Tournament format
3 Rounds
Swiss Pairings
2 hour 15 minute rounds
Blood Bowl Elevens restricted to Stunty teams
Tickets and registration is $25 via TTW Prospect
10:00am Registration
10:15am - 12:30pm Round 1
12:30pm - 1:00pm Lunch
1:00pm - 3:15pm Round 2
3:20pm - 5:45pm Round 3
5:45pm - 6:00pm Pack up and Prizes
Win = 3 Points
Draw = 1 Point
Loss = 0 Points
Tiebreaker = TD+CAS Differential
Team creation:
As the event name suggests, this will be a restricted factions event.
Black Orc Goblins + Troll – Black Orcs may take up to 16 goblins rather than the 0-12 in the rulebook
Gnomes
Goblin
Halfling
Ogre
Skinks + Kroxigor
Snotlings
Underworld (No Skaven)
Roster Creation:
TV = 1100 (1.1 million gold crowns)
Coaches will have 42 points to spend on skills.
Primary skills: 6 pts
Secondary skills: 12 pts
Players may not be given stat increases.
Stacking of up to 2 skills is allowed on one player. These skills can both be secondary ones.
Skills may not be given to Star players.
No skill may be taken more than twice on a team.
You must clearly mark which players have skills, e.g., coloured skill rings.
Star Players:
Since Watto’s Big Stunty Bowl is all about the stunties, only GW Stars with the ‘Stunty’ tag are available, and they can be taken by ANY team.
Coaches may hire 0-2 Stars or 1 Mega Stunty.
(Indicates Mega Stunty.)
List of available stars:
Akhorne The Squirrel
Grak + Crumbleberry
Bomber Dribblesnot
Fungus the Loon
Nobbla Blackwart
Scrappa Sorehead
The Black Gobbo
Cindy Piewhistle
Puggy BaconBreath
Rodney Roachbait
Rowana Forest Foot
Rumblow Sheepskin
Dribl+Drul
Lil Prospector Dan (see below)
Highlander Rule:
If both coaches induce the same star player, it will be treated as if each coach has a clone. The Highlander Rule will not apply.
Inducements:
All inducements as per the GW Players Handbook and Death Zone. No Mercenaries.
Timers:
Rounds will strictly run for 2 hours and 15 minutes.
If your opponent requests a timer, then you must use a timer.
It is the responsibility of all coaches to ensure games end within the time.
Games not finished within the allocated time will end immediately after finishing the current activation.
Umpire:
If, at any stage, you are faced with a situation that can’t be resolved between coaches with the help of the rulebook, speak to the Tournament Organisers. The Tournament Organisers’ decision is final and will be applied for the duration of the tournament.
Round Rules:
Round 1: Wild Weather
The receiving coach rolls weather at the start of each of their turns.
Round 2: Special Ball Round - Lead Ball
No bounces on empty squares. If a player rolls a natural 1 (after any re-roll) to catch this ball, they suffer 1 armor test. If they fail, they are "Knocked Down" and suffer an unmodifiable Injury roll.
Round 3: Special Stadium Rule - Big Jumping Castle
To celebrate the tournament coming to an end, Watto has rented a jumping castle for us all to enjoy.
If a player gets surfed, they bounce off the walls. Use the rules for a throw-in and treat the roll as if it was a terrible throw (negative 2 to land).
The ball carrier gains the ‘very long legs’ mutation for this round.
Prizes:
1st, 2nd, 3rd, Wooden Spoon
Most Big Guy Touchdowns
Most Casualties by Fouls
Best Theme Team (Paint job, name, coach dress-ups)
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