The skaven denizens of the swamps of Griynmohre are hosting the DDD this year. They are crafting a set of dungeons that reflects their swampy environment – a high ceiling that is made up by a canopy of trees, walls made up of trees and thorny hedges, and pits of water/quicksand that will quickly devour any hapless player who finds themselves in one. The skaven are re-extending the invitation to Ricardo Ferminelli to reprise his participation and he has accepted. He will be playing on all teams in round 3.
Cost
$30 per participant - Each participant will receive 2 Double-Six dice, a dice tray, a Richardo Ferminelli figure, a dodecahedron token, another token, a beaded wood token, and a ticket. This will be a NAF sanctioned tournament. Register by Paypal @JenniferKurzy.
Tickets will be given out to each coach at the beginning of the tournament with bonus tickets given to those coaches who have not played in so many tournaments. Every time a coach loses a match, they will be given 2 extra tickets. Every time coachs draw a match, the coaches will receive 1 extra ticket. Coaches who finish the tournament will be given 1 extra ticket. Coaches do not have to be present to win a prize.
https://www.facebook.com/groups/600174651652754
https://member.thenaf.net/index.php?module=NAF&type=tournaments&func=view&id=7143
Please send roster to tkurzy@att.net or you can Facebook PM Thomas Kurzy.
There will be a drawing after the tournament for other prizes such as a painted 2nd edition metal skaven team, a selection of dungeonbowl team sprues, and other assorted prizes.
Tournament Schedule
• 12:00 to 12:30 – Registration
• 12:30 to 2:00 – Round 1
• 2:00 to 2:30 – Break/Lunch
• 2:30 to 4:00 – Round 2
• 4:00 to 4:15 – Break
• 4:15 to 5:45 – Round 3
• 5:45 to 6:30 – Break/Awards
Tournament Rules
Unless specifically stated otherwise, we will be using the current “3nd Season” rules for BloodBowl, the BloodBowl 2022 Annual, Dungeonbowl 2021, and any additional rules considered official by GW.
This includes:
Teams of Legend Document
NAF Rules for Tournaments 2022
Optional Rules/Clarifications
• Special Play cards will only be in play if drawn from a chest..
• The Illegal Procedure rule will not be in use, nor is the 4-minute “timer” rule.
• Normal resurrection rules are in effect, meaning that SPPs are not recorded and injuries do not carry over between games.
• All rules from the Dungeonbowl 2021 rules and Death Match apply except where listed below.
Team Building Rules
You are given 1,100,000 gold pieces to build your team using either Blood Bowl or Dungeon Bowl (Colleges of Magic) teams.
• You may purchase players, rerolls, and assistant coaches as normal with this money.
• Journeymen, Special Play cards(as inducements), Star Players, and Mercenaries are NOT ALLOWED (Giants are considered mercenaries for this tournament)
• You may purchase any other inducements for your team, except those affecting kick-offs (ballistics expert, waaargh drummer, etc.).
• You must have at least 11 players on your team.
• Argue The Call: For this to be allowed, you must have a coach model that is thematically accurate for your team. No regular players or oddball figures. Final discretion is given to the organizer as to what qualifies.
• Snotlings still have swarming and availability for riotous rookies, but not low-cost linemen as this is an exhibition.
• College of Magic Teams or Standard Blood Bowl Teams. (Reroll cost follows the cost listed in the separate rulebooks. For example – Skaven team rerolls are 60k, but College of Shadows has reroll costs of 50k. If you were to play only skaven on your team, then you could choose either format so long as you adhere to the rules for whatever format you choose. That means if you play an all skaven Shadows team, you cannot have a Rat Ogre on your team.)
• Dungeonbowl has a long history of chainsaws in the sport. One Chainsaw player will be allowed on each team at a cost of a lineman +10,000gp. Chainsaw players will have lineman stats minus passing ability (and minus Right Stuff, Dodge, Wrestle, & Sidestep where applicable for stunty; minus Block and Tackle if dwarf; minus Block if Norse; and minus Dodge if Amazon. Imperial retainers lose fend and Khorne marauders lose frenzy. Skills corresponding to what each race’s linemen can get (including the skills above except right stuff) can be added to the chainsaw players as part of the skills package. Fouling rules will still apply. Chainsaw skill will not be counted toward the 100k skills package. The chainsaw player will not be affected by secret weapon.
