#Euro26
Thundergnome VII – 2026
The Gnomes of Zurich welcome you to this year’s Thundergnome, the first two-day version, to be held on 13th and 14th June at the Unplugged Gaming Room in Oerlikon, Zurich.
In line with this year’s EuroBowl rules, the tiers used at EuroBowl and all races welcomed to this event will have the opportunity to play. *Updated 12th June 2026 for newest rules* --> Tiers and Rules as per EuroBowl publication 19th April 2026.
6 Games played in Swiss Style with special Thundergnome features as outlined below.
Location: Swiss Gamers Unplugged Games Room – Brown-Boveri-Strasse 4, 8052 Zurich.
Timing: Saturday 13th June – 09:00 – 09:30 Registration
Game 1 – 09:30 – 12:00
Game 2 – 13:00 – 15:30
Game 3 – 15:45 – 18:15
Option to play Game 4 in the evening / Option to go out for dinner in Oerlikon
Sunday 14th June
Game 4 – 08:00 – 10:30
Game 5 – 10:45 – 13:00
Game 6 – 14:00 – 16:30
16:30 – 17:00 Award Ceremony
Additional Game Rules
GAME 1 – Fan Participation – the Fans have all been issued with free Rocks to throw – First Half, Each Kick-Off result is applied as usual, but another D6 must be thrown – on a roll of 1 or 2, the Fans also throw a Rock. / Second Half, most rocks have been expended and a rock is only thrown when a 1 is rolled. Both teams are equally affected, only in the event that one team has more than double the number of fans attending the match than their opponent, their fans will be the ones throwing the rock. Both teams (*see above exception) randomly select a player from the opposing team who is hit by the rock. Place the player prone and roll for Armour in the usual way.
GAME 2 – Secret Weapons – A secret weapon is stashed in every corner – a player reaching this corner (may not be placed within 4 squares from the corner at Kick-off) may, at the start of the next turn, act as if he had picked up a secret weapon / Determined by Dice Roll: 1-2 Chainsaw, 3-4 Set of Bombs, 5-6 Dagger. The Ref has been paid to ignore these secret weapons, but they have to be dropped when a Touch Down is scored, or the half ends and the player reverts to being just a normal player for the next drive. A Casualty caused by one of these extra Secret Weapons counts as a Casualty for the statistics.
GAME 3 – Go Nuts! - Both Teams receive an Akhorne® Star Player, even if this takes their roster to 17 players or they have already induced two Star Players. As Akhorne® hates clones of himself, he will go especially Nuts when facing off against his clone. The team’s Akhorne that manages to cause a casualty on his clone is awarded a Bonus Point. (n.B. if participants do not have a suitable Akhorne model, any Goblin, Halfling, Snotling or Gnoblar figure will do). Akhorne is a star, so while he is still alive and able to play, the coach must field Akhorne. *It is possible to induce an Akhorne Star Player in the starting roster and thus field two Akhornes for this match.
GAME 4 – Is it a Trick? Both Teams receive a Gnome Illusionist, even if this takes their roster to 17 players. The Illusionist must be placed on the Line of Scrimmage. The player has the usual Gnome Illusionist Stats: 5 2 3+ 3+ 7+ - Jump Up, Stunty, Trickster, Wrestle.
GAME 5 – Cage Fight! - The playing field has been lowered and the walls are now solid rock. Any player who gets pushed off the pitch, instead gets pushed into a wall and remains on the pitch. The player is instead placed prone in the last square they occupied before being pushed into the wall and an armour roll is made adding +1 to the dice roll for Armour or Injury (same as Mighty Blow). Should the player performing the block already have Mighty Blow, the player performing the block may add 1 Mighty Blow to the Armour Roll and 1 Mighty Blow to the Injury Roll. It is not possible to stack the Mighty Blow hits. In addition, if a thrown team-mate would be accidentally thrown off the pitch, he will instead hit the wall and bounce back onto the pitch into the last square he crossed in flight. He can still attempt to land, but add +2 to the agility roll he has to make (e.g. if normally he has an AG roll of 3+, he now needs 5+). If he fails the landing, an armour roll is made applying +1 to the Armour Roll, but not the Injury Roll). If a kick-off goes out of bounds, the referee awards a Touch-Back as usual. If a thrown ball goes out of bounds, it will bounce off the walls and rebound as if thrown in by the crowd, rolling 1 D 6 for distance instead of 2. If a ball should scatter into the wall, it will bounce off the wall and scatter 1 square using the throw-in template.
