Winter Solstice Slaughter 2025
Welcome back coaches to the annual Winter Solstice Slaughter! Following last year's migrating yeti herd, and the warpstone candy incident the year before that, the local population was relieved to see this year's winter festivities bring a nice group of wizards to the area. But in usual fashion, upon seeing bloodbowl games be prepared, they couldn't help but get involved themselves. Joining the sidelines for every team, the Lords of Winter!
Where & When
Saturday, December 13th, 2024
Game Kastle Austin
3407 Wells Branch Pkwy, Suite 800, Austin, TX 78728
Cost
$25 per team (NAF registration is required for participation. We can assist with this if needed)
All Events can be signed up and paid for by emailing the Tournament Organizer at brosev123@gmail.com. PLEASE include your name, NAF name, and NAF #
Venmo @Brock-Severson-2
CashApp $BrockSeverson
Paypal brosev123@gmail.com
Rosters
The tournament will be ran via Tourplay. All coaches must have their team made and entered before the day of the tournament.
Tournament Schedule
10:00am - Store opens
10:30am - Check-in Starts
11:00am - Round 1
1:15pm - Lunch Break
2:30pm - Round 2
4:30pm - Break
4:45 - Round 3
7:00 - Break
7:15 - Results/Awards/Raffles
What to Bring
Your painted AND labeled Blood Bowl team (3 colors, positions clearly discernible, and identification for added skills on the model, IE skill rings, colored bands, or similar)
It is strongly encouraged for your players to be numbered to help track skills/traits gained during games
Phone charger/portable charger to access Tourplay
Blood Bowl Field/Dugouts/Templates
GW or NAF Block Dice, two D6, D8, D16
Copy of Blood Bowl 2020 Official Rules
Team Building and Special Rules
Team Building
You'll have 1050k to build your team. You may purchase players, rerolls, fan factor, apothecary, coaches, cheerleaders and inducements as normal with this gold. You must have 11 or more players at this point.
Any of the 1050k that is not spent is lost
Then, you may spend up to 80k on skills. Stunty teams will have 120k for skills
Any of the allotted gold for skills not spent is lost
Skills- 80k (120k for stunty)
Primary skills cost 20k.
Secondary skills cost 40k
Stat increases are not allowed.
You may assign no more than 1 purchased skill to a player.
You may not assign the same skill to more than 2 players
- It’s the holidays, and all the famous players are taking time to go home to visit family. Therefore, there are NO STAR PLAYERS allowed
-Due to the weather, bringing in supplies or personnel for the tournament is very limited. The only available inducements will be: bribes, bloodweiser kegs, apothecaries, biased ref, team mascot, cheerleaders, assistant coaches, and dedicated fans.
-The Low Cost Linemen special rule will have no effect (Ogre and Snotling teams).
-Players will roll to determine weather at the start of the game.
-All Injuries will reset as this is a Resurrection Tournament
Lords of Winter
These arcane masters of ice and snow are joining teams to bring the heat…err, cold…to the games from the sidelines. A Lord of Winter gives unique abilities to a team. All coaches will have one Lord of Winter as part of their inducements for the tournament.
Ray of Frost- The Lord of Winter sends a whirlwind of ice and cold onto the field, potentially freezing unlucky players in a block of ice!
Once per game, you may cast this spell at the end of either player's team turn, before the next team turn begins.Choose a target square anywhere on the pitch and roll a D6 for each standing player (from either team) that occupies either the target square or a square adjacent to it:
On a 4+, the player is frozen. A frozen player loses all tackle zones, but gains block and stand firm, and may still use them, until activated.
Bring the Storm
-A Lord of Winter can manipulate the frigid conditions around them. A coach may use their Lord of Winter once per game, at the start of any one of your team turns, before activating any of your players. Roll on the Weather table, applying a modifier of +1, +2, -1 ,or -2 if desired. The weather result will take effect and last until the end of the opponent’s next team turn or the end of the drive, whichever comes first.
Weather Table
The harsh winter weather combined with the raw icy magic from the Lords of Winter are not making the conditions any better than usual.
2d6 Result
2 - 3 Howling Winds: The fans are shivering in the stands as a ferocious gale blows steadily down the pitch. Any pass attempts have an additional -1 modifier. Before a kickoff, each coach rolls a D6 (reroll ties) - the wind is blowing across the pitch towards the losing coaches sideline. Whenever the ball scatters, it will be blown across the pitch. Before making the Scatter roll, place the throw-in template over the ball so that the 3-4 result is pointing in the same direction as the wind, then roll a D6 and move the ball one space accordingly. Repeat this a second time, then scatter the ball as normal.
4 - 5 Blizzard: The heavy snow coming down has seriously affected visibility, players can barely see a few feet in front of them! Both coaches have a -1 modifier on all Go For It attempts, and only a quick or short pass may be attempted.
