Blood Bowl

Buccaneer Bowl III : Murky Waters
June 22nd at Flying Monkey GT
Hotel Broadview
400 W Douglas Ave, Wichita, KS 67202
Cost: Flying Monkey Con admission, no additional fee!

Tournament Schedule:
10:00 Registration Begins
10:15 Registration Ends
10:30 Round 1 (Random)
12:30 Lunch
1:30 Round 2 (Swiss)
3:30 Break
3:45 Round 3 (Swiss)
5:45 Rounds end
6:00 Awards

What You Should Bring
  • Your painted Blood Bowl Team
  • 4 Copies of your Roster (1 for you and 3 for opponents)
  • Blood Bowl Field/ Dugout/ Templates
  • A set of Block Dice
  • Bloodbowl Rulebooks

Things Provided
  • Match Sheet
  • Awards

Swell of the Sea

The ships are sailing in the heart of the sea, and sometimes it has a mind of its own! At the start of
each coach's turn, roll a d6. On a 2+, nothing happens and the turn continues as normal. On a 1, the
ship changes course to avoid being capsized, shifting all players on the pitch. Roll a d8 for scatter and shift all players that direction. If players go off the pitch, it is treated as being pushed into the crowd as normal. Mind those rails!

Special Skill: Sea Legs

A player with this skill may attempt to ignore the move from Swell of the Sea and retain their position. If the player attempts to do so, roll a d6. On a 1, the player moves as normal, but with any other result
they may retain their position. Players may earn this skill from kick off events.

The Buccaneer Bowl Kick-Off Table

Buccaneer Bowl is for the heartiest of scallywags! All matches take place aboard a ship out to sea. To celebrate our unique location, we will be using a special kick off table at the end of this packet.

Injuries

All injuries will reset between rounds as this is a resurrection tournament.

Illegal Procedure

Illegal procedures will not be called to promote good sportsmanship.

Timing

The time limits will be strictly enforced. The four minute rule will not be used unless the Tournament
Organizer feels that the match cannot be completed in the allotted time. Time updates will be given by the Tournament Organizer periodically throughout each round.

Dice

If your opponent requests that you share dice, please select which of the available dice will be shared.

Overtime

Games may not go into overtime. If they are a draw, they remain a draw.

Painting

All teams must meet the minimum painting guidelines of three colors and having numbered
players/bases.

Sportsmanship
It’s the love of Blood Bowl that draws us to these events and makes them fun. Good sportsmanship is not encouraged but required from each participant. Things such as gloating, ridicule and poor attitudes will not be tolerated. We are all here to have fun. The Tournament Organizer will have sole discretion over whether or not any particular behavior is poor sportsmanship and may choose to act accordingly.

Team Building Rules:

Each coach will be given 1,250,000 gold pieces to build your team using the NAF Tournament Team
List. You may purchase players, rerolls, fan factor, coaches, and cheerleaders as normal. You may
also purchase skills and stat increases (see Buying Stats and Skills on next page) by using up to
150,000 of your team build.

Wizards, Journeymen, Special Play Cards and Mercenaries are not allowed. You may purchase any
other normal inducements as part of your team build.

To purchase a Star Player, you must have 11 players before you may hire them. Any team may hire
the star player Sinnedbad at normal cost. For this tournament he has the Sea Legs skill. No Highlander rule will be in effect for this tournament, allowing both teams to field the same star player.

Buying Stats and Skills

Up to 150,000 of your starting gold may be used to purchase skills or stats for your players. Skills and stats may not be bought for Star Players.

A Normal Skill costs 20,000 gold

A Double Skill costs 30,000 gold

+1 MV costs 30,000 gold

+1 AV costs 30,000 gold

You may NOT purchase ST or AG increases

Up to 2 players maximum may have 2 skills added to them

No player may have a stat increase and a skill

No player may have two stat increases

No stat increase or skill may be taken more than 3 times

Scoring

After each round, matches will be scored based on the following criteria:

  • A WIN is worth 60 pts.
  • A DRAW is worth 30 pts.
  • A Loss is worth 10 pts.
  • If you lost by 1 TD, you earn +2 pts.
  • If you caused 1 more CAS than your opponent, you earn +2 pts.
  • If you caused 2 or more CAS than your opponent, you earn +5 pts.
  • If you won by 2 touchdowns, you earn +2 pts.
  • If you won by 3 or more touchdowns, you earn +5pts.
  • If you clear the pitch, you earn +5 points (Max 1.)
  • If you finish the game using all turns, +3 pts.

