Name: Lucky 7s Tournament
Location: Alberta Aviation Museum, 11410 Kingsway Ave, Edmonton AB
Dates: Saturday Dec 2nd – 8:30-4:30p
Registration: Cost: $20 at the door NAF Approval pending
Player Cap: 30 Seats, Pre-Registration and Rosters can be emailed to Tournament Organizer: Damion inconnut@hotmail.com
Tournament schedule:
The tournament will be 1 day, 5 game Swiss style, Resurrection tournament. First games will be determined by random matchup. The remaining games will be determined based on tournament points. For the first round only, we will do our best to pair players off against members that are outside of their home club. The tournament will run 5 total matches. Games Run 1hr
Dec 2nd, 2017
8:30am: Registration begins
9:15am: First Game
10:30am: Second Game
11:30am: Lunch
12:30pm: Third Game
1:45pm: Fourth Game
3:00pm: Fifth Game
4:30pm: Wrap Up/Awards
What to bring: - Painted team with suitable models. - Skill rings or another appropriate way to identify skills/positions - Block dice - D6s, d8, d12/16/20 - 3 copies of your team roster including skill purchases and inducements
Tournament Rules- Blood Bowl 7s
- Teams will resurrect at the end of each games. No SPPs, injuries or any roster changes carry over between games
- Illegal Procedure and the 4 minute time limit will not be enforced.
- Games will have a maximum length of 1 hour. Turn time limits or chess clocks may be imposed if a game is at risk of going over the 1 hour time limit.
- Players must agree on cocked die rules, the use of dice cups and/or sharing dice at the start of the match.
- If there are any disagreements or rules disputes, tournament directors will be standing by to assist.
- Teams with the ability to raise killed players will not be allowed to do so.
- Teams may be purchased with a starting treasury of 600,000 GC
- NO Star Players or Mercenaries may be hired (even they have minimum standards!)
- Any of the NAF approved races are valid
- No more than 11 players on a roster
- A team will only field 7 players at a time
- Only 4 ‘specialist positions’ allowed on a team roster (any player who is NOT in the 1-12 or 1-16 positional)
- Fan Factor, Cheerleaders, Coaching Staff, and Rerolls are all double (2x) the costs listed.
- Apothecaries are available to those teams that are able to normally purchase them at the 50,000 GC cost.
- NO LEADER skill may be taken on a player (did we mention the poor training of most of these players)
- Each team gets a skill package of either 3 normal skills or 1 normal and 1 double skill. No skill more than once. Each player can only have 1 skill.
Game Play:
- PITCH The pitch is divided into three (3) zones, six (6) squares in length plus the one (1) square end zones. Two (2) zones for each team and a center zone (neutral zone). Side to side the pitch has a 2 square ‘wide’ zone on each side of the pitch. Overall the pitch is twenty (20) squares long by eleven (11) squares wide.
- GAME LENGTH Matches are made up of two (2) halves, each half is six (6) turns in length.
- SET UP OF TEAMS Each team sets up behind their respective line of scrimmage. One (1) player is allowed in each wide zone per team, while a minimum three (3) players per team must be set up on their lines of scrimmage (LoS).
- KICK OFF The ball is placed anywhere in the neutral zone to start. A D8 is rolled for direction as well as 2D6 using the LOWER value of the dice to determine the distance the balls travels. Roll 2D6 for the KICK OFF EVENT, consulting the chart for the effect. The ball bounces one (1) additional time after the resolution of the event or more if the kick off chart effect states. If the ball comes to rest out of bounds OR on the kicking teams side of the line of scrimmage (LoS) a touchback for the receiving team is awarded.
- THROW INS If a ball lands out of the bounds of the field by leaving the pitch from either sidelines or end zones, roll a D6 for direction that it returns to the field (1-2, 3-4, 5-6). Roll 2D6 for the distance it is thrown back in from the crowd, using the LOWER value of the dice for the distance travelled starting at the square the ball left the field from. PASSING ALL passing attempts (pass, dump-off, etc) must increase the normal range modifier by one increment. This means a Quick Pass counts as a Short Pass, a Short Pass as a Long Pass, a Long Pass as a Long Bomb. No passes beyond the Long Pass range on the passing chart may be attempted. Stunty players must increase the base ranges by 2 increments in place of one.
KICK OFF TABLE (2) Get the Ref Each team receives a BRIBE to use during the match. On a call by the referee to be ejected or a secret weapon, roll D6. On a 2-6 the referee has been convinced you have done nothing wrong and allows you to continue playing as a member of your team. On a 1 however, your story is flimsy and they see right through it ejecting you from the game and sending you to the dungeons for your discretion.
(3) Riot 1-3 Forward, 4-6 Backward
(4) Defensive Shift All players on the kicking team are allowed to move one square. This free move ignores tackles zones, extraordinary effects, and the line of scrimmage (LoS). You may cross into the neutral zone with a Defensive Shift.
(5) Offensive Motion The receiving teams coach may reorganize his players before the kick resolves. It must still be a legal kickoff setup.
(6) Cheering Fans Each team dolls a D6, adds any FAME modifiers their team has, as well as cheerleaders. The team with a higher value gains a TEAM REROLL, in the case of a tie neither team receives the reroll.
(7) Changing Weather Roll a new value on the Weather table (2D6). The weather changes to the new value. If the value is a ‘NICE’ weather result, a gentle gust of wind scatters the kick one (1) additional square.
(8) Brilliant Coaching Each team dolls a D6, adds any FAME modifiers their team has, as well as coaching staff. The team with a higher value gains a TEAM REROLL, in the case of a tie neither team receives the reroll.
(9) Quick Snap All players on the receiving team are allowed to move one square. This free move ignores tackles zones, extraordinary effects, and the line of scrimmage (LoS). You may cross into the neutral zone with a Defensive Shift.
(10) Charge! The kicking team’s coach chooses a number between one (1) and three (3). All players on the kicking team move forward that amount of squares. This is a free move, ignoring player movement, does not require activation or GFIs.
(11) Throw a Rock Each team dolls a D6, adds any FAME modifiers their team has. The lower rolled team has a rock thrown at a player. In case of a tie BOTH teams get a rock thrown at a player. Randomly choose a player on the pitch, that is hit by the rock. An injury roll is made by the opposing coach, bypassing the armor rolls.
(12) Pitch Invasion Each team dolls a D6 for each opposing player on the pitch and adds their FAME to the roll. If the roll is a six (6) or more after modifications, then the player is stunned (ball and chain players are KO’d). A roll of 1 before any modifiers will always have no effect.