Lusobowl will be played with the Competition Rules Pack with the NAF tournament changes in line with Blood Bowl 2016, Death Zone 1 & 2. The organization reserves itself the right to update these rules, aligned with the NAF’s decision, if there are a eventual change of Official Rules. No changes in the rulement of this tournament will take place after the deadline for registration.

This will be an individual tournament, on which each round team will play against team.

The first draw will be random. Swiss rounds will take place thereafter.

Each coach will choose one race to play, and will dispose of 1,100,000 gold pieces to build the team.

Resurrection: all coaches start each game with the same roster and skills they’ve registered in the beggining of the tournament.

No special play cards or inducements will be available, except:

  • Goblins: 0-3 bribes;

  • Halflings: 0-1 master chef.

All skills will be chosen before the tournament, when the roster is filled and delivered, and will stay the same for all matches throughout the event. Skill stacking or stat upgrades are not allowed.

 
TIER 1  
6 normal skills

Amazon
Bretonnian
Chaos Dwarf
Dark Elf
Dwarf
Lizardmen
Norse
Orc
Skaven
Undead
Wood Elf 

TIER 2  
7 normal skills & 1 double skill

Chaos
Chaos Pact
Elf
High Elf
Human
Khemri
Khorne
Necromantic
Nurgle
Slann
Underworld
Vampire

TIER 3
6 normal skills & 2 double skill

Goblin
Halfling
Ogre

TIME & CLOCK

Each round will have a maximum duration of 2h15. To chronometer the match is not mandatory, but recommended – 4m per turn.

At 1h45 of game, players will have to split the last 30m with a chess clock – app – and that will be the the time you will have for the rest of your turns combined. If a player runs out of time , he may not make any voluntary actions – for instance, you may not attempt interceptions, but you still roll armour and injury rolls if your opponent knocks a player.

Note that this can potentially allow you, or your opponent, to have several turns in a row! 

If a coach arrives late to the table, the match will still take place. If the delay exceeds 15m, or more, the waiting coach will start the match winning by 1-0, and can choose if he starts attacking or defending, without having to roll any dice.

 

VICTORY POINTS

WIN = 2pts
DRAW = 1pt
LOSS = 0pt

TIE BREAKERS

in swiss draw: 
  1. Touchdown difference;
  2. Casualty difference;
  3. Most touchdowns;
  4. Most casualties,
  5. Strength of schedule.

FAIR PLAY

Each coach must use the dice offered at the tournament, unless it’s needed a different kind of dice.

Coaches must share the same dice, if one so requires.

In order to each player take the most fun of each match, small changes on the following rules can be made, if both coaches agree on it. If this happens, coherence must be mantained until the end, unless both coaches agree, again, to cancel it’s effect, and follow the below house rules:

  •  Illegal procedure rule will not be used;

  • If the game comes under the last 30m cronometred, players can mutually agree that who runs out of time isn’t forced to abandon all voluntary actions. In that case both players share the same time pool and the game will end when the time runs out, and the current score at this time will count;

  • Dice are cocked if they are not flat on the table.

MINIATURES & PAINT

Painted miniatures are not mandatory (though we urge you to do so).

The miniatures don’t have to be original Games Workshop. However, the miniatures must have an approximate scale, representative for the roster’s race and players (ie a Norse thrower must look like a Norse thrower) and be easily recognisable from other positionals.

We encourage you to use the following colour coded bases:

Grey / none: Lineman
Red: Blitzer
Green: Blocker
White: Thrower
Yellow: Catcher, Runner

If your opponent can’t easily recognise the different player types on your team, you must let him mark them somehow (without damaging the miniatures, of course). This could be with bottle caps or coloured rings etc. 

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