The tournament will use the rules in the Blood Bowl Season 3 (2025) rulebook as well as the official Errata and FAQ released in May, which can be found here: https://assets.warhammer-community.com/eng_20-05_blood_bowl_faq_errata-gytvlserev-ngihd3chox.pdf?brid=YWdncwHh4zF2P-mCyO21eb6xMVre
For subjects not covered in the Errata and FAQ, the NAF Recommendations and Clarifications for BB2025 will be used. If there is a conflict between the Errata/FAQ and the NAF Recommendations and Clarifications, the official rulings in the Errata/FAQ will be followed.
Stalling has been discouraged at the Thrunk Memorial Brick and hence the STALLING rule applies in accordance with the Rulebook.
Dice: You will be given a pair of Thrunk Memorial Brick dice. Please use them and ONLY them.
Games last for two hours and fifteen minutes. There will be a visible clock marking the progress of time. When the clock counts down to zero, the Tournament Organizer will yell, "Dice down." However, if a game can be concluded without the rolling of any further dice, a last turn may continue. For example, if your opponent was delaying ending his/her/their Turn 16 and the clock hits zero, if you can score simply by having your ball carrier activate and move into the end zone without rolling a Rush or making a Dodge, by all means activate the player and score.
Each team also receives a Slush Fund of 50,000 gps. After initial team creation, each team may then dip into its Slush Fund to secure team improvements from the list below. Teams may decide to hold back some of its original budget to purchase one extra player. If a team takes advantage of the Slush Fund for this purpose but does not spend all its 50,000 gps, the coach may draw upon the remainder for a purchase from the list below:
Teams are separated into five different tiers that grant a differing number of Skill Points (SPs) to improve their players:
Player Advancement: No player may receive more than 1 of the following advancements from the list below:
Please note: Stars cannot be given skills. All official BB Season 3 published star players are allowed.
Nothing else is allowed.
The first round of games will be determined by random draw from two pools of coaches, one pool of coaches from the National Capital Region and another pool of coaches from the Montreal region. This is done to promote linkages between the respective Blood Bowl communities and to ensure people don't have to face coaches they have travelled with in the first round. Coaches from elsewhere will be invited to indicate their preferred pool in which to be placed. Subsequent rounds will follow the "Swiss" model, with the team with the most points playing the team with the second most points, and so on.
Points will be allocated as follows:
Please note: A Casualty or KO inflicted upon the Ghost of Thrunk by the crowd as a result of being pushed out of bounds by a team does not generate bonus points.
In the event of an equal number of points in the standings, the following tie-breakers will be used in the order in which they appear:
Performance Awards: The following performance awards will be available. Only one performance award can be earned per player.
Community Awards:
Yes, Thrunk is dead. However, like many players, being dead doesn't mean his ghost doesn't want to play Blood Bowl! During the tournament that bears his name, he appears when the fans roar, waking his ghost from his body's resting place. Thrunk seeks to recreate the glory of the moment of his death. He is obsessed with the idea of getting the ball and scoring. Alas, Thrunk's ghost doesn't realize it is but an ethereal spirit, unable to grasp the ball. And yet, this doesn't stop him from trying! He will move towards the ball and attempt either to pick it up if it isn't in anyone's possession, or dislodge it if it is.
When either one of the Cheering Fans, Brilliant Coaching, or Changing Weather kick-off event is rolled, the Ghost of Thrunk will then manifest itself by appearing on Thrunk's grave on the official Thrunk Memorial Brick pitches (the trap door) on the receiving team's half.
Thrunk will activate immediately before each coach's team turn begins, including on a Charge! kick-off result. The coach whose turn is about to start activates Thrunk, deciding on the facing of the sideline template, roll the die for the direction of movement, and roll any block dice if the ghost moves into an occupied square. Thrunk will not move into the crowd unless pushed into the fans via a block action. Because Thrunk cannot move himself out of bounds, re-roll the d6 for movement on any such outcome. If Thrunk rolls block dice against a player on one team, the coach of the OTHER team chooses the outcome of the block dice. NOTE: Coaches CANNOT choose a Skull or a Both Down result on the block dice unless there is no other option. Both Downs must be chosen before a Skull. If Thrunk removes himself during his activation, this DOES NOT cause a turnover because this activation is occurring between team turns.
Movement: you must direct Thrunk by moving him as per the Ball and Chain rule. He must be moved the entire extent of his MA score with no "rushing" allowed. Each movement MUST take Thrunk a row or column of squares closer to the ball. If his movement would bring him into contact with a player, he will throw a block (the Foul Appearance trait is ignored as per the Ball and Chain rule). Also as per the Ball & Chain rules, Thrunk must follow-up if he pushes back another player. If Thrunk still has movement left, he will continue moving and potentially throwing blocks. If Thrunk moves into a square that is occupied by a Prone or Stunned player from either team, for any reason, that player is immediately pushed back and an Armour roll is made against them. If Thrunk moves onto the ball, his No Ball trait prevents him from picking it up. It will bounce away from him. Failing to pick up the ball will not end Thrunk's activation. If he has remaining movement, he will move onto the ball again.
If Thrunk is Knocked Down or is Placed Prone, an Injury roll is made against him. As per the Ball and Chain rules, the minimum injury he will suffer is a KO. The summoning is dispelled and Thrunk is removed from play.
Thrunk is not immune from teammates of a player being blocked lending assists to the target of the block. However, Thrunk IS immune from OPPOSITION players lending assists to a player who is blocked by his ghost. Thrunk never provides assists to a Block Action although his presence will prevent teammates from assisting a Block action if he is in their tackle zones. Once his activation is complete, Thrunk comes to a halt and is counted as an opponent in all cases where a roll needs to be made, including dodges, picking up the ball, or passing/receiving the ball. If Thrunk is within two squares of the ball, his proximity makes a Secure the Ball action impossible.
In all other respects, Thrunk is a normal player. He can be on the receiving end of blocks, be pushed into the crowd, and get injured. Indeed, dishing out a casualty or a KO to Thrunk is so crowd-pleasing the tournament uses this statistic as a tie-breaker. If Thrunk is removed from play, he may re-appear for later drives in the game.
Ghost of Thrunk stats:
Killing for Kids: + $2/Casualty or Kill of the Ghost of Thrunk. Support Spanky_100's Killing for Kids initiative that is fundraising for the Children's Hospital of Eastern Ontario (see: https://sites.google.com/view/killingforkids). Andrew's tallying up $2 for every Casualty or Kill he generates in tournament Blood Bowl this year. The Brick has decided to help out! Commit to Casualtying or Killing the Ghost of Thrunk a certain number of times, multiply that figure by $2 and add the result to your registration fee. The Brick will pass on everything contributed to the Killing for Kids initiative.
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