Date: June 21st, 2025
Location: Blakfyre Games
391 South Main Street Pleasant Grove Utah 84062
Contact Info: bduffany@proton.me
This tournament will be to benefit the Gary Sinise Foundation which serves the veterans of our military that volunteered to serve in our military and were only promised to have their injuries taken care of in return. Sadly many of our wounded veterans don't receive the help they need from our government and it is our duty as the beneficiaries of their sacrifices to step up and fulfill that promise.
Payment:
20$ until May 24th then 25$ until registration closes paid by venmo @brett-duffany or paypal @ brettduffany@yahoo.com
Submit Rosters by email at bduffany@proton.me by June 18, 2025 at midnight
Schedule:
9:00-9:30 Registration & Pairings
9:30-11:45 Round 1
11:45-12:30 Lunch/Paint Judging
12:30-2:45 Round 2
2:45-3:00 Break
3:00-5:15 Round 3
5:30- 6:00 Awards Ceremony/Raffle winners
What to Bring:
1) Your painted Blood Bowl team-- Feel free to bring any team from any designer. The team must have its players numbered clearly. The models you use MUST represent the position being played.
2) 4 copies of your team roster-- one for each of your opponents
3) Your Blood Bowl Blocking Dice, templates, assorted bits, etc.
Tournament Format:
Tournament will be a Swiss style, resurrection tournament. So any injuries your team suffers will not carry over to the next game. Each round will see a coach play against a random opponent. In each subsequent round, the highest ranked player plays the next highest ranked player they have not previously played. The roster you start the tournament with will be the same for each round you play.
Rules
We will be using the official GW 2020 Blood Bowl rules in addition to the NAF 2024 Rules for Tournaments found here: https://www.thenaf.net/.../rules-for-naf-tournaments-2024/
There will be no overtime.
In the spirit of good sportsmanship, Illegal Procedures will not be called -- please simply bring the issue to your opponent's attention and ask that he/she move their marker.
Weather & Kickoff Table: Custom weather and Kickoff tables will be used
Weather Table
2 - Khornes Fury: Khorne has become incensed that there is not enough carnage to stem his bloodlust, and he demands more bloodshed. To fuel his rage, Khorne plants his wrath within his chosen vessels on the pitch - though it comes with a cost to the players. Randomly select two players from each team. Those players gain +1 to their Strength characteristic and the Frenzy skill until a different result is rolled on the Weather table. When a different result is rolled, these players immediately roll on the injury table
3 - Losing Patience: the insufficient spilling of blood, at least in his eyes, is beginning to draw the ire of Khorne - which brings its own risks. At the end of each drive Randomly select one player on the pitch. Immediately make an Armor roll, and an injury roll if necessary for that player.
4 - Khornes Madness: Khorne has decided that more skulls must be collected. Khorne has whispered into some of the players ears driving them to madness to appease his lust for skull and they don’t care where they come from. Randomly select two players from each team. Those players gain Animal Savagery until another result is rolled on the Weather table.
5-9 - All is Calm: Khorne is content to simply watch the game without intervening, making it perfect Blood Bowl weather.
10 - Brass Rain: Khorne has decided to grace the pitch with his favored material and has begun randomly splashing molten brass onto the pitch. While this weather is in effect , at the end of each team turn roll a D6. On a 1, a single randomly selected player on the active team is hit by the molten metal and is immediately Knocked down roll armor and injury if necessary.
11 - Red Mist: A red mist descends upon the pitch, coating the players in a thin veil of blood and making visibility increasingly worse. Players making a Pass action may not perform a Long pass or Long bomb.
12 - Crimson Downpour: So impressed with the display of violence, Khorne causes the heavens to rain crimson down upon those on the pitch, drenching them in gallons of blood and making it slippery underfoot. Players attempting to rush will fail on the roll of a 1 or a 2. Additionally, if a player suffers a Push Back result from a Block, Roll a D6. On the roll of a 1, the player is KO’d after the push is made.
