Tournament Rules
Resurrection style tournament where teams will reset after each game. No injuries, deaths, or star player points are collected. Therefore, you will begin each game with the same roster.
Team Creation
Each coach must purchase a MINIMUM 12 players to field for the tournament. Only the inducements listed below are available.
TIER 1 (1.25 million) includes; Amazon, Chaos Dwarf, Dark Elf, Dwarf, Lizardmen, Norse, Orc, Skaven, Undead, Wood Elf
TIER 2 (1.30 million) includes, Chaos Renegades, Khorne, High Elf, Human, Necromantic, Nobility, OWA, Pro Elf, Slann
TIER 3 (1.35 million) includes; Black Orc, Chaos Chosen, Khemri, Underworld, Nurgle, Vampire
TIER 4 (1.35 million) includes, Goblin, Halfling, Ogres, Snotling
Upgrades
TIER 1 -2 secondaries max, 2 of any skill/mutation (ie: only 2 blocks)
TIER 2 -4 secondaries max. 2 of any skill/mutation (ie: only 2 blocks)
TIER 3 -6 secondaries max, +1 movement, +1 passing and +1 armor each allowed, 3 of any skill/mutation (ie: only 3 blocks)
TIER 4 -8 secondaries max, +1 movement, +1 passing and +1 armor each allowed, +1 strength or +1 agility allowed, 4 of any skill/mutation (ie: only 4 blocks)
Inducements
0-2 Wandering Apothecaries 100,000 gp each (not available to teams that cannot hire an apothecary)
0-1 Mortuary Assistant 100,000 gp (" Sylvainian Spotlight " teams only)
0-1 Plague Doctor 100,000 gp (" Favoured of Nurgle" teams only)
0-1 Riotous Rookies 100,000 gp ( "Low Cost Linemen" teams only)
0-1 Halfling Master Chef 300,000 gp ( 100,000 gp " Halfling Thimble Cup " teams only)
0-1 Hireling Sports Wizard 150.000 gp
Improvement Cost
Primary skill +20,000
Secondary skill +40,000
+1 AV +10,000
+1 PA +20,000
+1 MA +30,000
+1 AG +40,000
+1 ST +50,000
MAX: 3 upgrades per player !
YEAR OF…..
Each year there is a theme team and said team will receive a minor gift
This year it is the Goblin team that will receive said gift
If you play goblin this year you will get the chance to pick 1 of the 3 squig options for free
Squig:
MA ST PA AG AV Skills
Spikey Squig 3 1 X 4 4 Dodge, Leap, Stunty, Titchy, No Hands, Dirty Player
Muscle Squig 3 1 X 4 4 Dodge, Leap, Stunty, Titchy, No Hands, Dauntless
Sexy Squig 3 1 X 4 4 Dodge, Leap, Stunty, Titchy, No Hands, Hypnotic Gaze
Game & Turn Time Limits
The schedule is tight so the time limits for games will be strictly controlled
To make sure all coaches get an even amount of time at play, a turn time limit of 3.5 minutes per turn will apply. When the time limit runs out the coach can finish the move of the active player only.
The games may finish in ties and there is NO OVERTIME!
Turn Etiquette
During the Death Bowl round you may bargain and negotiate as much as you like in your own turn or in an opponent coaches turn if they initiate the discussion. However, as all coaches have a time limit for their turns it is impolite and against the rules to initiate such a discussion during an opponent’s turn. It is unfair to all the coaches at the table and indeed the tournament for another coach to advise on another coach’s actions. While it is acceptable to remind a coach to move a player to block a potential TD, it is not acceptable to plan their entire turn.
Alliance Bowl
The Deathbowl Association received numerous complaints over the past few years about the alliances that like races have been forming to further themselves in the tournament. The most recent being the Zon-Zon alliance from a few years ago. We have concluded that openly aiding each other in Deathbowl should be part of the game. Of course, there are instances where getting in the way
on defence, assisting on a block, outright throwing a block to aid in your cause are perfectly acceptable. Throwing a pass or handing off directly to an opposing team has been banned. You may no longer throw a pass directly to the opposition, if it happens to scatter to them or bounce to them that is permitted. If they happen to have diving catch that would also be deemed acceptable as the target square is not directly at an opposing player.
Handing off the ball to an opponent is not permitted either as the fans in many stadiums have rioted and looted because of this, causing injuries and damage countless times.
Tournament Format
The tournament will consist of 4 games of Deathbowl following the SWISS-style format. In the first game each coach will be randomly drawn with an opponent
Deathbowl Rules
The Pitch and Setup
Deathbowl is played on a specially designed pitch with four teams and two balls. The teams line up on or behind the line of scrimmage in their own set up section. Each coach must have at least three players on the line, with no players in the wide zones. Each coach lines up according to direct opponent matchup for the round. There is no kick-off. The balls are placed in one of the four center squares, randomly chosen (D4 & D3). All players must set-up their teams on the field at the same time with a minimum of 12 players and a maximum of 16 players. A D6 roll is made by each coach with the highest roll going first in gameplay and continue clockwise from there for the half.
Continuous Play is now in effect. After the initial set-up play continues until halftime and then does the same until the end of the game after halftime. Play does not stop for any reason, including touchdowns! After halftime the player who took the last turn in the first half has the first turn and play progresses counter-clockwise around the table.
