Name: The Prairie Oyster 2025
Location: Calgary, AB, Canada
Venue: The Ogres Den, #22, 3220 5 Ave NE, Calgary, Alberta
Date: Dec 13th, 2025
Cost:
$30.00 until November 30th
$40.00 from December 1st
Please send tournament fees to shawn.w.brownell@gmail.com
NAF membership is mandatory to participate
Schedule:
This will be a three game, swiss style, resurrection tournament. First games will be determined by random matchup. The remaining games will be determined based on tournament points.
9:00 am – Registration Begins
9:30 am – First Game
12:00 pm – Lunch Break
1:00 pm – Second Game
3:30 pm – Third Game
5:30 pm – Awards and wrap up
Tournament Tracking and Roster Submission
- We will be using Tourplay.net to manage the tournament. Please bring your device, fully charge so you can enter your results.
- Rosters are due by December 10th
What to Bring:
- Painted team with suitable models
- Skill rings or another appropriate way to identify skills/positions
- Block Dice
- D6’s, D8, D12, D16
Tournament Rules:
- Weather table: Standard Weather table
- Kick off chart: Standard Kick off table
- No Prayers to Nuffle, Biased Referee’s, Infamous Coaching Staff, Mercenaries, or Wizards may be hired.
Special Crowd Interaction:
At the start of each half, after the teams are set-up but before the kick is placed, the kicking coach will roll a d6 and consult the chart below:
1 – Overcrowded Stadium; There are too many people in attendance! When a player is pushed into the crowd instead of the normal injury roll, the player is thrown back into the field of play. Use the throw in template and send the player in d6 squares from where that player exited the pitch. That player may try to land with a minus 2 modifier to the roll. If the thrown player strikes another player they will both be knocked down, and armour will be rolled exactly as a thrown team-mate result, the thrown player will also continue to bounce until they land on the ground. If the thrown player was in possession of the ball, the ball will scatter from the crowd as per normal.
2 – Overly Observant; This eagle-eyed crowd won’t let you get away with anything! Whenever a foul is committed by either team roll a D6, on a 6 the Crowd makes the Referee aware of the foul (exactly as if doubles has been rolled). The Coach of the caught player may still try to argue the call and use bribes as per normal.
3 – The Pacifists; These people really know how to take the “Blood” out of Bloodbowl. If a player is pushed into the crowd roll a d6, on a 1 or 2 roll injury as per normal, but on a 3 to 6 no injury roll is made, and the pushed player is immediately placed into reserves in the dugout.
4 – Make Some Noise; This crowd is electric! Both coaches roll a d6. On a 1 the noise is too much for the coach to communicate to the players or ref, that coach will receive a minus 1 to all “Argue the Call” rolls for the half, on a 2-5 nothing happens, and on a 6 the coaches team really knows how to feed off the crowd and will gain 1 reroll that must be used during the drive or be lost.
5 – Impatient Lot; The Crowd wants to see Touchdowns and fast! During this half should either Coach stall the crowd will automatically take action without the need for a roll. And due to the increased aggravation, the crowd will add a +1 modifier to the armour roll
6 – Drunken Frenzy; The crowd has been over-served Bloodweiser on the causeway and has been whipped into a frenzy! The injury roll from the crowd will gain a +1 modifier, in addition, the first knock out recovery roll for each team at the end of a drive will have a +1 modifier exactly as if the coach had purchased a bloodweiser keg.
A copy of the Crowd Interactions will be provided for each player.
Teams will resurrect at the end of each game. No SPP’s, injuries, or any roster changes carry over between games.
Games will have a maximum of 2 hours and 30 minutes. Turn time limits or chess clocks may be imposed if a game is at risk of going over the time limit.
Players must agree on cocked die rules, the use if dice cups and/or sharing dice at the start of the match.
If there are any disagreements or rules disputes, the tournament director will be standing by to assist.
Teams with the ability to raise dead players will be allowed to do so but will not carry forward to other matches.
Team Building:
- All teams in the main Blood Bowl Rule Book are available to play
- Coaches will receive 1.15 million gold to construct their rosters
- Coaches must play with a minimum of 11 players
- Coaches may purchase any inducements excluding the following; no Prayers to Nuffle, Biased Referee’s, Infamous Coaching Staff, Mercenaries, or Wizards
Star Players:
- Star players may be purchased as part of a roster
- Star players are not ‘highlander’ and may be present on both coaches’ rosters
- 11 roster players must be bought before you may purchase stars
- A maximum of 2 star players may be taken per roster
- Star players will cost 1 skill point in addition to the gold required to hire
Skills Package:
- Primary Skills cost 1 skill point
- Secondary Skills cost 2 skill points
- The same skill may be taken a maximum of three times
- One Extra Skill max per player
- No skills may be added to Star Players
Tier 1 – 8 points
Tier 2 – 10 points may stack 2 skills on up to 3 models
Tier 1: Amazon, Black Orcs, Brettonions, Chaos Chosen, Chaos Dwarf, Chaos Renegades, Dark Elf, Dwarves, Elven Union, High Elf, Human, Imperial Nobility, Khorne, Lizardmen, Necromantic Horror, Norse, Nurgle, Old World Alliance, Orcs, Skaven, Shambling Undead, Tomb Kings, Underworld Denizens, Vampires, Wood Elf
Tier 2: Gnome, Goblin, Halfling, Ogre, Snotling
Tournament Scoring:
Win = 65
Loss = 0
Tie = 25
Scoring Bonus: There are no bonus points for this event
Casualty Award – All Casualties count with including if an active or passive skill was used. Failed Rush, or Self-Inflicted injuries do not count.
Tie Breakers:
- Head-to-Head Record
- Touchdown Differential
- Casualty Differential
Stunty Cup: If we have at least 3 stunty squads committed there will be a stunty cup
- Stunty Teams will play for their own cup while still participating in the main tournament
- Stunty teams include Goblins, Gnomes, Halflings, Ogres, Snottlings
- Star players can be added to a stunty team without disqualifying them from the Stunty Cup
Glittering Prizes:
- The Mother Shucker; the Coach with the most tournament points
- End Boss; the coach with the second most tournament point
- Stunty Cup; the Stunty team with the most tournament points
- Best Offence; the coach who scored the most touchdowns
- Best Defence; the coach with the least number of touchdowns against
- Most Brutal; the coach who’s inflicted the most Casualties
Community Choice Awards:
- Best Painted; voting done during the lunch break
- Best Sporting Conduct, voting done after game 3
Swag and Prizes:
- Share the Wealth, Coaches may only win 1 trophy with the exception of Community Choice awards
- Every dollar collected will be given back to the players in the form of prizes