## BCG Present Beach Ball 7s ##
It’s the start of the Blood Bowl World summer season. Before the games kick off, some pro’s and hopeful amateurs get to the beach for some hot Beach Bowl action.
Date: 25th April 2026
Location: Battle City Games Ltd,
Unit 6, Exchange House, 122-124 LONDON ROAD, Portsmouth PO2 9DD.
## What to bring ##
Team + Dice + Range rulers + Scatter Marker + 7s Pitch (we have some, but not enough for everyone).
Skill markers. Please ensure that it is clear that positionals can be differentiated and skills are marked consistently across the team. Coloured rubber bands are perfectly acceptable.
LOUD Hawaiian shirt.
## Team Building and Skills. ##
Beach Bowl 7s will be a resurrection tournament and players can build a team budget as per the tier gold below. Second value can be spend on skills, any money left will be lost. Max of 1 secondary can be selected.
Tier 1 - 600+30k
Tier 2 - 600+70k
Tier 3 - 600+100k
Tier 4 - 600+140k
Each team nominates a team leader and they get “Leader” as a free skill before assigning skills package. No skill stacking, so if you give a player "Leader" they can't then get another skill.
## Available Teams ##
Tier 1 - Amazons, Dark Elves, Lizards, Necromantic Horror, Orcs, OWA, Shambling Undead, Underworld Denizens, Vampires, Wood Elves.
Tier 2 - Dwarves, Imperial Nobility, High Elves, Humans, Norse, Nurgle, Skaven, Tomb kings.
Tier 3 - Black Orcs, Bretonnians, Chaos Chosen, Chaos Renegades, Chaos Dwarves, Elven Union, Khorne.
Tier 4 - Snotlings* **, Goblins*, Gnomes*, Ogres*, Halflings*
*indicates stunty team
** BB7s will still only allow a maximum of 4 positionals on the team, the rest need to be from the 'Linemen' choice of players. In 7s for insignificant I'm allowing 2 extra players. As long as you have the 4 minimum positionals within Tourplay, I have created 2 additional mercenary's that can be added to the Snotling team to represent those players.
## Tourplay ##
Games will now be hosted on TP as BB7s 2025 teams have been added..
## Schedule ##
5 games of sunny Blood Bowl 7s action. 1 hours 10 minutes per game. Slow coaches will be put on a clock if required. The Android App ‘BB Coach Assistant’ has a suitable clock.
Coaches will be paired randomly for the first match and Swiss pairings will then be used for subsequent rounds.
This is an exhibition format - no SPP, no lasting injuries etc. Since there are no lasting injuries, you start with your full roster at the beginning of every game. Additionally, inducements must be purchased as part of your roster - there will be no pre match inducements based on TV.
0930 - registration.
1000 to 1110 – Game 1
1120 to 1230 – Game 2
1230 to 1310- Lunch
1310 to 1420 – Game 3
1430 to 1540 – Game 3
1550 to 1700 - Game 5
1710 - Prizes.
## Scoring ##
20 points for a win.
10 points for a draw.
2 points for a perfect defence (No TDs conceded).
1 point for each TD and CAS scored (up to 3 max).
Giving a max score of 28 points per round.
Note: All casualties caused to your opponent during your turn or by a block count. If your Assassin kills an opposing player, that is a casualty. If your opponent makes a block, rolls a skull and their player dies, you get the casualty.
Tiebreakers.
Strength of schedule, TD difference, CAS difference, Lowest Tier, Dice off.
## Awards ##
Bruce's Beach Bowl Champion.*
1st place looser (Runner Up).*
Best team/Hawaiian Shirt (painted by yourself).
Stunty Cup (if 2 or more Stunties).*
Wooden Spoon.
* One prize/award per coach.
## Beach Bowl 7s Special Rules ##
Available additional inducements are below, plus the Beach Bowl themed inducements.
Inducements:
0-2 Blitzer’s Best Keg 50k
0-8 extra team training 150k
0-1 Mascot 25k (select the Mascot Merc in Tourplay to induce this)
0-2 Temp cheerleaders 30k
0-1 Part Time Assistant Coach 30k (though they don't do anything in this format)
0-2 Wandering Appo 100k
0-1 Mortuary Assistant 100k
0-1 Halfling Master Chef 300k (100k for Halfling teams)
0-5 Souvenir Shop (replaced Desperate Measures in TP)
No Bribes, see details below.
No Prayers to Nuffle! See 'The Souvenir Shop' below.
