Blood Bowl + Camping Presents: Ancient City Barrel Bash 4
IndividuelSevens
Informations
The Player with the most points will be the tournament champion
Win = 20 pts
Draw = 10 pts
Loss = 0 pts
Bonus points
Score 3 TDs - 1pt
Cause 3 Cas - 1pt
Shutout - 1pt
Trophy Awards. (No one person can receive more than one award
Tournament Champion
Stunty Cup
Most Casualties
Most Touchdowns
Best Defense
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- Blood Bowl 7s tournament
- All rules will follow the standard 7’s format found here with all exceptions listed below
- All injuries reset after each game
- Illegal Procedure will not be used
- You are given 600 gold pieces to build your team. You may purchase players, rerolls (Double cost), and fan factor with this money.
- Wizards, Star Players, Journeymen, Special Play cards, and Mercenaries are NOT ALLOWED
- No player may take more than 2 additional skills
- No additional skill may be taken more than twice.
Team builds will be 600k before adding the following skill packages:
Tier 1: 2 normal skills
Tier 2: 3 skills of which one can be a secondary skill
Tier 3: 4 skills. 2 of which can be secondary skills
The Barrel Bash will also have the following Special Rule:
The Basher – This player will be added to each team after team creation. A minimum of 7 players must be on the team before adding The Basher.
- Ancient City Barrel Basher.
- MA-5, ST-3, AG-5+, PA-4+, AV-8+
- Loner (4+), Drunkard, Beer Barrel Bash!
Beer Barrel Bash! – Once per drive, at the start of his activation, The Basher may perform a Throw Keg Special action. When he does, select an opposition player within three squares of The Basher and roll a D6. On a 3+, the player is immediately Knocked Down. However, on a 1, The Basher is Knocked Down instead.
Weather Table – The weather table will not be used for this tournament; The tournament takes place over the course of a day and night. Each round will use the following rules.
Round 1- Daytime. Nice Normal Blood Bowl Weather.
Round 2- Dusk. The Giant Florida Skeeters are out. At the end of each drive. Each team randomly selects D3 players remaining on the pitch. Roll a D6 for each player selected this way. On a 1 that player has lost too much blood to the Skeeters and must stay in the reserves box for the next drive.
Round 3- Midnight. Campfires only put out so much light. Due to the lack of light, all players move slower and more carefully. Each player suffers a -1 MA. Additionally, Due to the poor light, only quick and short passes may be attempted.
Round 4- Dawn. As day breaks, the ground is covered by a slick layer of dew. All players suffer a -1 penalty when attempting a Rush.