Scoring
The winner will be the coach with the greatest number of tournament points (TP)
Win – 21 TP
Draw – 11 TP
Loss – 1 TP
Conceed – -2 TP
Bonus TP:
Defense! (Clean Sheet) – 1 TP
All out attack (1 per touchdown up to 3) – 1 TP
Murder (Inflict 3+ Casualties) – 1 TP
In the event of a tie for any positions, tie breakers will be as follows:
1: Head to head
2: Strength of Schedule
3: TDs scored
4: Cas caused
5: Net TD + Net Cas
Team build rules
Each coach will have 1,150,000 GP to draft their team. This may be spent on players, staff and inducements. Any gold not spent will be lost. No extra inducements will be granted during the tournament so the team you create is the exact team you play with for the whole tournament. There will be no progression.
In addition to the draft gold, coaches will receive a tiered Skill Point pack, which may be used to purchase skills to add to players. Primary skills cost 1SP, secondary skills cost 2SP, Star players cost 3SP in addition to their gold cost
Tier 0 - Amazons, Shambling Undead, Underworld Denizens
6 Skill points, 0 secondaries, no stars
Tier 1 – Chaos Dwarf, Dark Elf, Dwarf, Human, Lizardmen, Orc, Wood Elf
7 Skill points, 0 Secondaries allowed, no stars
Tier 2 - Elven Union, High Elf, Necromantic Horrors, Norse, Skaven, Vampire
8 Skill points, 1 Secondary allowed @2SP, 1 star
Tier 3 – Black Orc, Chaos Chosen, Imperial Nobility, Khorne, Slann
9 Skill points. 1 Secondary allowed @2SP, 1 player stack 2 primaries @ +1 SP per skill, 1 star
Tier 4 – Chaos Renegades, Nurgle, Old World Alliance, Tomb Kings
10 Skill points, 2 secondaries @2SP each, 1 player stack 2 primaries @ +1SP per skill, 1 star
Tier 5 – Gnomes, Goblins, Halflings, Ogres, Snotlings
12 Skill points, 3 Secondaries @2SP each, 2 players stack 2 primaries @ +1SP per skill, 2 stars
Star players may only be induced onto a full roster of 11 standard players.
Double stars take up 2 roster spaces but count as a single star inducement.
Inducements
Teams may induce:
any (in)famous coaching staff mentioned in either the rule book, death zone, or later spike magazines
0-3 bribes ar 100gp (50gp for bribery and corruption)
0-1 halfling master chef 300gp (100gp for halflings)
Bottles of heady brew
Halfling hot pot
Riotous rookies (low cost linemen)
Generic biased referee 150gp (80gp for bribery and corruption)
NOTE - no wizards may be induced. Not even named ones!
Playing in the provinces:
Due to the provincial nature of the Caisleán Cup, some of the more popular star players see themselves to be above such venues and wouldn’t be seen dead knocking about in such a back-water. As such, these players may not be induced: Bomber, Cindy, Deeproot, Estelle, Griff, Hakflem, Morg, Varag, Skitter
Highlander rule: If a situation occurs where both teams in a fixture have induced the same star player, then neither team gets that player. This is due to the player, who’s agent has clearly double booked them, having a high moral standing and refusing to let one client down in favor of the other. Either that or they’re an imposter and have swindled both teams. You choose!
Special Rules
Make a pact with the faeries:
Many would advise against such foolish endeavours, but Blood Bowl coaches are known to go to any length to get an advantage, however small. At team creation, you may choose any one of the inducements listed below. This is a free inducement and, once rostered, cannot be changed. If you are able, please represent your faerie and their boon in some way as a reminder throughout your games.
The Dullahan - The dark figure of this headless horseman strikes fear into the hearts of those who lay eyes upon the head he carries. His appearance is said to portent an imminent death. Choose six players on the opposing team and select one at random. They are marked for death and suffer +1 to any and all injury rolls for the game.
The Banshee - A woman of unnatural height stands, dressed in white, with blood red hair. Her plaintive wail mourns the recent and future dead, sending a wave of unease through the opposition. At the beginning of each drive randomly select D3 opposition players that have been set up on the pitch. They gain Loner (2+). If a player already has Loner (X+), increase X by 1 (3+ becomes 4+ etc)
A Clurichaun - Related in folklore to the Leprechaun, these little folk like nothing more than a good drink and will clear the cellar by themselves, before moving on to your food. This, understandably, wreaks havok in a Blood Bowl dugout. All the opposition’s KO recovery rolls suffer a -1 modifier.
Fáelad - In Ossory, legend tells of werewolves who prowl the wilderness. These hapless folk are those who have been cursed to live amongst the wolves for 7 years. If they survive the ordeal, they may return to their lives and be replaced by another. Before the first or second half begins, randomly select one unskilled player on your team to be cursed. They are now a werewolf and will remain as one for the half.
A Leprechaun - These diminutive fellows are famed for pots of gold, granting unpredictable wishes and a knack for high quality footwear. Today, one is lending their services to your team. Each drive, randomly select D3 players to have had their shoes mended. They gain Sprint and Sure Feet for the drive.
A Púca - This faerie shape changer is a trickster who deals in both good and bad fortune. Who’s and how, depends on the day and the circumstances. The Púca will spend one half each spreading fortune in your own and misfortune in your opponent’s dug out. You may decide which is first.
Your dugout - Any time you use a team reroll roll a D6. on a 1 -5 your reroll is used as normal, with no special result. On a 6, you gain another reroll for free.
Their dugout - Any time they use a reroll, roll a D6. On a 2 -6 nothing untoward happens. The reroll is spent and used as normal. On a 1, the púca is spreading mischief, causing the reroll to cost twice as much. It is up to the controlling coach to decide if this is worth it and may decide not to use the reroll after all. If there is only one reroll remaining, this rule has no effect and the reroll is used as normal.