Sideline Staff:
0-1 Apothecary 80k (for teams that can take one)
0-6 Assistant Coaches 20k each (though they don't do anything in this format)
0-3 Dedicated Fans 20k each
0-6 Cheerleaders 20k each
0-6 Team Rerolls (double price as per 7s rules.)
STALLING:
Will be in full effect. The crowds at the beach hate it just at much as those watching real matches. The injuries are less serious though, roll as normal for Beach Bowl, eg Mild or Serious KO.
**The Souvenir Shop**
Every seaside town is full of merchants plying keepsake trinkets to gullible tourists. Thankfully, some are of use on the football field. For the bargain price of 50,000 GC (assume that 49,995 GC was spent on bawdy T-shirts and postcards before coming up with something useful), a coach chooses the player then roll on the table below. Any number of items may be assigned to a player before a drive. The cheaply made gifts invariably break and must be discarded after one game half.
*This replaces desperate measures on table*
D8 RESULT
1 Sports Sandals: Player may re-roll rush rolls once per activation.
2 Suntan Lotion: Slippery player may add +1 to all dodge rolls, but -1 to catch, pick-up interception rolls
3 Thong: Player gains Disturbing Presence and Foul Appearance.
4 Sunglasses: Player gains Accurate and Safe Pass skills.
5 Bottle: Beers gone, but the player gains the Stab skill.
6 Puka Shell Necklace: Player gains the Pro skill.
7 Sticky Bun: Player gains +1 modifier to pick-up, catch and interceptions, but a -1 modifier for pass rolls.
8 Kroxigorade: Maybe TOO revitalized, player gains Frenzy, Jump-up and No Hands skills.
** Weather **
Players being at the beach are affected by a modified weather table due to not being on a sanctioned NAF pitch. Roll as per the table below:
2D6 RESULT
2 Sweltering Heat: It’s so hot and humid that some players collapse from heat exhaustion. Roll a 1 D3 for both teams, that many players that were still on the pitch at the end of a drive, collapse. They may not be set up for the next kick-off, and are place in reserves.
3 Very Sunny: A glorious day, but the blinding sunshine causes a -1 modifier on all passing rolls.
4-10 Normal: Perfect Blood Bowl weather
11 Rain: It’s raining, making the ball slippery and difficult to hold. A -1 modifier applies to all catch, intercept, or pick-up rolls.
12 Tropical Storm: It's very windy! As a consequence, only quick and short passes can be attempted (and the Hail Mary Pass skill can't be used). Furthermore, roll 1D8 to determine wind direction (it remains in the same direction until a new roll on the Weather Table is made. If you get another Tropical Storm result, determine the wind direction again). During Kick-offs, Inaccurate Passes, and Throw-Ins, the ball scatters 1D3 extra squares in the direction of the wind before landing. Players with the Right Stuff skill also scatter an extra 1D2 squares during Throw Teammate in the wind direction (unless it's a fumble).
** Rush **
Due to the all the sand on the beach any second ‘rush’ performed by a player will apply an minus 1. For example making it a 3+ to succeed, +4 if your drunk.
** No Casualties **
Due to the friendly nature of beach bowl, injuries don’t happen. The Injury Table is modified as below:
2D6 RESULT
2-7 Stunned.
2-6 Stunty Stunned.
8-9 Mild Knockout (3+ to recover).
7-8 Stunty Mild Knockout.
10-12 Serious Knockout (5+ to recover).
9-12 Stunty Serious Knockout.
Knockout recovery rolls are made following every drive as usual. Regeneration obviously has no effect in Beach games. Major Knockouts count as casualties for the purpose of tournament tiebreakers. Place players in the CAS box to show major KO’s.
** Loose Balls **
Balls will not bounce when they fall to the ground. Assuming the ball lands in an open space (following a kick, failed catch, etc.), do not roll to scatter it. If the ball should fall into the crowd, the more sedate crowd will only throw it in 1D6 squares.
** Fouls **
There are no traditional fouls, as these are friendly games between players on holiday. But sometimes players might "accidentally" attempt to bury an opponent's head, if they don't receive their own face full of sand from that same opponent beforehand. Fouling is worked out as normal except that before rolling Armor, a D6 is rolled by the coach of the player who is about to be fouled. On a roll of 4-6 the fouler is knocked down, causing a turnover. On a roll of 1-3 the foul can proceed as usual.