Kick-off Table
2 - Ref of Khorne: The referee clearly seems to be a devotee of Khorne and actively encourages as much violence as possible. For the duration of the drive, Players from both teams cannot be Sent-off for committing a Foul action
3 - Horrifying Howls: The bloodcurdling howls of the servants of Khorne are enough to invoke terror in even the most steadfast of players. Both coaches roll a D6. The team that scored the lowest (or both teams in the case of a tie) randomly selects one of their players on the pitch. During each player’s next turn, that player is frozen by fear and may not move, perform any actions, and does not have a Tackle Zone
4 - Frenzied Crowd: The fans have been whipped into a murderous frenzy, and any player that ends up pushed into the crowd is likely to be at their mercy! For the duration of the drive, whenever a player is pushed into the crowd apply a +1 modifier to the Injury roll.
5 - High Kick: Apply the High Kick result as normal.
6 - Cheering Fans: Apply the Cheering fans result as normal.
7 - Brilliant Coaching: Apply the Brilliant Coaching result as normal.
8 - Changing Weather: Make a new roll on the Weather table and apply that result. If the result is “All is Calm” as a result of the roll, the ball will scatter before landing.
9 - Flesh Hounds: Khorne has unleashed his favored pets, Flesh Hounds, to have a little fun on the pitch and cause havoc chasing the ball, going after the players’ legs, generally being a bit of a nuisance, and putting the players off their game. For the duration of the drive, neither side can use any Team re-rolls when attempting to pick up the ball or making a Block action.
10 - Thrown Skulls: The crowd has grown impatient waiting for the teams to set up for the kick-off and have begun throwing skulls at them. Each coach rolls a D6 for each opposing player on the pitch. If the roll is a 6 that player is placed prone.
11 - Blood-crazed Fan: The violence on the pitch is just too much for one fan who is desperate to get in on the action. Both coaches roll a D6. The team that scored the lowest (or both teams in the case of a tie) randomly selects one of their players on the pitch. That player has been attacked by the blood-crazed fan and is immediately KO’d
12 - Blood Rage: Wanting even more bloodshed, Khorne infuses a player on each team with his fury and watches as they unleash his wrath upon the opposition! Starting with the active team, coaches randomly select one player on their team that is Marking an opposition player. The chosen player must immediately perform a Block action against an opposition player. This will not cause a Turnover
Roster Building:
This will be a Gold Buy tournament and your budget is decided by tier which is as follows.
Tier 1- Amazon, Dark Elf, Dwarf, Norse, Orc, Shambling Undead, Skaven, Vampires, Wood Elf. 1.180.000 Gold
Tier 2- Chaos Dwarf, Elven Union, High Elf, Human, Lizardmen, Necromantic Horror, Tomb Kings, Underworld Denizens. 1.240.000 Gold
Tier 3- Black Orcs, Chaos Chosen, Chaos Renegades, Khorne, Nurgle, Old World Alliance, Slann. 1.290.000 Gold
Tier 4- Halflings, Gnomes, Goblins, Ogres, Snotlings 1.340.000 Gold
Primary skill 20k
Secondary skill 40k
Cost of Stat Upgrades:
ST = 80k
AG = 40k
PA/MA = 20k
AV = 10
No more than 3 upgrades per player
No more than 5 repeats of an added skill
In addition to your team you MUST take one of the following retired veteran players at the cost of 50k gold. Your choice will count towards your 11 minimum and does not count towards the 2 star player limit,
Army Infantryman
MA 5 Str 3 Ag 4+ PA 5+ Arm 10+
Block, Guard, Iron Hard Skin, Stand Firm, Loner 3+,*Anything For My Squad- There are countless stories of self sacrifice in for the benefit of their brothers in arms, from jumping on live grenades to pushing a brother out of the line of fire, soldiers have been doing it as long as there has been war. Once per game this player may swap places with an adjacent team-mate that is the target of a block action. Once the swap has occurred the block happens calculating assists based off of the new positions.
