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Blizzard Blast IV is a three round high TV, high skill package winter themed Blood Bowl Tournament. This is a Swiss-Style resurrection tournament. The first game will be determined by a random matchup. The remaining games will be determined by tournament points. Seating will be limited to 16 players.
SCHEDULE
Registration: 10:00-10:30
Game 1: 10:30-12:45
Lunch Break: 12:45-1:15
Best Presented Voting: 1:00-1:15
Game 2: 1:15-3:45
Game 3: 3:45-6:15
Tournament Calculations/Awards Presentation: 6:15-6:30
When time is called, remaining turn is finished (for both coaches), and the game concludes if not finished.
REGISTRATION & ROSTER SUBMISSION
Entry Fee Cost: $20
Registration and Tickets need to be bought by January 7th.
Tickets can be purchased through Gameknight at:
Xxxxxxxxxxxxxxxx
To register, please purchase a ticket from Game Knight Games;
https://gameknight.ca/pages/events?ticket=blood-bowl-blizzard-blast-iv-ticket-sat-jan-10-2026
and contact Michael at:
manitobabloodbowlleague@gmail.com
This tournament will be using Tourplay to track rounds. You can submit your roster on Tourplay here:
https://tourplay.net/en/blood-bowl/blizzard-blast-iv
THINGS TO BRING
Your Blood Bowl Team - All teams must be at least painted 3 colors. (Basing is not necessary, but appreciated)
Block Dice, D6,D8, D16, Ball Marker
Turn, Re-roll and TD markers
Official Season 3 Rulebook
WHAT IS PROVIDED
A pair of custom 6 sided event dice
Bands to mark skills
BASIC RULES & TEAM CREATION:
All Blood Bowl Season 3 teams from the Official Rulebook. The Slann Team from the NAF is not updated, and therefor will not be allowed unless the roster is updated before registration. This is a resurrection style tournament. No SPP will be earned during games and injuries will not carry over to the next game. Your team will reset to your initial roster at the start of each match.
The Highlander rule WILL be in effect. If you hire the same Star Player as your opponent, neither player will have access to the star for that game.
Masters of Undeath and Plague Ridden rules will be used. But the additional lineman will not be carried to the next match.
This tournament will be using the Harsh Tundra Weather Table, Unclear Markings Pitch, Warm Ball and Special Snowball Rules. See Below for Details..
You have 1,200,000 gp to spend on your team
You may hire up to 2 Star Players, but you must first have 11 players rostered before hiring a star player and pay their SPP tax.
MEGA-STARS
Some Star Players are better than others and require a bit more SPP tax. These are the Mega-Stars:
Bomber Dribblesnot
Cindy Piewhistle
Deeproot Strongbranch
Dribble & Drool
Grak & Crumbleberry
Griff Oberwald
Hakflem Skuttlespike
H’thark the Unstoppable
Lord Borak
Kreek ‘the Verminator’ Rustgouger
Morg ‘nq Thorg
Skitter Stab-stab
Wilhelm Chaney
Teams can purchase all inducements from the Official Rulebook, excluding Prayers to Nuffle.
Only Halfings may hire a Halfling Master Chef
Riotous Rookies may be taken by teams with the Low Cost Linemen Special rule
BONUSES
All teams will be given 3 snowballs per match that the crowd can throw at opposing players. See below for details.
If your team is painted you will receive an additional snowball (3 colour minimum)
If your team is based (at least painted) you will receive an additional snowball
SKILLS
Tier one teams will be given 48 SPP to buy skills and Star Players
Tier two teams will be given 54 SPP to buy skills and Star Players
Tier three teams will be given 60 SPP to buy skills and Star Players
Tier four teams will be given 66 SPP to buy skills and Stars Players
Primary Skills cost 6SPP
Secondary Skills cost 12SPP
Mega Stars are 18 SPP each
All other Star Players are 12 SPP each
Star Player Pairs will cost 18 SPP for the pair
Each skill can be taken a maximum of 3 times.
Skills may be not be stacked on a player, except Tier 4 teams can stack up to 2 skills on a player.
Elite Skills are limited to;
Tier 1: 2 Elite max
Tier 2: 3 Elite max
Tier 3: 4 Elite max
Tier 4: 5 Elite max
Skills may not be added to Star Players.
No Stat Increases allowed.
Tier One teams: Amazon, Chaos Dwarves, Dark Elf, Dwarves, High Elves, Lizardmen, Norse, Old World Alliance, Underworld Denizens, and Wood Elves.
