The mages have predicted a great quake! In preparation the residents of the city are evacuating to the underground shelters, the remnants of an old mine.
Submit rosters with NAF name/NAF number to nobribefoul@gmail.com at least 1 week prior to the event (February 14, 2025). Email reminders will be sent leading up to the event. Please submit $5 payment with NAF name/NAF number via PayPal to nobribefoul@gmail.com.
Schedule:
4:00 pm to 4:25 registration
4:30 Announcements
4:40-5:45 Round 1
5:55-7:00 Round 2
7:10-8:15 Round 3
8:30 Awards ceremony
You bring: a painted team, 4 copies of your roster (player numbers on the sheet must match player numbers on the bases), blood bowl dice, a pen to record match results.
NAF membership is highly encouraged.
There will be swag for entry and prizes for category winners!
Dice sharing is mandatory if requested by either coach (hand sanitizer will be available). Skill rings to mark added skills are encouraged, but numbered bases must match the player number on the roster. You may ask your opponent to use skill rings you provide.
Gutter Bowl Build Packet
750k GP used to purchase players, rerolls, and inducements
Rerolls cost 100k for every team
No sideline staff
Only 5 positionals that aren't lineman (lineman have a 0-16 or 0-12 allowance) are allowed
7 player minimum per roster, 11 player maximum
Allowed inducements: Lesser magic potions (50k), superior magic potions (100k), 0-1 sawbones (50k), 0-1 snack stand (100k), 0-1 novice wizard (100k)
These are the default Gutter Bowl build rules and any online list builder with a setting for Gutter Bowl should help out.
In addition, teams will receive one bonus Primary skill equal to their Tier value ( a Tier 1 team would receive 1 skill, a Tier 2 would receive 2 skills, etc.). A player may be assigned more than one skill. The same bonus skill may not be given to more than one player (can not give give two players Block, Guard, etc.). Two bonus Primary skills may be spent to purchase a Secondary skill instead.
Tier 1
Amazon, Dark Elf, Dwarf, High Elf, Lizardmen, Norse, Orc, Shambling Undead, Skaven, Underworld Denizens, Vampire, Wood Elf
Tier 2
Human, Slann, Old World Alliance, Necromantic Horror, Khorne, Tomb Kings, Chaos Dwarf, Elven Union, Imperial Nobility
Tier 3
Chaos Renegades, Chaos Chosen, Nurgle, Black Orc, Snotlings, Gnomes
Tier 4
Goblins, Halflings, Ogres
All games will be played on the Gutter Bowl Seismic Mine pitch and use the event kickoff, pit and weather charts. The charts are at the bottom of the event description.
Exhibition Games - Your roster will be the same at the start of each round. Casualties and touchdowns will still be counted for bonus points!
Swiss pairings - Round 1 players will be paired randomly and subsequent rounds will see pairings based on how many points a player has.
Scoring: Win/Draw/Loss (60/30/10)
+1 for each casualty scored in which you rolled Block dice leading to an armor check or injury roll (blocking, wall pushes, etc.)
+1 for each touchdown you scored
-1 for each casualty scored against you in which your opponent rolled Block dice leading to an armor check or injury roll of on of your players
-1 for each touchdown scored against you
Awards:
Best Painted - A 3rd party judge will decide best appearance based on technical skill and theme
Stunty Cup - Highest ranked team with only players that are strength 2 or strength 5
Best Offense - Most Touchdowns
Biggest Beatdown - Most Casualties inflicted by a player that rolled Block Dice for the action
Runner Up - 2nd most points overall
Champion - Most points overall
Tie breakers will involve checking overall score followed by ranking in other categories.
( Based on attendance) Players may only be awarded one award. All awards will be given.
Seismic Mine Pitch Pit Rules
You may not select a mine pit as a square to kick to during kick-off.
A kick that deviates into a pit will move in the direction of the d8 the fewest spaces possible to land then bounce.
If the ball lands in a mine pit it is moved in d8 direction the shortest number of squares to the pitch and lands there then bounce.
Players may not move over a mine pit space, but they may be pushed into one. Thrown teammates may scatter into it and take no armor check. A player landing on another player in the mine pit will bounce. Players in a mine pit cannot be activated, have no tackle zones, and can never be marked or chosen as the target of an action by opposition players. At the end of each team turn after stunned players have rolled over the active coach rolls a D6. On a 1 the player is placed in the reserves box as they get lost in the mine tunnels. On a 2 to 3 the player remains in the mine pit for that turn. On a 4+ place the random direction template over the player and roll a d8. Move the player in the direction rolled the minimum distance so it's back on the pitch. This is where the player will be placed standing. If there's another player there it causes a chain push.
Seismic Mine Pitch Weather Table
2 Microseism: The quivering terrain displaces even the sturdiest player! After the kickoff event, starting from the top of the roster and going down, any player that isn't on the line of scrimmage is moved one square as determined by the scatter template. If a player would be placed in the same square as another player, be struck by another player, or strike any terrain feature (the wall, mine pit, or a barricade) they are placed prone instead and will not be moved.
3 Falling Gravel: A mist of gravel fills the air from the ceiling above making it hard to see! Any Pass or Kick will scatter (roll the d8 3 times) before landing.
4-10 Quiet, Too Quiet: The ground is eerily still. The ball will only bounce once when coming out of mine pits.
11 Swarm Quakes: One vibration after another causes players' footing to become untrustworthy! Players suffer a -1 modifier when attempting to Rush.
12 Stalactite Rain: The trembling earth and a raucous crowd make for a dangerous combination! Whenever a player scores a touchdown, roll a d6. On a 1 or 2 that player is struck by a stalactite and is KOed.
Seismic Mine Pitch Kick-Off Table
2 It Has Awakened: The creature from that one fantasy story has woken up! Both coaches roll a D6. The coach that rolls lowest randomly selects one of their players on the pitch. The selected player is dragged into the depths by the creature and is placed in the Reserve box (because they come back later anyway, right?).
3 Fickle Crowd: The fans didn't like something that just happened but it's hard to tell. If the kicking team has a reroll, they lose 1. If the kicking team does not have a reroll, they gain 1.
4 "Where'd it go?": It's kind of dark and there was a weird thud and nobody can find the ball. The kicking team may decide whether to change the target square of the kick and may reroll the deviation.
5 Foreshock: Periodic violent tremors rock the pitch! Roll a d3. Randomly select that number of players from both teams and they become Stunned.
6 "Do we start yet?": With all the noise and echoing there's a bit of confusion as to what phase of the game it is. D3 Open players on the kicking team may be placed in an unoccupied square on the line of scrimmage.
7 Chanting Crowd: The crowd goes wild! Both coaches roll a D6. The coach that rolls highest immediately gains one extra Team re-roll for the drive. If it has not been used by the end of the drive, it is lost. In the case of a tie, neither coach gains a Team re-roll.
8 Seismic Gap: Make a new roll on the Seismic Mine pitch Weather table and apply that result.
9 Uneven Ceiling: The ball hits the cave ceiling and comes crashing down. The ball is placed in the target square of the kick instead of deviating.
10 Ancient Ale: The coaches have stumbled upon an old miner's stockpile of ale. Each team immediately receives one free Lesser Magic Potion as described on page 29.
11 Geyser Eruption: A sudden shot of steam from the mine pits catches the players off guard. Any player within 2 squares of a mine pit is immediately Placed Prone.
12 Fissures: A sudden tremor results in noticeable fissures around the pitch! For this drive the modifier for armor rolls for falling over is increased to +2 instead.