Additional Skills
After the team is built, you will have 100k to use for skills.
• All skills should be assigned before the tournament begins (i.e. no progression) and reflected on team rosters.
• All skills are chosen. There will be no random skills.
• 20K for primary skills, 40K for secondary skills, and 60K for 1 player with 2 primary skills (only one player allowed to have 2 primary skills).
• Your team may only take up to four of any specific skill.
• No stat increases.
NAF Tournament Info
This is an NAF approved tournament. If you wish to receive limited edition yearly gift and have your tournament progress tracked, there will be a NAF official onsite accepting registration for the cost of $5/year (but it might be $10). More information can be found at TheNAF.net
Tournament Rundown
All 3 games will be played on a large dungeon with 3 balls, 8 teleporters, 8 chests, and 16 turns.
After the first 8 turns, the coaches reset their rerolls as if the game was in halftime, even though the game continues on turn 9 where turn 8 left off. Halfling chef can roll for effect when the rerolls are reset. KOed players can only come back with a magic sponge.
The TO will arrange all the dungeon maps and where the chests and teleporters go.
Sidelines (Any areas of the edge of the dungeon that are not delineated by a wall, column, or pit.)
Walls (players can be pushed against them, but will not go out of bounds)
Griynmohre only has “walls” (which are actually sort of thorny hedgerows) surrounding the dungeons.
Walls
Players will be pushed into walls if no unoccupied square is available to be pushed into. A chain-push will supersede a player being pushed into a wall. Players pushed into a wall will remain in the same space and will roll d6: 1-3 the player remains standing, 4+ the player falls in the square they are in and must roll armor. Players with the Grab skill can chain-push an opponent or push into any wall or pit adjacent to the pushed opponent (even if there is an unoccupied square available adjacent to the target of the block). Grab skill cannot be used on a blitz. Players cannot be chain-pushed into a wall.
(Stand Firm overrides Grab. Grab overrides Sidestep (except on a blitz). Sidestep overrides getting pushed into a wall or pit if an open space is available.)
Ceilings - High (long passes allowed, but not long bombs)
Because Griynmohre has outdoor dungeons, the walls do not extend to the ceiling allowing passes to be made over walls with a -2 modifier.
Pits
Players can be pushed into pits. A pit is considered an open space to push a player into, even if there is another open space available. If a ball falls in a pit, it disappears and bounces to an empty square from a random teleporter (ignoring a roll of 1).
Griynmohre only has water pits
(No armor roll needed after falling in, however the player must attempt exit on next turn. AR 10+ or more must roll AG -1 to exit, AR 9+ no penalty to AG roll, AR 8+ or less AG roll +1, if exit attempt failed, player drowns and is removed from game.
Players attempting to exit pit roll AG. If a teammate is adjacent to the player in pit, AG roll +1, if opposing player adjacent -1. (Big Guys and players with Leap, Pogo Stick, and Extra Long Legs skills have a bonus +1 AG roll to exit non-water pits)
Players can be pushed on top of other players already in pit (making an occupied space in a pit considered an unoccupied space outside the pit). The player being pushed on top of another player will just bounce to another square in the pit (no armor roll for water pit)
Players having exited the pit, may not move further or block.
Players failing to exit the pit and drowning will not constitute a turnover.
Jumping over pits will follow the rules as laid out in the Blood Bowl Official Rules for jumping over prone players (p.45)(Page 37 in Dungeonbowl Official Rules). If the player wants to jump over 2 squares, they must roll -1 on their agility added to any additional modifiers that might apply. If a player is traversing diagonally over a pit and there is a wall catty-corner to the corner of the pit, the player must make a jump roll as per page 15 of Death Match.
If a player fails to leap over a pit – roll d6: Leaping over one pit square/partial pit square: 1-3 fall into the pit, 4-6 fall on the target square. Leaping over 2 pit squares: 1-2 fall into 1st pit square, 3-4 fall into 2nd pit square, 5-6 fall on target square. Just as in Blood Bowl, failing a leap roll will be a turnover.
TO will roll on Primordial Rainforest weather before game.
