✭ DETAILS ✭
Sunday 7 September 2024; 9:30am - 4:30pm
Eastern Bridge Education
102 Station Street, Napier 4110
Parking available directly outside at
99 Vautier Street Parking
✭ FORMAT ✭
NAF sanctioned Blood Bowl 7s
Results contribute to NZ Sevens NAF Tournament Series
600,000 cp team value plus tiered skill pack
1 day, 4 rounds
Swiss pairings
Resurrection Tournament
Team roster reset before each game
No SPP advancement
Exhibition tables used
✭ REGISTRATION ✭
Email hawkesbaybloodbowlleague@gmail.com for registration and payment details.
Tournament Fee $20. Payment due one week prior to the event.
Plus $10 NAF registration, if necessary. All attendees must be registered for the NAF, so that games at the event can be recorded in the international Blood Bowl tournament tracking system. If you need to register with the NAF, the organisers will help you out on the weekend.
✭ ROSTERS ✭
Rosters must be submitted no later than 1 week prior to the event to hawkesbaybloodbowlleague@gmail.com
✭ CONTACT ✭
Arlo Armstrong (NAF Warlok)
hawkesbaybloodbowlleague@gmail.com
0204 105 7283
✭ SCHEDULE ✭
Sunday 7 September 2024
9:30 - 10:00 Registration & briefing
10:00 - 11:10 Round 1
11:25 - 12:35 Round 2
12:35 - 1:15pm Lunch
1:15 - 2:25pm Round 3
2:40 - 3:50pm Round 4
4:00 - 4:15pm Awards
Matches last 70 minutes with a 15 minute bio-break & time to submit results
Recommended to use a 2:30 minute turn timer
✭ RULESET ✭
The following rules unless otherwise stated:
Blood Bowl 2020 Second Edition “The Official Rules”
DeathZone Blood Bowl Sevens (p90-97)
Spike! Journal #11-18
2021, 2022 & 2024 Spike! Almanac
Official “Teams of Legend” PDF (only High Elf and Tomb King)
The NAF Regulations for Tournaments (including the Slann team)
Designer’s Commentary and Errata May 2025
House rules are in italics.
✭ WHAT TO BRING ✭
Team with clearly identifiable positions and player numbers
Teams are requested to be painted with a minimum 3 colours on the miniature. Teams not painted to this standard grant their opponent a bonus reroll in each game.
Skill markers / bands for the players
Printed team roster
Pitch and dugouts
Dice and tokens
Food and drinks will be available for purchase near the venue
✭ TIERS ✭
TIER 1
Amazon
Dark Elf
Elven Union
High Elf*
Human
Lizardmen
Norse
Shambling Undead
Skaven
Underworld Denizens
Vampire
Wood Elf
TIER 2
Black Orc
Chaos Dwarf
Chaos Chosen
Chaos Renegade
Dwarf
Imperial Nobility
Khorne
Necromantic Horror
Nurgle
Old World Alliance
Orc
Slann**
Tomb Kings*
TIER 3
Goblin
Gnome
Halfling
Ogre
Snotling
Stunty Black Orcs (no Black Orc players)
Stunty Lizardmen (no Saurus players)
Stunty Underworld (no Skaven players)
* = Team of Legend
** = NAF Regulations for Tournaments
✭ SKILLS ✭
Note that, due to the amateur nature of the game, and the somewhat hit-and-miss team training provided, the coach of a Blood Bowl Sevens team has to work with what they are given…
TIER SKILLS
1 2 primary skills
2 3 skills (up to 1 may be a secondary skill)
3 4 skills (up to 2 may be secondary skills)
✭ RESTRICTIONS ✭
Max 1 additional skill per player (no stacking)
Max 1 of any additional skill per team e.g. a single player may gain Fumblerooski per team
✭ HOUSE RULES ✭
Prayers to Nuffle automatically result in #8 Blessed Statue of Nuffle:
One random, non-loner, player gains the Pro skill until the end of the game.
Custom Weather Table is in effect:
ROLL
OUTCOME
2
Morning Dew: -1 to pick up and -1 to catch the ball.
3
Foggy Morning: Only quick & short passes allowed.
4-10
Perfect Conditions
11
Hot & Sweaty: Randomly select a single non-loner player on each team. This player gains Frenzy & Dauntless until the end of the drive. Clearly they drank a little too deeply from the team keg during the break.
12
Dust Storm: Ref is too busy sneezing to spot fouls. All players gain the Sneaky Git skill
Silt Wrestling:
In the squelching silt-flats of Orc’s Bay every step is a scrap. The turf sticks, the crowd gets rowdy, and nobody sprints clear for long. Get comfy in the quagmire—‘cause you’re all coming down to our level.
Slippery Silt - All players suffer -1 modifier to Rush. However a player who slips while Rushing is only Placed Prone (no roll for armour). Note: a failed Rush still causes a Turnover.
Hostile Crowd - Every square moved after the 6th counts as a Rush. Example: A MA 7 player can still Move up to 9 squares but would require three Rush rolls (squares 7, 8, 9) at -1 each.
No Tall Poppies - All players gain the Arm Bar skill for the entire match.
✭ PAIRING ✭
Round 1: random draw, with preference given to matching coaches from different regions.
Rounds 2 - 4: will be determined through Swiss pairings.
✭ SCORING ✭
Win 3 points
Draw 1 point
Loss 0 points
Tiebreakers: Strength of Schedule, TD differential, CAS differential, Head to Head, Lowest Tier, Nuffle (coin flip)
✭ POST MATCH ✭
One coach must submit a match record at the end of each round including:
Coaches’ names
Touchdowns scored
Casualties scored (all CAS caused against the opposing team regardless of the source e.g. include fouls, dodge falls, crowd surf etc.)
✭ PRIZES ✭
Highlander Rule applies: max one prize per coach
1st
Runner Up
Most Violent (Most Casualties)
Wooden Spoon (Last place)