Tier Two teams: Bretonnian, Elven Union, Humans, Imperial Nobility, Necromantic Horror, Orcs, Shambling Undead, Skaven, Tomb Kings, and Vampires.
Tier Three: Black Orc, Chaos Chosen, Chaos Renegades, Khorne, and Nurgle
Tier Four: Gnomes, Goblins, Halflings, Ogre, Snotlings, Stunty Lizardmen (No Saurus), Stunty Underworld Denizens (Goblins, Snotlings and Big Guys only), and Stunty Black Orcs (No Black Orcs)
Please have a way to indicate the purchased skills of your players that makes it easy for your opponent to identify which player has which skill. Bands will be provided if you need them.
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 - 65 points
Draw - 25 points
Loss - 0 points
Tiebreakers are as follows: Total Casualties, Casualty Differential, Head to Head Record, TD Differential and Lastly Total TD’s
CASUALTIES
The following skills/actions count as Casualties for scoring tournament points:
Blocks
Fouls
Pushing a player into the crowd
Projectile Vomit
Stabs
Chainsaws
Bombardier
Ball and Chain
Diving Tackle
Thrown/Kicked team-mate hitting an opposition player
Arm Bar
Failed Dodges
Did your player have an ‘interaction’ with the opponent’s player to cause the Casualty? It will count. Failed rushes do not count.
SNOWBALLS
One of your snowballs can be thrown at the end of any team turn before a player. The Snowballs are thrown on the pitch by fans in the crowd.
Snowballs may only target a square in a widezone
Once a target square is chosen roll a D6
1: The Snowball is poorly made and distendrates mid air. Nothing happens.
2-5:The Snowball is thrown with poor accuracy. The Snowball will land D3 squares from the target square determined by rolling a D8 for the direction.
6: The Snowball lands accurately in the target square.
Any player that is standing in a square where a snowball lands is placed prone (No Armour roll is made). If the player is holding the ball, the ball will bounce. No turnover is caused.
HARSH TUNDRA WEATHER TABLE
(2) Wind Chill: The biting wind is enough to force some players to hide from the freezing cold in the dugout! At the end of step 1 of the Start of Drive sequence, both coaches roll a D6. The team that scores the lowest (or both teams in the case of a tie) randomly selects one player on the pitch. That player has had enough of the dreadful wind. Immediately place the selected player in the Reserves box to warm up.
(3) Freezing Fog: The weather is so cold it’s causing players’ fingers to go numb, which makes catching the ball difficult indeed! Apply a -1 modifier everytime a player makes an AG test when attempting to catch the ball, pick up the ball, or interfere with a Pass action.
(4-10) Clear and Calm: The frequently dangerous climate is unusually calm and warm (for Norsca at least!), making it perfect(ish- Ed) Blood Bowl weather.
(11) Hail Shower: At the start of each team’s turn, roll a D6. On a 1, randomly select one player on the pitch from the active team. This player is struck by an unusually large hailstone; make an Armour roll for this player. If the Armour roll is successful, do not make an Injury roll; the player is instead automatically Stunned. This will not cause a Turnover, even if the player with the ball is knocked down.
(12) White-out: It’s snowing so heavily that it’s near impossible for the players to see anything at all! Players may not perform Pass actions. Additionally, a player may not declare a Blitz Action against an opposing player who is more than three squares away from them.
UNCLEAR MARKING
The Pitch is snow covered making it difficult to determine the wide zones and the line of scrimmage. When the kicking team sets up for a drive, they may choose to treat their Line of Scrimmage as being:
The normal Line of Scrimmage
One row of squares further back into their own half.
One row of squares into the other theam’s half.
This creates a temporary halfway line for this kick-off which the receiving team must adhere to when setting up their players, and which is used for the purposes of awarding a touch back. In addition the limit of 2 players per Wide Zone during set-up does not apply for either team.
WARM BALL
Wizards have enchanted the ball and it emanates heat. Players who are holding onto the ball are reluctant to get rid of it due to its warmth in the cold weather. While a player is in possession of the ball the player gains the Animosity (All) trait. Animosity (All) is removed once the player is no longer in possession of the ball.
PRIZES
1st Place
Best Offense
Best Defense
Best Stunty Coach (3 stunty teams required)
Golden Gladiator - Best Presentation as voted on by the players
Best Sportsmanship - Voted on by the players. May be anyone at the tournament
Wooden Spoon - Lowest tournament points
Share the Wealth Rules - No coach can win multiple prizes except for Wooden Spoon, Best Painted, or Best Sportsmanship
QUESTIONS
Questions can be sent to Michael Bazylewski at manitobabloodbowlleague@gmail.com