Players will roll to see who goes first. (If seating is a concern - the team that does not get to choose who goes first, will choose what side of the dungeon to be their base.)
There will be no roll on the kickoff table at the start of the game.
Each team starts with 6 players positioned in their endzone. (swarming teams may have 9 – with one player on the teleport)
TELEPORTERS
Dungeonbowl 2021 teleport rules. The player moving first cannot teleport a player in on turn 1. Players rolling a 1 on the teleporter destination teleport in onto the “1” at the back of their home end-zone. An opposing team player will only teleport on a 1 to their end-zone. The 1 in the back of the endzone works as a teleporter as well. Opposing team players may jump into the opposing teams 1 teleporter, but will never teleport to it.
A player must step off a teleporter then step back on to activate the teleporter. The player cannot teleport automatically if starting their turn in a teleporter without first stepping off, then back on. A player following through after blocking a target on a teleporter (and therefore stepping onto the teleporter) will teleport. A player knocked down or pushed onto a teleporter will teleport. A player prone on a teleporter will not teleport when standing up. A player on a teleporter knocked down in place on a both down roll, will not teleport.
CHESTS
Only one chest may be opened by each team in a turn. A player must be adjacent to the chest in order to open it. If a chest is not opened the square is not considered an open square to push a player into. Balls can be thrown over a chest with no penalty.
When a player opens a chest, the chest is removed and four outcomes are possible. There will be 3 balls, 3 explosions, 1 special, and 1 mimic.
(Use the supplied results card and peel back the sticker corresponding to the number on the bottom of the chest that was opened.)
A – The chest explodes knocking down any players adjacent to the chest. Players will roll armor.
B – The chest is a Mimic and will immediately block the player who opened the chest, and will block any player who ends their turn adjacent to it (activating on the wandering monster turn). Players must roll a dodge to exit it’s tackle zone. If there is a prone player basing the Mimic, it will foul the prone player before blocking if an additional player is basing it. Mimic: MA0, ST3, AG-, PA-, AV9+ no hands, tentacles, prehensile tail, arm bar, tackle, dirty player. (The chest stays on the board with the lid open to designate the mimic.) The Mimic does not move, but it does not have to roll a sprint to block a player; and since it doesn’t move, it will not follow up. If the Mimic is knocked down on a block dice result, it loses its skills until it is able to “stand up” on the next wandering monster turn. (No Timberr! roll needed to stand up the Mimic, but it will not be allowed to blitz a player basing it). If the Mimic is KOed or Injured it and the chest are removed from the game.
C – There will be a ball inside. The player opening the chest immediately gains possession of the ball. (The player does not have to roll AG to pick it up.)
1 – 5 – Normal Ball
6 – Warpstone Brazier Ball – (Normal ball unless player rolls a natural 1 trying to pick up, catch, or intercept the ball – see Deathzone p.75. Player rolls to see results – lasting effects (roll of 2-6) persist until the end of the game (or until the player is unlucky enough to have to roll again – player unlucky enough to have to roll again will only have the last result – the effects will not be cumulative)
(If Warpstone Brazier Ball hasn’t been rolled on the 1st two ball chests – the 3rd chest will have the Warpstone Brazier Ball automatically. Only one Warpstone Brazier Ball will come into play.)
1 – Spontaneous Combustion – player knocked over; AV roll with mighty blow +1
2 – Temporal Instability – Player gains No Hands
3 – Shrunken Head – Player gains Bonehead
4 – Massively Obese – Player gets stat adjustment MA -1 and AV +1
5 – Leprous Flesh – Player gains Foul Appearance
6 – Thorny Carapace – Player gains Iron Hard Skin and AV+1
D – Special (roll d8 to determine what happens)
1 – Reroll: The walls of the dungeon are magically lit in the team colors of the player opening
the chest. A team reroll awarded to the team that opened the chest.
2 – Bribe: The sound of coins jingling fills the dungeon. A bribe is awarded to the team that
opened the chest.
3 – Draw a Magical Memorabilia card. The player opening the chest is given the magic item.
4 – Ball Clone – The player opening the chest finds that they are in possession of a ball.