GAME 6 – The Lions are loose! - The Gnomes have brought the Zurich mascot the “Züri Leu” to the pitch – the “sweet spot” on each half of the pitch is occupied by a lion, who will lash out at anyone finishing their move, or being pushed into a square within one square from this square applying ST 7 for the Block and working on the basis that the lion has the Block and Tackle Skill. On a Skull/Double/Triple Skull, the Lion instead roars in frustration, but remains standing. The lion’s block is carried out immediately, if a player on the active team is knocked down as a result, this does not cause a turnover, unless they were carrying the ball. If a player attempts to dodge past the lion, crossing within two squares, they must roll dodge as usual, taking into account that the Lion has the Tackle and Diving Tackle Rule. Should they fail the dodge, and be placed prone, make an Armour Roll applying the Arm Bar rule.
Races & Tiers
Tier 1: Old World Alliance, Orcs, Wood Elves
Tier 2: Amazons, Skaven, Underworld Denizens
Tier 3: Dark Elves, High Elves, Humans, Lizardmen, Shambling Undead, Vampires
Tier 4: Necromantic Horror, Norse, Nurgle, Slann, Tomb Kings
Tier 5: Chaos Chosen, Chaos Dwarves, Dwarves, Elven Union, Imperial Nobility, Snotlings
Tier 6: Black Orcs, Bretonnians, Chaos Renegades, Gnomes, Goblins, Halflings, Khorne
Tier 7: Ogres
Starting Gold, Flowing Funds & Skill Gold
Flowing Funds can be spent either as additional team budget, be used for additional Skill purchase, or be spent as a combination of both. All Teams are allowed a maximum of three players with Secondary Skill advancements. All Teams are allowed a maximum of three players with Stacked Skills, it is only permissible to stack primary skills. Tier 5 or 6 teams choosing to recruit a Veteran or Legend Star Player, may not take Secondary Skills or Stack Skills on players. Costs for Skills are as follows:
Primary Skill – 20 Gold Pieces.
Elite Primary Skill – 30 Gold Pieces.
Secondary Skill – 40 Gold Pieces.
Secondary Elite Skill – 50 Gold Pieces.
Stacked Skills:
2 Primary Non-Elite Skills – 50 Gold Pieces
1 Primary Elite + 1 Primary Skill – 60 Gold Pieces
2 Primary Elite Skills – 70 Gold Pieces
Tier 1: 1070 + 10 Flowing Funds + 120 Skill Funds No Star Players allowed
Tier 2: 1070 + 20 Flowing Funds + 140 Skill Funds No Star Players allowed
Tier 3: 1080 + 30 Flowing Funds + 160 Skill Funds No Star Players allowed
Tier 4: 1100 + 30 Flowing Funds + 190 Skill Funds No Star Players allowed
Tier 5: 1120 + 30 Flowing Funds + 220 Skill Funds 1-2 Veterans (Cost of Veteran plus additional 50 GP of Skill Funds per Veteran) or 1 Legend (Cost of Legend + 100 GP of Skill Funds)
Tier 6: 1140 + 40 Flowing Funds + 240 Skill Funds 1-2 Veterans (Cost of Veteran plus additional 40 GP of Skill Funds per Veteran) or 1 Legend (Cost of Legend + 80 GP of Skill Funds)
Tier 7: 1150 + 50 Flowing Funds + 270 Skill Funds
1-2 Veterans (Cost of Veteran plus additional 40 GP of Skill Funds per Veteran) or 1 Legend (Cost of Legend + 80 GP of Skill Funds)
Inducements allowed:
Biased Referee: Dodgy League Rep
Blitzer’s Best Kegs
Bribes
Halfling Master Chef
Mortuary Assistant
Plague Doctor
Riotous Rookies
Team Mascot
Wandering Apothecaries
Weather Mage
Eligible Veterans & Legends List:
Akhorne the Squirrel; Barik Farblast; Bilerot Vomitflesh; Eldril Sidewinder; Fungus the Loon; Glart Smashrip; Gloriel Summerbloom; Grashnak Blackhoof; Grim Ironjaw; Grombrindal; Guffle Pusmaw; Helmut Wulf; Josef Bugman; Karla von Kill; Kiroth Krakeneye; Max Spleenripper; Nobbla Blackwart; Puggy Baconbreath; Rashnak Backstabber; Rodney Roachbait; Rowana Forestfoot; Rumbelow Sheepskin; Scrappa Sorehead; Scyla Anfingrimm; Skrull Halfheight; Swiftvine Glimmershard; The Black Gobbo; The Mighty Zug; Thorsson Stoutmead; Varag Ghoul-Chewer; Willow Rosebark; Withergrasp Doubledrool; Zzharg Madeye
Deeproot Strongbranch; Grak & Crumbleberry; Ivar Eriksson; Kreek Rustgouger; Lord Borak the Despoiler; Lucien & Valen Swift; Maple Highgrove; Ripper Bolgrot; Skitter Stab-Stab; Skorg Snowpelt
(APPROVED - Twyllenimor 09.04.2026)