Schedule (times may be altered by the organization depending on the speed of the rounds or other circumstances)
- Welcome, presentation and team creation from 09:00 to 09:15
- Round 1 from 09:15 to 10:45
- Round 2 from 11:00 to 12:30
- Round 3 from 12:45 to 14:15
- Break for lunch until 16:00
- Round 4 from 16:00 to 17:30
- Prize giving at 17:45
Punctuality Rules
To avoid punctuality problems, the following rule will be applied:
- If a player arrives 5 minutes late, their opponent will place all portals and chests.
- If they arrive 10 minutes late, their opponent will place all portals and chests and will also start winning 1-0.
- If they arrive 15 minutes late, they lose the match 0-2.
Round Time Limits
- Each match will have a duration of 90 minutes. We recommend allocating 45 minutes to each player to avoid problems. REMEMBER THAT THERE IS NO SECOND HALF IN THESE MATCHES.
- If a player runs out of time, during the rest of the round their turns will be limited SOLELY AND EXCLUSIVELY to picking up those knocked down players they wish to.
To add more fun to the rounds, the organization will give warnings at certain times with the following results:
- After 45 minutes: if at this point the ball has still not been found, the ball will appear in the next chest that is opened, with all other chests containing bombs.
- After 75 minutes: if no TDs have been scored in the match yet, the team that scores first will win the round and the match will end automatically.
- After 90 minutes: the round will end and the results will remain as they are (unless there is a possibility of a TD in a play). No TD will be awarded for proximity.
Once time is up, the organization will give an extra 5 minutes to enter the records. Any record not entered in the manager before the round closes will count as a 0-0 tie and 0 casualties for each team.
What Should I Bring to the Tournament?
- Blood Bowl team. Although it is not mandatory to have a painted team, any player who faces a painted team with an unpainted one will automatically win all rolls to decide who starts placing portals, chests, etc. (A team is considered painted to have a minimum of 3 colors not counting the base color)
- Rule sheet, templates and dice (tackle dice, d6, etc.)
- A couple of copies of your roster (one for you and one for your rival).
Format
Tournament Mode:
- Individual tournament
- No final
- NAF (Pending)
- 4-round Swiss-style tournament, Resurrection type (players neither get injured nor gain experience for the next round)
- Dungeonbowl 2020 ruleset and its official FAQs
Team Creation
- All coaches will receive 1,150,000 MO, 5 primary skills and 1 secondary skill to create their team. Money left over at the end of team creation will not be taken into account, with all teams considered to have the same rating.
- To create the team, you must choose one of the magic colleges available in the Dungeon Bowl 2020 ruleset.
- All teams must have a minimum of 11 players and a maximum of 16 players.
- With the money received, you will also acquire RR, incentives, etc.
- Necromancer, undead and nurgle teams may apply the special rules of Lords of the Undead and Infected. Players added through these rules are lost and withdrawn at the end of the match.
- Attribute increases are not permitted.
- Skills cannot be stacked.
- The secondary skill can be changed for ONE primary skill.
Incentives
All incentives included in the Dungeon Bowl 2020 ruleset are permitted.
The use of star players is not permitted.
Special Dungeon Rules
No special rules for tiles will be used except the following:
- Lava River Room: Any player who is thrown into the river will automatically suffer an Injury and the "Regeneration" skill will be cancelled.
- Dragon Hatchery Room (as the tile has been slightly modified it is not very clear, but it is exactly symmetrical to the previous one): Any player who starts their activation in this room will, on a 5+, be automatically knocked down. This will only cause a change of turn if the player was the ball carrier.
Scoring System
- Victory: 8 points
- Draw: 3 points
- Loss: 0 points
- Concession: -100 points and will count as a victory for the opponent with 3-0 in TDs and 3-0 in casualties. Furthermore, any player who concedes will be AUTOMATICALLY EXCLUDED from any type of prize, whether by category or by raffle.
Ranking
- Coach's score
- Points obtained by opponents faced by the coach in the tournament
- Net TD result
- Net result of casualties caused (all count)
- TDs for
- Casualties for (all count)
- Random (according to the Score! application)
Refereeing
All players should keep in mind that this type of event is for playing our favorite game and meeting different people from those we play with during a weekend. Seeking "champions" is a byproduct of this situation, and what is really sought is to enjoy the game. The biggest point of friction is usually the rules, so in case of doubt the rules will be consulted and if for some reason the book does not cover a certain aspect, the tournament referees will always have the final say and players must accept their decisions.
It is the responsibility of the players to remember and control the following situations:
- Rolls for Thick Skull, Really Stupid, Rooted On The Spot, Wild Animal...
- Control illegal placements or deployments and greater number of players on the field.
Whenever possible, we will return to the situation or point where the roll was forgotten within the same turn. However, if the situation is detected after scoring a TD and collecting the players, the score will be valid in all respects.