Automatically treat ball as normal ball. As soon as the next touchdown is scored (with any ball in
play) roll d6. 1-3 the ball vanishes and no touchdown is scored (as on Random Events card) 4-6
a touchdown is scored. If there is another ball in play, it disappears. If there are 2 additional
balls in play, keep them on the field until the next touchdown and roll again to see if that ball is
the clone. If there are any balls in play that are normal, the ball clone is normal. If the only ball in
play is a special ball, treat the ball clone with the same attributes. If a touchdown is scored with
a special ball, the remaining balls (supposing the other ball in play is normal) are now treated as
normal balls.
5 – Brilliant Coaching (as on kickoff table)
6 – Changing Weather – roll on Primordial Rainforest weather chart
7 – Dungeon Swap – (d8 roll)
1-2 - Endzone tiles are swapped and coaches move to the opposite side of the dungeon with their dugout (if necessary).
3-4 – Outermost dungeon tiles swap (roll d6 1-3 dungeon tiles remain in current alignment as it is moved, 4-6 dungeon tile turns to change alignment 180 degrees)
4-6 - Innermost dungeon tiles swap (roll d6 1-3 dungeon tiles remain in current alignment as it is moved, 4-6 dungeon tile turns to change alignment 180 degrees)
7-8 – Middle dungeon tiles swap (roll d6 1-3 dungeon tiles remain in current alignment as it is moved, 4-6 dungeon tile turns to change alignment 180 degrees)
8 – +5 Points toward the tournament score for the team that opened the chest (Do not take additional 5 points on the score sheet if any other Special result is rolled)
WANDERING MONSTERS
Wandering Monsters enter the game on a roll of 1-3 on d6 at the end of each “kicking” teams turn in. Wandering Monsters teleport into the dungeon ignoring a roll of 1. Wandering Monsters are Gorgons – MA6, ST2, AG3+, AV8+, no hands, dodge, trickster, side step, disturbing presence, foul appearance, petrify*(gorgon will base a player and the player must roll vs. AG (like hypnotic gaze). If target fails, then target remains in place with a poker chip underneath (or replaced altogether to represent a statue). That player may not participate in the game , but is treated as a wall going forward. Gorgons will petrify instead of blocking). The wandering monster will always petrify the nearest player within line of sight, and will rush if it must to reach the target. If the Monster’s target is beyond 8 spaces away, it will only move its normal movement and will not rush. If the wandering monster gets sight of a player, it moves only to that player and will ignore any player that it would otherwise see in the course of its movement. On its next turn if there is a player closer than the previous target it will move to the closer player. The monster will jump over a pit to get to a player (leaping rules apply). If the monster cannot see any players, then the monster moves in a random (d8) direction d6 spaces (Wandering monster will stop or not move if it would move into a wall or pit. If a wandering monster catches sight of a player in the course of their movement, they will immediately move toward that player and attempt to petrify if within movement and rushes. If there is a prone player closest to the wandering monster, the wandering monster will foul the player. (Petrifying, like hypnotic gaze, requires the target to be standing.) The wandering monster will not be sent off for a foul. The refs will not penalize a player for fouling a wandering monster.
The wandering monster will ignore another player that might be closer (but initially out of LOS) if it has "declared a blitz" on a player in LOS first. If the wandering monster gets LOS on an active Mimic, it will attack if it is not already blitzing a player.
If the wandering monster is removed from the game, roll d6 on the next monster turn to see if another comes in. Injuring the wandering monsters counts toward the injuring coach’s casualty score.
If a wandering monster jumps and falls, or is pushed into a pit, it must attempt to exit the pit under the same rules as a player.
Ricardo Ferminelli
In round 3, Ricardo Ferminelli will be playing on every team. Each coach will be given a Ricardo Ferminelli miniature at the beginning of the tournament. His stats are as follow: MA 5, ST 3, AG 4+, PA 5+, AV 8+, Loner (4+), Thick Skull, Regeneration, Pro (3+), Dauntless, Portal Navigator. (Pro cannot be used to reroll a teleport.) Ricardo Ferminelli must start round 3 in the dungeon and WILL count toward each teams starting 6. If he does not start in the dungeon, there will be a 20 tournament point penalty for that coach.
You Bring
Painted team, dice, and templates. Your roster and 3 copies.
