dirty Player, Frenzy, and Pile Driver when throwing blocks or committing a foul against the designated opposition player. Thus, it is not unheard of for a Retainer Lineman to drive the hated WITCH towards other Retainers in order to bring righteous retribution to the WITCH! If
the designated opposition player is Knocked Down as a result of a Block Action (on its own or as part of a Blitz Special Action), the player who undertook the action MUST use their Pile Driver and Dirty Player Skills to commit a foul unless the target has already been removed from the pitch.
SKILLS DRAFT
At the end of the first day of the tournament, two rounds of skills draft will be held. Starting with the team with the fewest ranking points, then going up the general ranking, each coach will be able to choose a skill from the list below and assign it to a player who does not have the Loner skill and for whom this is a primary skill. The chosen skill must be accessible to the target player (for example, a Wood Elf will not be able to obtain the Two Heads skill).
Furthermore, only in the first round, a coach can forgo his second round pick and assign a skill to a player so that this skill is a secondary skill.
Once a skill is chosen, it is removed from the list and cannot be chosen by another team. The two skills drafted by the same team must be assigned to different players; on the other hand, the targeted players may have received one or more skills during the skills distribution stage (during team formation).
Please note that if the number of participating coaches exceeds 36, two copies of each skill will be made available. If the number of participants exceeds 72, three copies of each skill will be available.
Skills Available:
Agility: Catch, Diving Catch, Diving Tackle, Dodge, Defensive, Hit and Run, Jump Up, Leap, Safe Pair of Hands, Sidestep, Sprint, Sure Feet
Devious: Dirty Player, Eye Gouge, Fumblerooski, Lethal Flight, Lone Fouler, Pile Driver, Put the Boot In, Quick Foul, Saboteur, Shadowing, Sneaky Git, Violent Innovator
General: Block, Dauntless, Fend, Frenzy, Kick, Pro, Steady Footing, Strip Ball, Sure Hands, Tackle, Taunt, Wrestle
Mutations: Big Hand, Claws, Disturbing Presence, Extra Arms, Foul Appearance, Horns, Iron Hard Skin, Monstrous Mouth, Prehensile Tail, Tentacles, Two Heads, Very Long Legs
Passing: Accurate, Cannoneer, Cloud Burster, Dump-Off, Give and Go, Hail Mary Pass, Leader, Nerves of Steel, On the Ball, Pass, Punt, Safe Pass
Strength: Arm Bar, Brawler, Break Tackle, Bullseye, Grab, Guard, Juggernaut, Mighty Blow, Multiple Block, Stand Firm, Strong Arm, Thick Skull
Please send your rosters one week before the event to ian@ianmckinley.com (so, by January 10, 2026)
How does someone Win this?
Points will be awarded each game as follows:
5 Points Win
2 Points Draw
0 Points Loss
Tiebreakers:
- Opponent score
- Net TDs
- Net CAS*
- Coin Toss
* Please note: A Casualty will be awarded for any opposition Casualty that would generate Star Player Points (SPPs) for a coach’s player. Please take good note of this provision because in the BB2025 rules, some skills now allow for the accumulation of SPPs that have historically not generated SPPs. For example, a coach with a Chaos Chosen team now has Arm Bar on his Chaos Warriors, meaning that if an opponent tried to dodge away from one such player, failed,
broke his own armour, and then generated a Casualty on the Injury Table, this would count as a Casualty for the Chaos Chosen coach. This is only one example. Under the new ruleset, there are others.
PRIZES
There are trophies for:
The Winner
2nd Place
3rd Place
Most TD
Most CAS
Best Painted
Stunty Cup (please see the note regarding how to qualify for the Stunty Cup)
Wooden Spoon
Of course, the top Imperial Nobility Coach will also receive a prize!
Finally, the coach who purified the land of the most witches will earn the Purity of Sigmar Banner.
Each participant will receive a raffle ticket. Each trophy winner will receive an additional raffle ticket.
THE PURITY OF SIGMAR BANNER
The Witch Hunter Templars have commissioned a banner that they will bestow upon the team that removes the stain of WITCHCRAFT from the Empire, in Sigmar’s Holy Name. All coaches, not just Imperial Nobility coaches, may maintain a running tally of the points they accumulate as per the points system noted below. For the purposes of this special prize, the points must either be generated via the Imperial Nobility Special Rule, or, by inflicting KOs, CASes, or KILLs upon Dark Elf Witch Elves, or Gnome Tricksters:
- KO a WITCH! : 1 point
- CAS a WITCH! : 3 points
- KILL a WITCH! : 5 points
These points can come from any activation by the coach causing the KO, CAS, or KILL including via foul actions, the use of secret weapons, stabbing, projectile vomiting, pushing the victim into the crowd, thrown beer kegs (yes, we're looking at you, Thorsten), etc. It will NOT include opponents who fail dodges escaping a player's tackle zone, or opponents whose witches fail rushes, are blown up by their own team's bombs, etc.
QUALIFICATION FOR THE STUNTY CUP
In order to compete for the Stunty Cup, all players on your team must either:
- have a strength characteristic of 5 or greater, OR;
- have the Stunty Trait.
For example, a Halfling team that hires Rumbelow Sheepskin or Grombrindal, or a Snotling team that hires Glart Smashrip would render the team ineligible for the Stunty Cup. However, a Goblin team with Ripper Bolgrot would be eligible to win the Stunty Cup