Fame and Weather have no effect on the game of Deathbowl.
Scoring
A teams turn ends if a player enters the end zone and scores a touchdown. If a player carrying a ball enters the end zone on a square containing a ball on the ground, the scatter is resolved before the turn ends. This is the only currently identified way to score two touchdowns in a single player turn. Once a touchdown is scored the ball is removed from the field and re-enters play on one of the four centre squares (roll a D4) and stops there, unless the square is occupied. If the square is occupied by a standing player, the player may attempt to catch the ball just like the bounce at the end of regular Blood Bowl kick off (bouncing ball). If the square is occupied by a prone or stunned player or the other ball the new ball bounces once from the square.
The teams continue to play after a touchdown with a new set up only occurring at halftime.
Halftime
At halftime (as in Blood Bowl) the play stops, and the teams set up as described in the set up and play order section. Additionally at half time all KO'd players return to action without rolling. Any players KO'd in the second half do not return to play. Any injured players who were able to regenerate or who were healed by an apothecary can only return to play at halftime.
Actions
Each team may take a blitz action against each of the opposing teams. Each team may make a pass action with each ball, but not twice with one ball. Therefore, a team could instead pass two players with the right stuff skill, or one player and one ball. However, no player or ball can be thrown twice in one turn. Each team may take a hand off action with each ball, but not twice with one ball. Each team may take only 1 foul action per turn against any opponent. However, there is no referee so you cannot get caught. A turnover will still end a turn with all unused actions lost as in Blood Bowl.
Additionally, if a blitz is declared and no block dice thrown, no further blitz actions can be taken against that team this turn. If you fail your Wild Animal roll while declaring to blitz an opponent, you cannot then declare a Blitz against the same opponent until your next team turn. You may refer to this as the Wild Animal rule. When declaring a Blitz against an opposing team, the player must be within range of the intended target to declare said Blitz at all.
Blocks and Fouls
Assists work as in normal Blood Bowl for the players on the teams involved in a block or a foul. However, the other teams may want to get involved as well. A player may assist a block or foul made by an opponent if the only opposing tackle zone they are in is the victim of the block or foul. If they are in any other opposing tackle zones they cannot assist. The only exception to this is if the player has Guard skill they can always assist a block. This applies to fouls in the same fashion as stated above.
You can only foul one opponent per turn
The edge of the field is the crowd just like in regular bloodbowl.
Deathbowl Referees
Referees do not dare appear during a Deathbowl match. So there is no chance of getting caught fouling and all special weapons do not get thrown out of a match
Halfling Master Chefs
During the Death Bowl match Halfling teams will be able to force their opponents to lose rerolls. First they must roll 3 D6s to determine how effective the Chef will be. For each successful roll they must roll another D6 to randomly determine which opponent will be affected. Using large fans the chef and his assistant manage to blow the delicious smells into their opponents dugouts and the other teams that are unaffected just get a tantalising yet non-distracting whiff of the marvellous culinary creations.
Ball Handling - Passing, Handoff's & Interceptions
No player may at any time be in possession of more than one ball. Anytime a player with a ball interacts with the other ball resolve the situation as if he/she/it had the No Hands skill. The player may not drop the ball he has to attempt to pick up the other. A team may pass and hand-off each ball once a turn. A team may not, however, pass or hand-off the same ball more than once in the same turn, as in the standard rules of the game.
The ball may at no time be passed across any of the four corner squares. To determine this when passing a ball, the entire range ruler must be on the playable Pitch area. This also includes any throw team-mate
Interceptions
If players from different teams are eligible to make an interception the player closest to the throwing player may make the attempt first. If two or more players are equally close than the coaches roll off to determine which player may make the first attempt. If the first player fails to intercept the next player gets a chance, if the second player fails to make and interception a player from the third team gets a chance. However, each team may only make one interception attempt. If an interception attempt is successful and followed by a successful "safe throw" roll, a team who has not yet attempted to intercept can still try with one of their players. Safe throw may be used on all successful interceptions in any given turn. For example, a pass may be intercepted 3 times, each time by a player from a different team; the thrower gets to roll for safe throw in each case.
Tournament Points
Achievement Points for Death Bowl round
1st Place 40
2nd Place 30
3rd Place 20
4th Place 10
1st place CAS 5 (no ties, only awarded if there is an outright winner)
Ties share points e.g.
4 Way 1st 25
3 Way 1st 30 (4th = 10)
The number one factor in determining how teams place in the standings should still reflect their overall record and Table wins. While we feel bonus points for strong gameplay should still factor in, it should not outweigh the overall record of the competitors. It will still play a part in determining placement but not override the standings completely.
# Tie Breakers
1 Direct Opponent
2 1st place wins
3 TD +/- (Your TDs scored minus TDs scored by opponents)
4 CAS +/- (Your CAS caused minus CAS caused by opponents)
5 Total sportsmanship PTS
Sportsmanship
After each game you must rank your opponents for sportsmanship.
You must give an opponent 1 point, another one 2 points and the last one 3 points
At tournament end you will add a bonus point to one of your opponents. This bonus will only be used in case of a tie.