Tournament Format:
Resurrection style tournament with 3 games. The coach with the most points after three games is the winner of the Krampusbowl.
Starting Treasury
Each team has a total of 1,200,000 GP to spend on building the team. This includes players, rerolls, fan factor, personnel, inducements, etc. Each team must have a minimum of 11 players and a maximum of 16 players. Any GP not spent in the formation is lost and all teams have the same current team value. There is no compensation through inducements or Prayers to Nuffle.
The following inducements are allowed:
0-1 Halfling Master Chef (300k, Halfling 100k)
0-2 Bloodweiser Kegs (50k)
0-3 Bribes (100k, Bribery and Corruption 50k)
No starplayers allowed !
Tier One
Amazon, Chaos Dwarf, Dark Elf, Dwarf, Norse, Lizardmen, Shambling Undead,
Underworld, Skaven, Wood Elf
Tier Two
Human, Necromantic Horror, Imperial Nobility, Orc, Vampire
Tier Three
Black Orc, Chaos Chosen, Chaos Renegades, Khorne, Elven Union, High Elf, Nurgle, Old
World Alliance, Slann, Tomb Kings
Tier Four
Halfling, Goblin, Gnomes, Ogre, Snotling
Skills
A variable amount of gold crowns may be spent on additional skills only. This amount is entirely separate from the money available for hiring your roster and is dependent upon the Tier of the team. Amounts are as follows:
Tier One: 150,000
Tier Two: 190,000
Tier Three: 230,000
Tier Four: 270,000
Skills are arranged into Groups, each with a different price. Skills are priced as follows:
Group 1 primary skill = 40,000
Group 2 primary skill = 30,000
Group 3 primary skill = 20,000
Group 4 primary skill = 10,000
Group 1 secondary skill = 80,000
Group 2 secondary skill = 60,000
Group 3 secondary skill = 40,000
Group 4 secondary skill = 20,000
Skill Groups by category
Agility
Group 1: Dodge
Group 2: Sneaky Git
Group 3: Defensive, Diving Tackle, Jump Up, Leap, Side Step, Sure Feet
Group 4: Catch, Diving Catch, Sprint, Safe Pair of Hands
General
Group 1: Block
Group 2: Frenzy, Kick, Sure Hands, Strip Ball, Tackle, Wrestle
Group 3: Dauntless, Dirty Player (+1), Pro
Group 4: Fend, Shadowing
Mutation
Group 1: Claw
Group 2:
Group 3: Prehensile Tail, Two Heads
Group 4: Big Hand, Disturbing Presence, Extra Arms, Foul Appearance, Horns, Iron Hard
Skin, Monstrous Mouth, Tentacles, Very Long Legs
Passing
Group 1: Leader
Group 2:
Group 3: Hail Mary Pass
Group 4: Accurate, Cannoneer, Cloudburster, Dump off, Fumblerooski, Nerves of Steel, On
the Ball, Pass, Running Pass, Safe Pass
Strength
Group 1: Guard, Mighty Blow (+1)
Group 2:
Group 3: Stand Firm, Break Tackle, Juggernaut
Group 4: Arm Bar, Brawler, Grab, Multiple Block, Pile Driver, Strong Arm, Thick Skull
Players may have one skill only, other than Tier 4 teams whose players may have up to two skills on as many players as they wish within their gold crown allowance
Scoring
Flawless Victory (win by two or more TDs) - 5 points
Lame Victory (win by one TD) - 4 points
Draw - 2 points
Small loss (by one TD) - 1 point
Flawless Loss (loss by two or more TDs) - 0 points
Concede - -2 points
The teams are then placed in the given order according to the following criteria:
Tournament Points, Number of Wins, Total TD Net + CAS Net, Touchdowns Scored, Casualties Scored, Coin Toss.
We are using the Krampusbowl Weather Table.
(APPROVED von Twyllenimor 26.08.2025)