Treasure Valley Blood Bowl League (TVBBL) is sponsoring a Scouting Combine to look for new talent from the minor leagues, bringing in up and comers from around the Old World. Sports fans from around the Empire gather for a day of rookie mayhem. The Scouting Combine is a six match tournament, using GW’s Sevens format in Death Zone.
Place: Phoenix Fire Games, Meridian, ID
Date/Time: Saturday, March 19th, 2022, 9:00am
Tournament Fee: Preregistration (before February 25th) $15.00, Registration (February 26th-March 19th) $20.00
Bring with you: Everything you need to play (team, dice, pitch, templates, etc); contact TO treasurevalleybbl@gmail.com if you want to borrow a team
NAF membership: Yes Required ($10 annual fee online)
Itinerary
Times are approximate; each round is 60minutes with a 5-10 minute pre-game setup time. After 60 minutes, no new turns may be started, but the current turn must be finished by both players. If a tournament round/lunch finishes early, the TO may start the following round early.
9:00am-9:30am Registration
9:30am-10:30am Round 1
10:45am-11:45am Round 2
12:00pm-1:00pm Lunch
1:00pm-2:00pm Round 3
2:15pm-3:15pm Round 4 for 8-10 players
3:30pm-4:30pm Round 5 for 12-16 players
4:45pm-5:45pm Round 6 for more than 16 players
6:00pm Awards and Raffle
Prize Support
Trophy/certificates will be awarded for performance
Awards: (1st place, 2nd place, Best Painted, Wooden Spoon- trophies) ( 3rd place, Most Casualties Caused, Most Touchdowns-certificates)
Share the Wealth: A single coach may only win one of the above awards
Additional awards may be added by TO
Must play in all six rounds to be eligible for an award (ringer may win an award if eligible)
A raffle of Games Workshop Bloodbowl teams
Raffle Eligibility
Play in all six rounds of the tournament
Complete the tournament reporting sheet
Ringer is not eligible for raffle
Team Roster
Resurrection tournament format
Swiss-pairings after first round
Any of the 29 NAF approved teams
600,000 gp budget to purchase players, inducements, skills. All player improvements (skills and ability score) are permitted, except for the Leader skill (No skill may be bought more than once, or more than one skill bought for a single player.)
Team Rerolls cost twice the normal amount (i.e. Humans team reroll normally costs 50,000, in BB7s the team reroll costs 100,000)
A minimum of 7 players must be purchased and a maximum of 11 players
No more than 4 “specialist” players (i.e. players with an availability less than 0-12)
Permitted inducements: Bribes, Wandering Apothecary, Bloodweiser Kegs, Igor, Halfling Chef, Assistant Coaches, Temporary
Who's going
to see who's attending.
HOW TO GET THERE
Set your Home Location in your profile to see travel time.
Preregistration (before February 25th) $15.00, Registration (February 26th-March 19th) $20.00
Type
OPEN
Scoring
There is no championship game, tournament winner is determined by total points Casualties: ALL casualties suffered by opponent: includes from Blocking, Crowd Surfing, Secret Weapons, Fouls, GFI, Dodge fail, etc No overtime will be played (a tie is a tie) Win: 60 points Tie: 30 points Loss: 10 points Lost by 1 TD: 2 bonus points Won by 2 TD: 2 bonus points Won by 3+ TD: 5 bonus points Inflicted exactly 1 casualty more than opponent inflicted: 2 bonus points Inflicted 2+ casualties more than opponent inflicted: 5 bonus points Finish turn 12 before time limit: 3 bonus points Pitch Clear (max 1 per match): 5 bonus points Ranking Tiebreakers Winning percentage Strength of schedule (i.e. record of WWL > WLW) Net TDs plus net CAS Total TDs plus total CAS TO judgement (i.e. Head to Head, etc)
Format
other
Variant notes
Team Roster
Resurrection tournament format
Swiss-pairings after first round
Any of the 29 NAF approved teams
600,000 gp budget to purchase players, inducements, skills. All player improvements (skills and ability score) are permitted, except for the Leader skill (No skill may be bought more than once, or more than one skill bought for a single player.)
