Schedule
(These times may be altered by the organization depending on the speed of the rounds or other circumstances)
- Welcome, presentation and team creation: 09:00 to 09:15
- Round 1: 09:30 to 11:30
- Round 2: 11:45 to 13:45
- Lunch break: 13:45 to 16:00 (DEPENDING ON THE PLACE WE FIND FOR LUNCH, WE WILL ADJUST THE LUNCH TIME AND AFTERNOON ROUNDS, WE WILL LET YOU KNOW SOON...)
- Round 3: 16:00 to 18:00
- Round 4: 18:15 to 20:15
- Prize giving: 20:15
Punctuality Rules
To avoid punctuality problems, the following rule will apply:
- If a player arrives 5 minutes late, they lose the kick-off.
- If they arrive 10 minutes late, they lose the kick-off and start losing 0-1.
- If they arrive 15 minutes late, they lose the match 0-2.
Round Time
Each match will last 2 hours. We recommend splitting 1 hour between each player to avoid problems, or, if not yet in the second half when only one hour remains, start using it then, splitting 30 minutes for each player.
If a player runs out of time, during the rest of the round their turns will be limited SOLELY and EXCLUSIVELY to standing up any downed players they wish.
The organization will announce when one hour remains until the end of the round and also when 15 minutes remain. Once time is up, the organization will give an extra 5 minutes to enter the match reports. Any report not entered into the manager before the round closes will count as a 0-0 draw with 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 an opponent with a painted team while unpainted will automatically lose all rolls on the Kick-off Table. (A team is considered painted if it has a minimum of 3 colors, not counting the base color)
- Pass rules, templates and dice (block dice, d6, etc.)
- Roster downloaded from the manager. Although it can be checked online, we recommend bringing a printed copy to show opponents and save time. If an illegal list is used (and the organization has previously warned the player), the player will be disqualified, with all their matches considered as conceded and being excluded from prizes.
- RECOMMENDED: Playing field/pitch in case there are not enough due to organizational reasons.
Format
Mode:
- Individual tournament.
- No final.
- NAF PENDING.
- Swiss tournament of 4 rounds, Resurrection type (players neither get injured nor gain experience for the next round).
- The BBTOURNAMENT application will be used.
- Blood Bowl 2025 (Season 3) rules together with the published Spikes magazine updates and all modifications applied and approved by the NAF. Obviously, GW FAQs will take priority, with NAF FAQs applying where GW's say nothing.
- Only official teams recognized by the NAF may be used. To clarify this point, they are the following: Humans, Old World Alliance, Imperial Nobility, Bretonnia, Black Orcs, Snotlings, Orcs, Dwarfs, High Elves, Skaven, Dark Elves, Chaos, Chaos Dwarfs, Undead, Amazons, Goblins, Halflings, Wood Elves, Necromantic, Elven Union, Nurgle, Khorne, Khemri, Norse, Ogres, Vampires, Lizardmen, Slann, Underworld Denizens, Chaos Renegades and Gnomes.
Team Creation
- All teams will receive an amount of gold and skills to configure their team depending on the category of their race. Any gold left over after team creation will not be taken into account for incentives, with all teams considered to be of the same value.
- All teams must have a minimum of 11 players and a maximum of 15 players, including Star Players.
- A team must have 11 players before acquiring a Star Player.
- If both teams field the same Star Player, both may use it.
- With the money received, you also acquire RR (re-rolls), assistant coaches, cheerleaders, doctor, fan factor, etc.
- Necromantic, Undead and Nurgle teams may apply the special rules for Lords of the Undead and Plague Ridden. Players added through these rules are lost and removed at the end of the match.
- Attribute increases are not allowed.
- A secondary skill may be exchanged for ONE primary skill.
Tiers and Skills
Tier 1: 1,080,000 gold - 5 level-ups, maximum 0 secondary skills and 2 elite skills. May stack 2 primary skills on a maximum of 1 player, these may be elite skills, but not secondary ones:
Amazons, Old World Alliance, Underworld Denizens, Undead.