EOD Tech
MA 5 Str 3 Ag 3+ PA 3+ Arm 10+
Pass, Dodge, Bombardier, Nerves of Steel, Loner 3+, *Explosives Expert- Years of playing with- I mean disposing of and using explosives has given him plenty of practical experience on how not to blow up his own people. Once per game he may have his bomb not hurt his fellow teammates but because of the extremely precise placement needed it reduces the effectiveness on the enemies, It gives a -1 to the dice to break opponents armor when keeping his teammates safe.
Duty Dodger
MA 8 Str 2 Ag 2+ PA - Arm 8+
Dodge, Sidestep, Jump Up, Fend, My Ball, Loner 3+, *Glory Hog- Some people just have to be the center of attention and garner all the praise for a mission accomplished despite it being a team effort. This player gains the On The Ball skill but only on a kickoff when his team is receiving, he does not get to move if the other team throws a pass. If the kickoff event is a High Kick this player must be the one to be placed under the ball and attempt the catch.
Spec Ops
MA 7 Str 3 Ag 3+ PA 4+ Arm 9+
Stab, Multi Block, Sneaky Git, Dirty Player +1, Loner 3+, *Stick and Move- Movement is safety, if you get pinned down you get surrounded and killed. This players activation does not automatically end after a Stab or Foul action, instead if this player has not used their full movement allowance, they may move up to three spaces after Fouling or Stabbing following all normal movement rules.
Leatherneck
MA 6 Str 3 Ag 3+ PA 5+ Arm 9+
Block, Tackle, Mighty Blow +1, Frenzy, Loner 3+, *Retreat, Hell! - Marines have a reputation for being tenacious to the point of absurdity and never retreating. Once per half this player may ignore the push effect of a block action as if he had Stand Firm, this also prevents any push result from a player with Juggernaut.
Paratrooper
MA 7 Str 3 Ag 3+ PA 4+ Arm 9+
Wrestle, Strip Ball, Pogo, Right Stuff, Loner 3+ *Parachute Expert- Instead of deploying regularly for a kick off this player may choose to jump into combat. After all other players on both teams have set up select a square no more than 3 squares in the opponent's half of the pitch or on your half of the pitch and scatter him from that square as if thrown by a throw team-mate action with one extra scatter, but if this player scatters out of bounds roll a D6 and on a 4+ the crowd angered by his incompetence attacks him and knocks him unconscious and he is placed into the KO box. This player receives a +1 to land a thrown team-mate, this applies to his alternate deployment. If this player doesn’t use the alternate set up he sets up at the normal time with the rest of the team.
Banned Star Players
Griff Oberwald, Hackflem Skuttlespike, Hthark the Unstoppable, and
Morg 'n Thorg
Additional rules:
- Highlander rule for Star Players IS in effect with the exception of the Veteran Players.
- No more than 3 extra skill or stat upgrades per player.
- No more than 5 of any one extra skill or stat per team (i.e., only 5 guard, block or +AV extra per team)
- No mercenaries.
- No stadiums or sponsors.
All 29 NAF approved Races allowed.
Approved BB2020 inducements may be purchased by all teams aside from those listed above.
Timing:
The two hour and 10 minute rounds will be enforced. You will receive ‘Time Remaining’ updates from the Tournament Organizer to help you stay on pace.
The 4 Minute turn rule will not be used unless the Tournament organizer feels your game is in danger of not completing in the time limit. He may insist on a timer being used and enforcing the 4 minute turn rule.
Scoring:
Tournament points may be gained in several ways from your matches.
Points from Game Play:
Game Result Tournament Points
Win 60
Tie 30
Loss 10
Bonus points
+1 Point per TD
+1 Point per Casualty
+3 Points for 1 Turn Touchdown (one per game)
+3 Points for causing 3 or more Casualties than Opponent
+5 Points for Pitch Clear (one per game)
+5 Points for finishing before time runs out
Awards:
Champion- Most overall points at the end of the 3 rounds
2nd Place- 2nd most overall points
Stunty Champion- Most points for Tier 4 team
Best Offense- Team that scored the most TDs
Best Defense- Team that allowed the least TDs s
Favored of Khorne- Team that caused the most casualties
Best Painted- Best looking team voted by other players