To register: Zelle or Venmo $15 to 714-884-8892, or pay cash on the day of the event. Email rosters to whsjr3@gmail.com. NAF membership is required. Not a member? Don’t worry, arrive early and we will help you sign up.
This tournament is a stop on the MAWLRS tournament series.
Each round will be limited to 2 hours and 15 minutes, or 12 full turns, whichever comes first. In order for each coach to finish as many turns as possible a 4 minute timer for each coach's individual turn will be implemented. When the time expires the coach may finish the activation of the current player and then their turn ends. Unused time does not accumulate and cannot be saved for later turns.
Note: if each player uses the full four minutes each turn there will not be enough time in the round to finish all 12 turns, so each player is encouraged to play as fast as they are comfortable with. Tournament scoring will be strictly based on points, which can be gained through various means (see Tournament Points at end page).
Coaches will be given 700,000 gold pieces to build a roster of at least 8 players and no more than 16 using accepted BB rosters from BB2025. Slann are also allowed.
For this first event there are no tiers. After creating their team, coaches can choose 1 of 2 skill packs to add to players on their team.
Deathbowl is played on a specially designed pitch with four teams and two balls. The teams line up on or behind the "line of scrimmage" in their own set up section. Each coach must have at least three players on the line, with no more than two players in each wide zone as in regular Blood Bowl. Each coach lines up directly opposite their opponent for the round. There is no kick-off.
The endzones and dugouts of the pitch are treated as adjacent to the crowd just like in regular Blood Bowl and players can be surfed.
Roll a D6, using the highest roll to determine which team sets up first; that coach also gets to choose where they sit at the table. The team who got the next highest roll then chooses their spot and sets up, and so forth until all coaches have set up their teams. After all four teams are set up to start the game, the balls are placed in one of the four center squares, randomly chosen using a D4. If the ball lands in the same square as the other ball, reroll. Alternately a D3 can be used to place the second ball, skipping the square the first ball was placed in. Two balls can never be in the same square. The balls do not bounce or scatter on kickoff. Once both balls are in play a 2nd D6 roll is made with the highest roll going first in gameplay and continues clockwise from the winner.
The end zones on our pitches are two squares deep. A touchdown is scored when a player with the ball enters the first square, and they are surfed if pushed into the second square (closest to the crowd).
If a touchdown is scored the game continues as prior to the score and the ball that was scored once again drops randomly into one of the four center squares. If a player is standing in the square the ball drops into they can attempt to catch it, otherwise it bounces once. The player that scored the TD can continue their movement to get back into the action, but then their turn ends. If that team also had possession of the second ball, the ball is "stripped" and also randomly enters the center of the pitch. Each coach gets to roll for KOs and all reserves can enter the pitch by being placed on that coach's line of scrimmage, not to exceed the normal limit of 8 players. The game will continue in this manner until time is called, at which point each coach gets to finish their turn and the match ends.
Secret weapons are a special breed in Deathbowl and will stay on the pitch until their team scores a touchdown. If their team never scores, they could stay in the entire game! Upon scoring, any purchased bribes may be used for the secret weapon player to rejoin the game.
Re-rolls may be purchased in Deathbowl 7's for their normal cost, however, because the match is a continuous play format and does not feature "halves" or "drives," each re-roll may only be used once per match.
During the Death Bowl match Halfling teams will be able to force all of their opponents to lose rerolls. However, they will only receive the number of rerolls they roll once, not that number from each player.
Players may assist on a block even if they are not on the same team as the player making or receiving the block, provided they are adjacent to the said player making or receiving that block. The coach can "agree" to assist on the block if they are not in the tackle zone of any other players from a different team outside of the tackle zones of the players making or receiving the block. After a block is declared the other coaches declare any assists in turn, clockwise around the table. This applies to fouls in the same fashion as stated above. The guard skill works as normal and guard players may always assist on blocks if they choose.
You may blitz and/or foul each opposing team once on your turn. Yes, that means you may make three blitzes and three fouls in a single turn! However, as normal, each player may only be activated once per turn. Each blitz or foul must be made by a different player each turn.
No player may at any time be in possession of more than one ball. Any time a player with a ball interacts with the other ball resolve the situation as if he had the "No Hands" skill. A team may pass and hand-off each ball once per turn. A team may not, however, pass or hand-off the same ball more than once in the same turn, as in the standard rules of the game. The ball may at no time be passed across any of the four corner squares. To determine this when passing a ball, the entire range ruler must be on the playable Pitch area. In addition, you may not throw or hand off the ball directly to the opposition if you want to work with them, though you may throw next to an opposition player with Diving Catch.
If players from different teams are eligible to make an interference roll, the player closest to the throwing player may make the attempt first. If two or more players are equally close then the coaches roll off to determine which player may make the first attempt. If the first player fails to interfere the next player gets a chance, if the second player fails to interfere a player from the third team gets a chance. However, each team may only make one interference attempt.
If an interference attempt is successful but then fails the re-roll due to the "Cloud Burster" skill, a team who has not yet attempted to intercept can still try with one of their players. Cloud Burster may be used on all successful interceptions in any given turn. For example a pass may be interfered or intercepted 3 times, each time by a player from a different team; the thrower gets to force all opponents to re-roll the attempted interference.
In the spirit of fun and sportsmanship, coaches are allowed and encouraged to talk, collaborate and collude during a Deathbowl match. However, coaches should be conscientious of keeping the banter friendly and respectful at all times. If word gets to the TO that coaches are crossing this line, he may impose "arbitrary" penalties of his choosing to coaches breaking this rule.
There are two ways to earn points in Deathbowl 7's. The first way is through scoring ball handling activities and the second is through blocking and fouling actions. Casualties and knock outs from crowd surfs are also awarded points, not just blocking and fouling.
Points from game play are as follows:
Ball Handling Events: Tournament Points
Blocking, Fouling and Surfing Events: Tournament Points
The coach with the most points at the end of the round wins 2-1 vs the coach with the fewest points. The two coaches in the middle earn a 1-1 draw.
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