** Secret Weapons **
Sand and salt air don't mix well with secret weapons. Motors seize, blades rust, and bombs are difficult to light. After playing in a drive, any Secret Weapons require maintenance which cause them to miss the rest of the game. Bribes can't fix a maintenance problem.
** Beach Kick Off Table **
As we are at the beach, an alternative Kick-Off table will be in use.
2D6 RESULT
2 High Tide: Sea floods a portion of the field. Randomly select one wide zone; that portion of the pitch may not be occupied by any players for the rest of the drive. Any players who were set up in that section are immediately moved in a straight line toward the middle of the field until they reach the center zone. If their destination square is already occupied, scatter them with a D6 until an empty square is reached. If a player is pushed into the flooded area by an opponent, they are removed from play as usual, but go to Reserves. If the kick-off falls in the flooded area, it is a touchback. If the ball scatters into the flooded area during play, it is swept back in by the tide and returns to the square it most recently occupied. The field returns to normal at the end of the drive.
3 Rousted: Local police break up the game. The players regroup further down the beach, but can't recall how much time was left on the clock. If the receiving team’s turn marker is on turn 5 for the half, both teams move their turn marker back one space as the referee resets the clock back to before the fight started. Otherwise both teams’ turn markers are moved forward one space.
4 Perfect Defense: The kicking team’s coach may reorganize D3+1 players into another legal defense.
5 High Kick: The ball is kicked very high, allowing a player on the receiving team time to get under it. Any one player on the receiving team who is not in an opposing player’s tackle zone may be moved into the square where the ball will land.
6 What’s that in the sand?: Each team rolls a D6 and then adds their FF, the highest may roll on a ‘The Souvenir Shop’ inducement table. On a draw they both may make a roll.
7 Changing Weather: Make a new roll on the Weather Table (above) and apply the results. If the new Weather roll is a ‘Nice’ result, then a gentle gust of wind makes the ball scatter one extra square in a random direction before landing.
8 Lost Ball: Whether lost to the tide, confiscated by the beach patrol, or stolen by local youths, the game ball is no longer available. Roll on the following table to see what sort of replacement is found; this is used for the rest of the game or until this result is rolled again.
1-3: Conch shell. -1 to catch, only quick and short passes, ball carrier gains Mighty Blow.
4-6: Inflatable beach ball. -1 to throw, +1 to pick-up, catch, intercept. Only quick and short passes
9 Seagull Attack: A flock of seagulls take an interest in the game ball. For this drive, Quick and Short passes face a -1 modifier. Long and Long Bomb passes are automatically inaccurate, assuming they weren't intercepted or fumbled.
10 Blitz: The defence starts their drive a fraction before the offence is ready, catching the receiving team flat footed. The kicking team move D3+1 players that are not in their opponent's tackle zone. The kicking team may not use team re-rolls during a Blitz. If any player suffers a turnover, the Blitz turn ends.
11 Jellyfish: An unlucky player has the ill fortune of stepping on a jellyfish (or sea urchin, piece of glass, sharp shell...). Each Coach rolls 1D6. The team who gets the lowest result is affected (both teams in case of a tie). Randomly select a player from that team who is currently on the field and make a injury roll for them adding +1.
12 Monster Wave: A giant wave hits as the teams are setting up. All players on the field are moved D3 squares in the same random D8 direction. This movement is simultaneous, so there are no collisions. Players pushed out of bounds are simply moved to reserves, as the crowd is also stunned by the wave. In addition, a D6 must be rolled for each player, on a 6+ they are placed prone. The ball lands just after these effects are worked out. If the ball goes off the pitch and all the offense's players are prone, that coach can place the ball in any empty square in his half (as usual, there is no scatter).
These rules are a modification of the 2019 variant by published by the NAF, which can be found here:
https://www.thenaf.net/wp-content/uploads/2019/09/Beach-Bowl-2019.pdf
## Tourplay ##
Link to Tourplay is here:
https://tourplay.net/en/blood-bowl/beach-bowl-7s
## Food ##
Battle City Games is located in North End, there are a number of places to get food that a few minutes walk from the shop.
## Tickets ##
Tickets are £15 each and will be available via the Battle City Games website.
https://battlecitygames.co.uk/products/blood-bowl-beach-bowl-7s-a-blood-bowl-event-1
Questions and rosters can be emailed to: brucebowluk@gmail.com
You can also contact me and the BCG staff via the Battle City Games Discord.
Please try to ensure rosters are sent in 1 week before the event.