6 - 8 Brisk: The players may have icicles hanging off of them, but it’s as close to perfect as you can hope for this time of year! This counts as ‘Nice’ for purposes of Changing Weather on the kick-off table.
9 - 10 Heavy Snow: Visibility is low, it’s slippery underfoot and near impossible to spot tripping hazards, making it very hard to move and block effectively. Whenever a player makes a Blitz action, their ST is reduced by 1 for the duration of the action.
11 - 12 Freezing: A sudden cold snap turns the ground as hard as granite. Whenever a player is knocked down, add 1 to the result of the armor roll (apply this before Mighty Blow).
Kick-Off Event
2d6 roll
2 - Bribe the Ref: The ref has been brought a present! While he’s busy opening it, some players throw dirty fouls. 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 - No seconds?!?: The kitchen reports they are out of pumpkin pie, causing the fans to start a riot in the stands temporarily halting the game. By the time order is restored the timekeeper has been hospitalized and his sundial has been knocked over. The referee estimates the time left as best he can.
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 - FOOD FIGHT!: Some fans get riled up and start throwing food and drink onto the field, creating obstacles on the pitch. Both coaches roll a D6 and add their fan factor. The coach with the lower total will have -1 to their MA on all their players for the next turn, though they may make one additional rush that turn.
5 - The Defense Sees You When You’re Sleeping: D3+3 Open players on the kicking team may be removed and set up again in different locations, following all of the usual set-up rules.
6 - Dueling Wizards: It seems that both Lords of Winter in the match know each other, and do not get along! They begin squabbling and casting spells, completely ignoring the game! Neither team may use their Lord of Wizard abilities for the remainder of this drive.
7 - Changing Winter Weather: Make a new roll on the Weather table and apply the result. If the weather conditions are “Brisk” as a result of this roll, the ball will scatter, as described on page 25, before landing.
8 - Arcane Acuity: These Lords of Winter are sharp as a tack! For this drive, when rolling the d6 for ray of frost, both coaches may apply a +1 to the roll for a single affected model. Additionally, when modifying the roll for Bring the Storm, coaches may apply an additional +1 or -1, to a maximum of +3/-3 for the modification. These effects end at the end of the drive.
9 - The Offense Knows When You’re Awake: D3+3 Open players on the receiving team may be removed and set up again in different locations, following all of the usual set-up rules.
10 - 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 once on the Prayers of Nuffle table, in the case of a tie, neither coach rolls on the Prayers of 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.
11- Frozen Ball: The weather is so cold it's frozen the ball solid, making it harder to grip and maneuver. All attempts to pick up, handoff, or catch the ball suffer a -1 to the roll.
12- Ice Storm: All the winter magic has brought ice chunks falling from the sky. That one is as big as the ball! Both coaches roll a D6. 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 is only winged by the ice chunks, is Placed Prone and becomes Stunned. On a roll of 1 however, the player has been knocked out cold and is KO’ed (place in KO box). The coach may use an apothecary (if available) to make the player stunned instead.
Scoring
Win- 50pts
Draw- 25pts
Loss- 0pts
Touchdowns- 5 pts each
Casualties- 2 pts each. Only casualties inflicted by blocking or fouling will count
Finish on time - 1pt
Tiebreakers
The scoring system has been set up to hopefully get the most accurate representation of how everyone has performed. If by chance there is a tie in Tournament points, the ties will be broken in this order:
· Winning Percentage
· Total Touchdowns
· Total Casualties
· Net Touchdowns
· Net Casualties
Awards
Winter Solstice Slaughter Champion - Most Tournament Points
Yuletide Runner up - Second Most Tournament Points
Nuffles Little Helpers - Best Stunty Team
Naughty List Award - Most Casualties Given
Seasons Beatings - Most Casualties Taken
Lump of Coal Award- Last Place
Best Decorated - Best painted team (selected by vote)
Painting
All teams are expected to meet the minimum painted guidelines. A team must have 3 colors and have some attempt at making it appear finished. Some discretion will be provided for new players.
Sportsmanship
We are here for the fun of the game. Sportsmanship is not encouraged from the coaches, it is required!
Fouling 16 turns in a row or running up the score is NOT poor sportsmanship, but gloating and ridiculing your opponent while doing so is.
Timing
The game round time limit WILL be strictly enforced. You will receive ‘Time Remaining’ updates from the Tournament Organizer to help you stay on pace.
The 3 Minute turn rule will not be used unless the Tournament organizer feels your game is in danger of not completing in the two hour time limit. He may insist on a timer being used and enforcing the 3 minute turn rule.
When time is called, you will play until each coach has completed the same number of turns.
Dice
Per NAF guidelines, dice sharing is mandatory if a coach requests it. Only GW or NAF Block Dice may be used. It is suggested to use the tournament d6. You and your opponent should decide the definition for cocked dice and treatment for cocked dice before the match, as well as protocol for individual dice towers, dice cups, trays, etc.
QUESTIONS? - Email brosev123@gmail.com or message on the Scars discord