In a far-off desert, Ramtut slumbers in his tomb, brooding on how he still has not been brought back as a star player in Blood Bowl. But the din and clamor of a Blood Bowl Sevens tourney outside his crypt has awakened him, and summoned his curse! Come join us for our third year kicking off Chaos Cup weekend in Orlando and walk like an Egyptian with us on Friday night!
Blood Bowl Sevens is a shorter, quicker version of the sport played on a smaller pitch by players who weren’t quite good enough to make it into the big leagues.
We will be using the official Second Season 7s rules from the 2021 Death Zone, as well as that manual's pricing for inducements (no desperate measures).
IN SHORT:
- All Blood Bowl 2020 races & rosters available from the Second Season Rulebook, Teams of Legend pdf, Spike! Magazines and the 2022 Almanac, as well as the NAF-approved roster for Slann. The updated 2020 rules roster for any Spike! Magazine team is also approved for any race issued at least 45 days prior to the tourney (updates will be given if Grandma Wendy issues a new team relatively close in proximity).
- No star players are allowed
- 600,000 gp to spend on your team
- You must hire 7 and up to 11 players, and only 4 non-linemen types allowed (your 0-12 positional)
- Re-rolls cost double (they’re amateurs)
- Inducements must be bought at team creation, at the pricing provided in the Death Zone manual. No wizards, infamous coaching staff, desperate measures, or other inducements not listed in the Sevens Rules may be induced (see Death Zone p.93 for a full list of allowed inducements).
- Don't have access to a Death Zone? Contact the TO, and we can walk through it together to build you a roster.
SKILLS: 1 normal/primary skill per team. Per BB2020 7s rules, Leader is allowed.
Weather table: Desert Weather (below)
2: Sweltering Heat - Some players faint in the unbearable heat! d3 randomly selected players from each team that are on the pitch when a drive ends are placed in the Reserves box. They must miss the next drive.
3. Very Sunny - A glorious day, but the clear skies and bright sunlight interfere with the passing game! Apply a -1 modifier every time a player tests against their Passing Ability.
4-10. Perfect Conditions - It's still hot, but it is bearable! Hot and dry but with sufficient breeze to take the edge off makes for ideal Blood Bowl conditions.
11. Strong Winds - If it wasn't for the winds, it would be a lovely day. The ball does not deviate normally. Instead, after placing the kick, the coach of the kicking team rolls a d8 to determine the direction in which the wind is blowing. (1-2 towards kicking team's end zone, 3-4 toward receiving team's end zone, 5-6 towards the sideline to the left of the kicking team, 7-8 towards the sideline to the right of the kicking team). Use the Throw-in template to determine the scatter direction (with the central arrow facing the direction of the wind rolled above), and the kick deviates d6 in that direction.
12. Sandstorm - The shifting sands have been stirred up into a violent sandstorm and visibility is severely affected. Whilst this weather condition is in effect, no Pass or Throw Team-mate actions can be performed, and no player can attempt to rush. Additionally, the referee has retreated indoors - whilst this weather condition is in effect, players cannot be Sent-off for committing a Foul, even if they roll a double on either the Armor roll or the Injury roll.
Oh yeah, about that curse... Ramtut is angry you mere mortals have disturbed his slumber, so he curses you to play with his Jeweled Scarab Ball! Ramtut swaps your ball with one that is carved out of gold and lapis lazuli in the design of a beautiful scarab beetle... it truly is a sight to see. It's so beautiful, it calls to the players...
Jeweled Scarab Ball - Functions as a normal ball other than described herein. If a player ends that players activation in possession of the Jeweled Scarab Ball, they lose their tackle zones and admire the ball until they are activated again. If they catch the ball when they are not activated, they lose their tackle zones until they are activated. They do not drop the ball, and this does not cause a turnover. Note: most skills (other than ones that specifically indicate it) do not work when a player has no tackle zones.
SCHEDULE:
5:30-7:00 pm Registration
7:00-8:00 Game 1
8:15-9:15 Game 2
9:30-10:30 Game 3
10:45-11:00 Awards
PAIRING AND SCORING:
The first round of matches will be randomized. Each following round will be determined through Swiss pairings. Points are awarded as follows:
Win - 3 points
Draw - 1 point
Loss - 0 points
Tiebreakers are as follows: TD for, CAS for, TD differential, CAS differential, Coin Flip
PRIZES:
1st Place
2nd Place
Most Touchdowns
Most Casualties
Stunty Cup (Includes Halflings, Ogres, Goblins, Gnomes, Snotlings, Underworld with no Skaven, Lizards with no Saurus, Black Orcs with no Black Orcs)
THINGS TO BRING:
Your Blood Bowl Team (painted if you please - borrowing a team is also possible, email me)
Dice (extra sets will be on hand)
5 copies of your roster (one for tournament records, one for you, one for each opponent)
In honor of the Tomb Kings theme, each player will receive a Mummy Star Player model as well as Chaos Cup 7s d6 dice for use in the event, and other assorted swag. There will also be Tomb Kings themed spot prize giveaways. There will also be Squigmire-designed Sevens pitches of Ramtut's tomb available for a la carte purchase (more on that later).
Rosters sent to the TO, Sean Cowley, at seanmcowley@gmail.com, and payment sent to the same email address at PayPal. When you pay, please send on the "friends and family" setting, and include your full name and naf name and number as well as "Chaos Cup 7s" in the payment.