Welcome to the Tidebound Seacoast Cup. We will play 3 rounds of Swiss. Pairings will be random in the first round.
A win will be worth 36 points but if by 2+ TDi then it will be worth 40 points. A draw awards 17 points. A loss will be worth 5 points or no points if by 2+ TD. Tiebreakers will be in order: TD difference, most TD scored, most CAS inflicted, head to head and random method by the TO, if needed.
Awards:
Champion (Winner)
Moral Champion (First runner up)
Most Brutal (Most CAS inflicted)
Best Offense (Most TDs scored)
Best Defense, Stunty Cup will be recognized on the NAF website as usual.
Schedule:
9:15 to 10:00 Check in
10:00 to 12:30 Round One
12:30 to 13:30 Lunch
13:30 to 15:45 Round Two
16:00 to 18:15 Round Three
18:30 Prizes and Awards
NAF members register for US$ 5.
NonNAF members, register to NAF first then sign up for the tournament.
Please send PayPal to Marcusguena@yahoo.com including NAF handle and number.
Probably a good idea to send me an e-mail to make sure I saw it.
Pre-registration is highly encouraged. We have a hard cap at 30 coaches due to physical space.
Please bring 3 copies of your roster, in addition to the usual (team, markers, pertinent rules documents, etc).. No need to bring pitches.
Legal rosters submitted to the TO prior to 9/27 will receive one free assistant coach and one cheerleader.
Tiers are as defined by GW’s most current errata except that Vampires are tier 1 (instead of 2).
Teams will be built with 1.4M.
Tier one teams can assign 8 additional primary skills.
Tier two teams can assign 10 additional primary skills, and one additional secondary (or primary).
Tier three teams can assign 11additional primary skills and two additional secondary (or primary).
A maximum of 6 skills can be added to a single player (adding skills to Star Players is not permitted).
Inducements present in the Official Rules book may be purchased.
Exception: No wizard, weather mage, Special Play cards, mercenary or biased referee are permitted.
Each team can purchase, at most, one Star Player (ok to buy two if they come as a package, such as the Swift Twins). The roster needs to have at least 11 players before buying a Star Player.
Mega Stars are banned.
Also banned:
Estelle La Veneaux
Skitter Stab Stab
Rodney Roachbait
Count Luthor Von Drakenborg
We are using modified Kick Off and Weather Tables.
Kick Off Table
* 2 (Get The Ref): Each Team gets a free bribe Inducement as described on page 91. This Inducement must be used before the end of the game or it is lost
* 3 (Time-Out): If the kicking team's turn marker is on turn 6, 7 or 8 for the half, both coaches move their turn marker back one space. Otherwise, both coaches move their turn marker forward one space
* 4 (Solid Defense): D3 Open players on the kicking team may be removed and set up again in different locations, following all of the usual set-up rules.
* 5 (High Kick): One Open player on the receiving team may be moved any number of squares, regardless of their MA, and placed in the same square that the ball will land in.
* 6 (Cheering Fans): Both coaches roll a D6 and add the number of cheerleaders on their Team Draft list. The coach with the highest total may immediately roll twice on the (Exhibition) Prayers to Nuffle table. In the case of a tie, neither coach rolls on the Prayers to Nuffle table. Note that if you roll a result that is currently in effect, you must re-roll it. However, if you roll a result that has been rolled previously but has since expired, there is no need to re-roll it.
* 7 (Brilliant Coaching): Both coaches roll a D6 and add the number of assistant coaches on their Team Draft list. The coach with the highest total gains one extra team re-roll for the rest of the half. If this team re-roll is not used before the end of this half, it is lost. In the case of a tie, neither team gets an extra team re-roll.
* 8 (Changing Weather): Make a new roll on the Weather table and apply that result. If the weather conditions are ‘Magical Breeze’ as a result of this roll, the ball will scatter, as described on page 25, before landing.
* 9 (Quick Snap): D3 Open players on the receiving team may immediately move one square in any direction.
* 10 (Blitz!): D3 Open players on the kicking team may immediately activate to perform a Move action. One may perform a Blitz action and one may perform a Throw Team-mate action. If a player on the kicking team Falls Over or is Knocked Down, no further players may be activated and the Blitz! ends immediately.
* 11 (Officious Ref): Both coaches roll a D6 and add their Fan Factor to the result. The coach that rolls the lowest randomly selects one of their players from among those on the pitch, in the case of a tie, both coaches randomly select a player. Roll a D6 for the selected player(s), On a roll of 2+, the player and the referee argue and come to blows, The player is Placed Prone and becomes Stunned. On a roll of 1 however, the player is immediately knocked out
* 12 (Pitch Invasion): Both coaches roll a D6 and add their Fan Factor to the result. The coach that rolls the lowest randomly selects D3 of their players from among those on the pitch. In the case of a tie, both coaches randomly select D3 of their players from among those on the pitch. All of the randomly selected players are Placed Prone and become Stunned.
Modified Coastal Weather Table
* 2 (Gale Force Winds): The wind is unbelievably strong, making passing play impossible and even affecting the kick-off! Whilst this weather condition is in effect, ignore Step 2 of the Start of Drive sequence – it is not possible for a kick-off to be resolved and a touchback is automatically caused instead. Additionally, whilst this weather condition is in effect, no Pass actions or Throw Team-mate actions can be performed.
* 3 (Strong Winds): If it wasn’t for the winds, it would be a lovely day. The ball does not deviate normally. Instead, after placing the kick, the coach of the kicking team rolls a D8 to determine the direction in which the wind is blowing:
* D8 - WIND DIRECTION
* 1-2 Towards the kicking team’s End Zone.
* 3-4 Towards the receiving team’s End Zone.
* 5-6 Towards the Sideline to the left of the kicking team.
* 7-8 Towards the Sideline to the right of the kicking team.
* Next, place the Throw-in template over the square in which the kick was placed, with the central arrow (3-4) pointing in the direction in which the wind is blowing. The kick then deviates in a direction determined by rolling a D6 and referring to the Throw-in template. Additionally, the number of squares the ball moves is determined by rolling a D8, rather than a D6.
* 4-10 (Magical Breeze): It seems the wind is always at your back. +1 to all passes but apply one additional bounce for all kicks, and scatter for inaccurate passes. This applies to passing the ball only (does not apply to bombs, thrown team mates, etc). This weather makes the sand very soft (apply -1 to all armor rolls - i.e. it is more difficult to break armor).
* 11 (Torrential Rain): A torrential downpour is making the ball slippery and difficult to hold. Apply a -1 modifier every time a player makes an Agility test to catch or pick up the ball, or to attempt to interfere with a pass. Additionally, the poor visibility means that only Quick and Short passes can be attempted. Finally, all players on the pitch subtract 1 from their MA. However, such extreme downpours seldom last long. During the End of Drive sequence, after Step 2 but before Step 3, roll again on the Weather table.
* 12 (Blizzard): Freezing conditions and heavy falls of snow make the footing treacherous. Apply a -1 modifier every time a player attempts to Rush an extra square. Additionally, the poor visibility means that only Quick and Short passes can be attempted.