Overview
The association "A nous de Jouer" and the local Khornouaille league are organizing the 4th edition of the Pemoc'h Kup!
Date
The 23rd and 24th of January 2027
Venue
At the salle polyvalente of Tourc'h, Rue de Pont Ilis, 29140 Tourc'h (25 min East of Quimper)
This will be a team tournament of 2 players per team.
The Tournament
- Entry fee: €45 per person, €90 total per team
- Payment on site or via PayPal to "anousdejouer29140@gmail.com". Please specify your nicknames when paying.
- Approved CGO (individual ranking), NAF pending
- Please bring your own pitches (if you have any)!
Ruleset
Several changes in this new edition. Rosters (individual) will be distinguished from the Team (shared by both coaches). Khorne has extended its corruption over these Western lands!
- Each coach is granted a "Khornélius Le Sanglier": it has the stats of a Khorne lineman with the following skills: Horns, Frenzy, Juggernaut, Sprint, Mighty Blow, Loner 3+
- 1150 kGP per Roster to buy positionals, inducements, and Star Players. This currency is individual, specific to each Roster.
- It is forbidden to take the same roster twice.
- Star Players are not included in the mandatory 11 players.
- A Star Player cannot appear if present on both pitches.
- Khorne does not like magic and imposes his presence: Wizards and Prayers to Nuffle are therefore forbidden.
- The other inducements from the 2025 (Season 3) rulebook are allowed, with the additional possibility of taking 1 Chaos Totem for 50 kGP.
Chaos Totem: once per match, to be used at the start of your turn. You may pray to the Dark Gods. Roll 1D6:
- 1: The gods are angry - lose a re-roll
- 2-5: The gods hear you - a random opponent on the pitch is knocked down (with an armour roll)
- 6: The gods bless you - a player on the team (excluding Star Players) gains a mutation for the match
There are 4 tiers. Each tier gives a kGP bonus to the team's shared pool.
- Tier 1: High Elf, Dark Elf, Skaven, Amazon, Old World Alliance, Wood Elf - +100 kGP
- Tier 2: Imperial Nobility, Bretonnian, Lizardmen, Human, Khemri, Undead, Orc, Norse, Necromantic, Vampire, Dwarf, Underworld Denizens, Elven Union, Slann - +150 kGP
- Tier 3: Black Orc, Chaos Dwarf, Chaos Renegades, Chaos Chosen, Nurgle - +200 kGP
- Tier 4: Khorne, Goblin, Halfling, Snotling, Gnome, Ogre - +250 kGP
With the shared pool, you can buy your positionals, inducements, Star Players and skills! Skills cost: 20 kGP for a primary, 40 kGP for a secondary, +10 kGP if the skill is a doubles/elite skill. Elite skills are limited to 4x the same skill within the team.
Example: 4x Block +2 Dodge in team A and 2x Dodge in team B.
- No more than 1 skill per player.
- No purchasing of characteristic increases.
Matches Under Khorne's Influence
Weather table:
- 2: Khorne's Fury - 2 random players from each team gain +1 Strength and Frenzy
- 3: Loss of Patience - at the end of a drive, a random player must make an armour roll (and injury roll if necessary)
- 4-10: All is calm - no effect
- 11: Blood Mist - long passes and bombs are impossible
- 12: Blood Rain - -1 to Rush rolls. When a player is pushed, on a 1 he falls (no armour roll)
Kick-off table:
- 2: Khorne's Referee - "Argue the Call" succeeds on a 2+
- 3: Cries of Horror - each player rolls a D6, the winner (or both in case of a tie) makes a random opponent unable to play until the next turn. They cannot move, apply tackle zones, or take an action
- 4: Frenzied Crowd - +1 to injury on a casualty caused by a crowd push
- 5: High Kick - normal
- 6: Cheering Fans - normal
- 7: Brilliant Coaching - normal
- 8: Weather (on the Khorne table)
- 9: Changing Weather - normal
- 10: Blitz - normal
- 11: Khorneflakes Treat! - Dodgy Snack, but the player gains Frenzy and -1 Armour
- 12: Bloodlust Rage - each team, starting with the one receiving the ball, must randomly choose one of its players in contact with one or more opponents. That player must immediately make a block. This action will not cause a Turn Over.
During matches 1 to 4: the shared touchline and trapdoors will apply.
The separations between the pitches have been destroyed by the crowd!
The shared touchline: Both pitches share a common touchline. If a player is pushed into the crowd via this line and does not suffer an injury (if they would have been placed in reserves), instead they appear stunned on the other pitch at the same position as the square from which they exited. They will then be played by the teammate until the end of the drive (after which they return to their original team's reserves). The player returns to their original team at the end of the drive. If the square was occupied, they do not change pitch and go to reserves instead. If the match had ended, the player goes to reserves as normal. They may return to their original pitch via the trapdoors and crowd exit.
The trapdoors link both pitches via underground tunnels: Trapdoors are ALWAYS active and lead to tunnels beneath both pitches. If a player moves over a trapdoor, on a 1 or 2 they fall in. If a player ends their movement on a trapdoor, without being in a tackle zone, they may choose to fall in without needing a roll.
When a player falls into a trapdoor:
- 1: They get lost in the tunnels - place the player in reserves
- 2-3: They appear stunned on the trapdoor of their teammate's pitch
- 4-5: They appear stunned on the trapdoor of their teammate's opponent's pitch
- 6: They appear stunned on the other trapdoor of the same pitch
If the trapdoor square where they should appear is occupied, they are placed in reserves. The trapdoor ladder is not very sturdy and breaks after 3 uses per trapdoor; only 1 transfer per turn.
The trapdoors and shared touchline will return to normal for the 5th match.
On Sunday morning (match 4), the coaches partied too much on day 1 and get the pitches mixed up! You and your teammate swap rosters.
Scoring System
- Win: 1000 pts
- Draw: 400 pts
- Loss: 0 pts
- 1 Touchdown = 2 pts
- 1 Casualty = 1 pt
- 1 Casualty from a foul = 1 pt
Tie-break:
- Difference between Touchdowns scored and conceded
- Difference between Casualties (via block) inflicted and conceded
Weekend Schedule
Saturday
- 8:30: Welcome + breakfast
- 9:30: Start of Round 1
- 12:00/13:30: Lunch break
- 14:00: Start of Round 2
- 16:30: Start of Round 3
- Evening: Dinner (likely a crêpe stand)
Sunday
- 9:00: Breakfast
- 9:30: Start of Round 4
- 12:00: Lunch break
- 13:30: Start of Round 5
- 16:00: Prize ceremony
Saturday and Sunday meals are included in the registration fee.
A refreshment stand will be on site.
Regarding accommodation, you can stay with locals in nearby towns, so don't hesitate to ask us.