Tie Breakers

The scoring system is very comprehensive but in the event of a tie, the following will be used:

  • Winning Percentage
  • Head to Head
  • Sings a better Sea Shanty (as judged by TO and selected Con officials)

Awards

All prizes and awards are being provided by Flying Monkey Con and Wizard's Asylum ICT. Be sure to let them know you appreciate their support of the game!

The following Awards will be given out after the last round. In an effort to ensure that everyone gets
some of the love, no coach may win more than one award. Awards will be presented in the form of
trophies certificates, and other prizes at the discretion of the convention organizers.

The Buccaneer Bowl Champion: The first place team with the most points after four rounds.
2nd Place: The team with the second most points after four rounds.
3rd Place: The team with the third most points after four rounds.
Best Offense: The team with the most touchdowns scored after four rounds.
Best Defense: The team with the least amount of touchdowns scored against them after four rounds.
Biggest Brute: The team with the most casualties after four rounds.
Best Sportsman: The coach who demonstrated the best sportsmanship based on popular vote.
Best Appearance: This award will go to the team that looks the best using whatever criteria
participants choose.
The Scurviest Swabbie: This is the back of the pack award for the coach with the least amount of
points.

Roll The Buccaneer Bowl Cup Kick-Off Table

2 Booty for the Captain: The fans have provided the captain with valuable trinkets,
encouraging him to have his mates who are officiating the match look the other way a
bit. Both teams gain a bribe.

3 Stormy Waters: A storm blows in roiling up the waters and rocking the ship violently.
Swell of the Sea activates on a 1-2 for this drive.
4 Perfect Defense: The kicking team's coach may reorganize his players into any other
legal defense. The receiving team must remain in their present positions.
5 High Kick: The ball is kicked very high, allowing a player on the receiving team time
to move into perfect position to catch it. Any one player who is not in an opposing
player's tackle zone may be placed in the square the ball will land in, so long as it is
not occupied.
6 Cheering Fans: Each coach rolls a d3 plus FAME and the number of cheerleaders on
their team. Inspired by the roaring of the crowd, the winner gains a re-roll. In case of a
tie, both teams gain a re-roll.
7 New Climes: The ship passes into a new weather zone. Make a roll on the weather
table and apply the result. If the result is Nice, make a Swell of the Sea roll before
landing the ball. The receiving player does not roll for Swell of the Sea at the
beginning of their turn.
8 Brilliant Coaching: Each coach rolls a d3 plus FAME and the number of assistant
coaches on their team. Thanks to brilliant instruction from the caching staff, the winner
gains a re-roll. In case of a tie, both teams gain a re-roll.
9 Quick Snap!: The offence start their drive a fraction of time before the defence are
ready catching them flat-footed. All of the players on the receiving team are allowed to
move one square. This is a free move into any adjacent square and may ignore tackle
zones or cross into the opponent's half of the pitch.
10 Blitz!: The defense start their drive a fraction of time before the offence is ready,
catching them flat-footed. The Kicking team receives a free bonus turn, but players in
an enemy tackle zone at the beginning of the turn may not take an action. Kicking
team may use team re-rolls and can suffer turnover.
11 Seaworthy: Each coach rolls a d3. The winner gains the Sea Legs skill on one
random team member for the remainder of the tournament. If the result is a tie, both
coaches gain the skill on one random team member for the remainder of the
tournament. Re-roll for any players selected that already have Sea Legs.
12 Kraken Attack!: A mighty Kraken assaults the ship, it's tentacles whipping over the
rails and striking players and fans randomly. Both coaches roll a d6 for each opposing
player on the pitch. If the result is 6, that player is stunned. (Players with ball and chain

are still KO'd).

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