Team Rerolls cost twice the normal amount (i.e. Humans team reroll normally costs 50,000, in BB7s the team reroll costs 100,000)
A minimum of 7 players must be purchased and a maximum of 11 players
No more than 4 “specialist” players (i.e. players with an availability less than 0-12)
Permitted inducements: Bribes, Wandering Apothecary, Bloodweiser Kegs, Igor, Halfling Chef, Assistant Coaches, Temporary Cheerleaders
Kick-Off Table
All games will have perfect weather (weather mages are on hand to keep the skies clear so the changing weather roll is always a Nice). At the beginning of each kick-off refer to the Combine Special Kickoff table below.
Combine Special Kickoff
The scouts call out drills during each drive, to see if any players have the special talents needed to go forward into the league. Before the ball is placed on the pitch the kicking player will roll their d7. Consult the chart and Both coaches select a single player on the pitch to gain the use of the skill for the duration of the drive (place your tournament chip underneath that player to signify the skill rolled). At the end of the drive and/or half the skill is removed. If the selected player already has the skill, there is no effect. The skill may not be put on a player which has an opposing ability which prevents the skill from being used (i.e. Frenzy cannot be added to a player with Grab and vice versa). If there are no eligible players for a team to receive the skill, the kickoff result has no effect for that team. The skill description is noted for each kick off result for easy reference.
1d7 Result
1 – Jordell Freshbreeze “Catch”-
This player may re-roll a failed Agility test when attempting to catch the ball.
2 – Eldril Sidewinder “Nerves of Steel”-
This player may ignore any modifier(s) for being Marked when they attempt to perform a Pass action, attempt to catch the ball or attempt to interfere with a pass.
3 – Hubris Rakarth “Strip Ball”-
When this player targets an opposition player that is in possession of the ball with a Block action (on its own or as part of a Blitz action), choosing to apply a Push Back result will cause the player to drop the ball in the square that they are pushed to. The ball will bounce from the square the player is pushed back into, as if they had been Knocked Down.
4 – Grim Ironjaw “Dauntless”-
A player with this skill is capable of psyching himself up so he can take on even the very strongest opponent. The skill only works when the player attempts to block an opponent who is stronger than himself. When the skill is used, the coach of the player with the Dauntless skill rolls a D6 and adds it to his strength. If the total is equal to or lower than the opponent’s strength, the player must block using his normal strength. If the total is greater, then the player with the Dauntless skill counts as having a Strength equal to his opponents when he makes the block. The strength of both players is calculated before any defensive or offensive assists are added but after all other modifiers.
5 – Griff Oberwald “Sprint”-
When this player performs any action that includes movement, they may attempt to Rush three times, rather than the usual two.
6 – Grim Ironjaw “Dauntless”-
When the player performs a Block action (on its own or as part of a Blitz action), if the nominated target has a higher Strength characteristic than theis player before counting offensive or defensive assist but after applying any other modifiers, roll a D6 and add this player’s Strength characteristic to the result. If the total is higher than the target’s Strength characteristic, this player increases their Strength characteristic to be equal to that of the target of the Block action, before counting offensive or defensive assists for the duration of this Block action. If this player has another Skill that allows them to perform more than one Block action, such as Frenzy they must make a Dauntless roll before each separate Block action is performed.
7 – Glart Smashrip “Grab”-
A player with this skill uses his great strength and prowess to grab his opponent and throw him around. To represent this, only while making a Block Action, if his block results in a push back he may choose any empty square adjacent to his opponent to push back his opponent. When making a Block or Blitz Action, Grab and Size Step will cancel each other out and the standard pushback rules apply. Grab will not work if there are no empty adjacent squares. A player with the Grab skill can never learn or gain the Frenzy skill through any means. Likewise, a player with the Frenzy skill can never learn or gain the Grab skill through any means.