Tier 2: 1,125,000 gold - 6 level-ups, maximum 1 secondary skill and 3 elite skills. May stack 2 primary skills on a maximum of 1 player, these may be elite skills, but not secondary ones:
High Elves, Wood Elves, Dark Elves, Dwarfs, Chaos Dwarfs, Humans, Imperial Nobility, Bretonnia, Lizardmen, Khorne, Necromantic, Norse, Nurgle, Khemri, Skaven and Vampires.
Tier 3: 1,150,000 gold - 7 level-ups, maximum 1 secondary skill and 3 elite skills. May stack 2 primary skills on a maximum of 2 players, these may be elite skills, but not secondary ones:
Chaos Chosen, Black Orcs, Chaos Renegades, Slann, Elven Union and Snotlings (with option for 0-1 Star Players; they stack skills as if Tier 4).
Tier 4: 1,175,000 gold - 8 level-ups, maximum 2 secondary skills, 4 elite skills. May freely stack skills on any players as long as they do not exceed 2 skills, these may be elite skills, but not secondary ones unless the player has the "Stunty" or "Titchy" traits, who may stack any 2 skills they have access to:
Goblins, Halflings, Ogres, Gnomes, Lizardmen without Saurus, Black Orcs without Orcs and Underworld Denizens without Skaven.
Special Tournament Rule: Star Player!
All coaches will receive for free the following Star Player created for the occasion:
M 5/S 4/AG 4+/PA 5+/AV 9+
Skills: Disturbing Presence, On the Ball, Wrestle, Jump Up, Taunt, Drunkard, Unsteady, Loner (4+).
Special Skill:
Once per half, after declaring an action, they may gain Break Tackle or Claws. However, if one is chosen in the first half, the other must be chosen in the second half.
Incentives
With the money awarded for team creation, any incentive can be acquired (as long as it is allowed for that team according to the most recent version of the rules) except for:
- Special cards.
- Mercenaries.
- Wizards.
- Prayers to Nuffle.
Star Players
Only TIER 4 and Snotlings can buy up to a maximum of 1 Star Player. However, if you are considering including Star Players on your team, you must follow these rules:
- Star Players cannot receive additional skills during team creation.
- Extra cost of Star Players: Each Star Player, in addition to its gold price, will cost a level-up for each fraction of gold cost as follows:
- If your Star Player is worth less than 100k, you lose 1 level-up.
- If your Star Player's value is between 100k and 199k, you lose 2 level-ups.
- If your Star Player's value is between 200k and 299k, you lose 3 level-ups.
- If your Star Player is worth more than 300k, you lose 4 level-ups.
Banned Star Players:
- Skitter Stab-Stab
- Morg'n'Thorg
- Griff Oberwald
- Hakflem Skuttlespike
- Bomber Dribblesnot
- Cindy Piewhistle
- Dribl & Drull
- H'Thark the Unstoppable
Scoring System
- Win: 8 points
- Draw: 3 points
- Loss: 0 points
- Concession: -10 points and will count as a win for the opponent with 3-0 in TDs and 3-0 in casualties. Additionally, any player who concedes a match will be AUTOMATICALLY EXCLUDED from any type of prize, whether by category or raffle.
Ranking
- Coach's score.
- Points obtained by the opponents the coach has faced in the tournament.
- Net Touchdown difference.
- Net Casualties caused difference (ALL count).
- Touchdowns for.
- Casualties for (ALL count).
- Random (according to the Score! application).
Officiating
All players must keep in mind that these kinds of events serve to play our favorite game and meet different people from those we play with on a regular weekend. Looking for "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 they will be consulted, and if for whatever reason the rulebook does not cover a certain aspect, the tournament referees will always have the final word and players must accept their decisions.
It is the players' responsibility to remember and keep track of the following situations:
- Rolls for Bone Head, Really Stupid, Take Root, Animal Savagery...
- Checking for illegal placements or deployments and excess number of players on the field.
Whenever possible, play 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 Touchdown and picking up the players, the score will be valid for all purposes.