Generally, we are using Eurobowl 2026 ruleset v0.1
We are expecting a possible update to the rule set. If there is no update after 20 January, we will use the latest current version.
Tournament schedule:
31.01.2026 – First day
9.30 - 10.00 - registration
10.00 - 12.30 - I round
12.30 - 13.30 - break
13.30 - 16.00 - II round
16.15 - 18.45 - III round
19.00 - afterparty
01.02.2026 – Second day
9.30 - 10.00 – open doors
10.00 - 12.30 - IV round
12.30 - 13.30 - break
13.30 - 16.00 - V round
16.15 – Rewards
Additional rules
Stadiums
Before the start of the match, players randomly select a stadium before kick-off by rolling a D6:
1. Ice!: When Rush fails, there is no turnover if the player has the ball. After the ball bounces, it slides +1 square in the same direction When a player is knocked over, they scatter D8 by one square (but do not scatter if the square is already occupied. If there is a ball in the square, the ball bounces according to the normal rules).
2. Deluxe Seating. The stadium is equipped with heated seats, a bar and a toilet in each sector. At the beginning of each drive, each coach rolls D3 and adds to their dedicated fans score. If the result is greater than your team's fan factor for the match, you get a re-roll only for this drive.
3. Alco-fuelled Maniacs. Fans start barbecuing and drinking hot drinks long before the match begins. Before the start of each drive, roll a D6. Do not roll according to the pass table, but roll the following:
1 - Get the Raf
2-3 - Time Out
4-5 - Officious Ref
6 Pitch Invasion
4. Stiff Wind Stadium: Before the game starts, determine D8 which way the wind is blowing. When a team performs an action that requires a scatter, add +1 to the D6 result if the action is downwind, and -1 if it is upwind.
5. Ice Skull. If a skull appears when throwing the dice, the spectators throw an ice block onto the pitch. Roll a d8 and determine the angle or centre of the end or side line of the pitch where the ice skull will land. It flies as if thrown from the sideline for 2d6 squares. If it hits a player, it automatically breaks through their armour; roll for injury.
6. Yette Traits. If you break through armour during the game, you awaken the Yeti ghost. If you break through armour a second time, the Yeti ghost appears in the stands. If you break through the armor a third time, the Yeti ghost waits for its turn to enter the field. If you roll a clean 6 on subsequent armor breaks, the Yeti ghost fatally strikes the player with the ball. The armor is automatically broken. Roll for injury. The Yeti has gone to sleep, but don't wake it up again :)
Weather
2 Severe frost. If a player has fallen, you must first roll a d6 to pick him up. On a roll of 1, he remains lying down because he is frozen to the ice :)
3 Very slippery. Rush cannot be used.
4-8 Sunny but frosty. You can smash skulls without any problems.
9-10 Icing. Players' armour is covered with an extra layer of ice (+1 to AV), which restricts their movement (-1 MA).
11 Very cold. The ball sticks to your hands. If a player with the ball is knocked down, he automatically gets injured without breaking through the armour... the hand remains with the ball in the game, which prevents passing, catching or intercepting (+1 to the pass, catch or interception test).
12 Snowstorm! Nothing can be seen on the field, passes don't work... players can't see each other, so assists don't work when blocked (the ‘Guard’ and ‘Defensive’ skills also don't work).
The chainsaw starts at 3+, otherwise the fuel is frozen and can only be used as a stick (the ‘Mighty Blow’ skill is given)
#Euro26