Jingle Balls Tournament
Welcome to Jingle Balls, a madcap tournament using special balls rules published by Games Workshop.
Schedule
- 9:30am - Avengers Assemble
- 10:00am-12:30pm - Round 1
- 12:30pm-1:00pm - Lunch
- 1:00pm-3:30pm - Round 2
- 3:30pm-3:45pm - Break
- 3:45pm-6:15pm - Round 3
- 6:15pm-6:30pm - Awards
Each game has a relaxed 2½ hour time slot to allow matches to be completed at a comfortable pace.
Team Building
All coaches have 1100 TV to spend on their team. The tournament uses the 2025 (Season 3) rules from Games Workshop and the latest FAQ, including the High Elf team from the latest Spike.
Inducements
All inducements from the 2025 Rulebook are allowed except mercenaries and Prayers to Nuffle. No extra inducements from Spike Journals are allowed.
Team Tiers and Skill Points
Teams will have a number of points to spend depending on their tier:
Tier 1: 5 points
- No skill stacking, no secondary skills, max 1 Star Player
- Teams: Amazons, Dark Elfs, Lizardmen, Norse, Old World Alliance, Orcs, Shambling Undead, Underworld Denizens, Vampires, Wood Elfs
Tier 2: 6 points
- No skill stacking, 1 secondary skill, max 1 Star Player
- Teams: Bretonnians, Chaos Dwarfs, Chaos Renegades, Dwarfs, Elf Union, High Elfs, Humans, Imperial Nobility, Nurgle, Skaven, Tomb Kings
Tier 3: 7 points
- 2 skill stacks allowed of 2 primary skills, 2 secondary skills, max 1 Star Player
- Teams: Black Orcs, Chaos Chosen, Khorne, Snotlings
Tier 4: 8 points
- 2 skill stacks allowed of 2 primary skills or 1 secondary and a primary skill, 3 secondary skills, max 2 Stars
- Teams: Gnomes, Goblins, Halflings, Ogres
Skill Points Value:
- Primary skill - 1 point
- Secondary skill - 2 points
- Star Player - 2 points
Special Balls
Every coach receives 4 special balls upon arrival:
- 1 Spiked Ball (mandatory)
- 3 special balls drawn from cards (one from each of three decks)
The three decks contain balls with the following effects:
- Deck 1 - hinder the person holding it
- Deck 2 - buff the person holding it
- Deck 3 - utterly random
Special Ball Rules:
- Special Balls can only be used once per game but, provided they aren't lost, can be used in the next game
- When kicking the ball you MUST use a special ball if you are able to; you can never opt for a regular ball if a special ball is available
- If a Special Ball goes into the crowd it is permanently lost and a regular ball is thrown back in for the rest of the drive; hand the Special Ball card back in
- Some Special Balls will only last one drive because they hatch; if this happens, hand the card back in
The Eunuch Rule
If you ever have to kick off with a regular ball, you become subject to the Eunuch Rule:
- When you deviate and scatter the ball, if the receiving team is not happy where it is due to land (before the kick off event is rolled) they can make you deviate and scatter it again, but must accept the second result
- Once you roll the kick off event but before any consequential actions are taken, they can make you reroll the event; again, the second event must stand - they cannot switch back
Protect your balls! Losing them all has consequences.
Scoring
Points are scored as follows:
- Win - 30 points
- Draw - 10 points
- Loss - 0 points
- Up to 3 points maximum per Touchdown scored
- Up to 3 points maximum per casualty inflicted
- 1 point for a clean sheet
Tie-Breakers (if there is a draw at the end of the final round):
- Whoever still has the most balls left
- Head to head results
- Strength of schedule
- Combined Touchdown and casualty difference
Glittering Prizes
Awards will be presented for:
- Winner
- Runner Up
- Most Casualties
- Most Touchdowns
- Stunty Cup - highest placed stunty team (Goblins, Gnomes, Halflings, Snotlings, Ogres, stunty Black Orcs [Troll and all goblins], Stunty Underworld [Troll, Goblins and Snotlings] or Stunty Lizards [Kroxigor and all Skinks])
- Rookie Wonder - highest placed NAF coach who has attended 5 or fewer NAF tournaments
- Wooden Spoon