Coach’s do not need to bring dungeons, pitches, dugouts, balls (but can provide their own balls if they prefer), or d6s (double 6 dice will be provided)
Coaches MUST use double 6 dice for all d6 dice rolls. (d6s will be allowed if coach is using a dice cup)
Timing
The TO will attempt to strictly enforce the time limit. You are supposed to receive ‘Time Remaining’ updates from the Tournament Organizer to help you stay on pace. The TO may be fairly laid back about all this depending on how fast the games are going.
When time is called, you will play “even turns”. If you just started turn 7(for example), then you and your opponent each finish turn 7. If the inactive player has already played the current turn the game ends upon completion of the active player’s current turn.
Dice
Only GW, NAF, Impact, or Texas Block Dice will be allowed. Only Double-Six dice allowed for d6 rolls. (exception – if you are using a dice cup, you can use 6-sided dice) You are not required (but are allowed) to share dice with your opponent if requested.
Scoring
During each round, you will fill out a score sheet to track your progress. At the end of the match, you will add up the scoring as follows:
• A WIN is worth 60 points
• A DRAW is worth 30 points
• A LOSS is worth 10 points
• Each touchdown is worth 10 points
• Each time a player enters a teleporter is worth 1 point (Not counting the teleportation into the dungeon. Being pushed into a teleporter still allows the team who’s player was pushed into a teleporter a point, not the team who did the pushing. Team still earns a point if the player is lost in space. No points allowed for chain reactions.)
• Each Casualty is worth 5 points (From blocks, fouls, chainsaws, bombs, stabs, thrown players landing on an opposing player, players pushed into a wall, and failed dodges due to skills (prehensile tail, tackle, etc).) (If they are from your opponent’s own teammates (eaten or thrown), multiple teleports, failed dodges not due to skills, lost in space, or failed rushes, they do not count.)
• If you finished the game before time is called you receive 5 bonus pts (you only receive these bonus points if your results sheets are turned into the T.O. before time is called)
• If Ricardo Ferminelli scores a touchdown, it is worth an additional 5 points. If Ricardo causes a casualty from blocking, it is worth an additional 3 points. If Ricardo catches or completes a pass it is worth 2 points. And if Ricardo holds the ball at the end of the opponents turn it is worth 1 point. (Each of these can only be counted once – You do not get an additional point for Richardo holding the ball at the end of each opponent’s turn.)
• Rolling 8 when opening the special chest (+5 Points result) is worth 5 points.
There is a no championship game the standings will solely be determined by total points
Overtime
There will be no overtime played. If your game ends in a draw, it’s draw.
Tiebreakers
The scoring system has been setup to hopefully get the most accurate representation of how everyone has performed. If, by chance there is a tie in Tournament points, the ties will be broken in this order:
• Winning Percentage
• Head to Head
• TD Diff
• Cas Diff
• Rat Ogre Ball
Painting
All teams are expected to meet the minimum painted guidelines. They must have 3 colors on them and have had some attempt at making them appear finished. (Because of the possible happenstance of a coach mixing differently painted Blood Bowl teams to create a Dungeonbowl team, allowances will be made if the team is not uniform, but make it clear which players are on the same team, and make it clear what positions the players are.)
Sportsmanship
We are here to enjoy the game of Blood Bowl. We expect good sportsmanship. Note that:
Fouling 16 turns in a row and running up the score is not poor sportsmanship, but gloating and ridiculing your opponent while doing so is. Also having a bad attitude during the game makes it no fun for everyone. You may be having a hard time, but this game can turn around quickly and the person who has the bad attitude can wind up winning and that makes them look like an jackass. So don’t be that person.
Awards
In order to qualify for any award, the coach must complete all 4 rounds.
The following awards will be given out after the last round:
• Donnybrook Champion – Most Tournament Points.
• Best Dodecahedroning –Most Teleports
• Best Dungeonballing – Most TDs
• Best Donnybrooking – Most Casualties
• Rainbow Gem Token – Least Tournament Points
Trickle-down Awardonomics
Coaches will only be eligible for one award. Tournament Organizer will trickle-down an award to the next eligible player. If there is a tie for injuries, teleports, or touchdowns, the coach with the higher TV will be given the award. If there is a tie in two categories, the coach with the higher TV will be given their choice of award.