Lusobowl II will be played under the Blood Bowl 2016 Official Rules, Almanac,  Spikes 1, 2, 3, and NAF Tournament Rules 2019. These are based on the days 1 and 2 of the NAF World Cup IV.

The organization reserves itself the right to change the rules, according to NAF decisions, if any will occur on the official documents. No change will occur after the end of the registrations period.

This will be an individual tournament, where coach will play against another coach each round.

Special stadiums and balls presented on Almanak and Spikes won’t be used.

Resurrection

Any injury or death suffered by a player will be cleared after each match, and each coach will start their matches with the registered rosters.

Rounds

The first round will be randomly sorted;

Following rounds will be sorted acording to Swiss Draw.

 

TEAM BUILDING


Coaches must spend a minimum of 1,100,000 gold pieces when building their team. When building your team, you may buy:

  • At least 11 standard roster players before any star player
  • 0-8 Re-Rolls
  • Assistant coaches
  • Cheerleaders
  • 0-1 Apothecary or Igor, depending on race
  • 0-9 Fan Factor
  • Inducements. The cost will be as following and will count for all 9 games:
  • 0-2 Bloodweiser Kegs for each 50 kgp
  • 0-3 Bribes for each 100 kgp, for Goblins only for each 50 kgp
  • 0-1 Masterchef for 300 kgp, for Halflings only 100 kgp
  • 0-2 NAF-approved star players for their regular cost

Wizards, (in)famous coaching staff and/or Special Play Cards are explicitly not allowed at Lusobowl II.

TIER 1  

 

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

TIER 2  
 

Chaos Renegades
Elf
High Elf
Human
Khemri
Necromantic

TIER 3

 

Chaos
Khorne
Nurgle
Slann
Underworld
Vampire

TIER 4

 

Goblin
Halfling
Ogre

 

EXTRAS & SKILLS

 

Each team will receive an extra, depending on it’s tier. This value can be used in the team building or to add skills. Extra value on the 2nd day can only be used to add skills.

 

 

 

 

 


‘Normal’
skill – 20.000 gps.

‘Double’ skill – 30.000 gps.

  • Tiers 1-3 are limited to one double skillduring the tournament;
  • Tier 4 may have more than one double skill;

Your roster can have one player that has two additional skills. Both skills must be normal skills and the second skill has a cost of 30,000 gold pieces. These skills can be added at different times in the event.

Tier 4 may purchase a single stat upgrade. This cannot be combined with any other additional skill.

  • + MA / AV – 40.000 gps;
  • + AG – 50.000 gps;
  • + ST – 60.00 gps.

Star players may not receive additional skills or stat upgrades.

O skill “Piling On“ will be used according to CRP – no re-rolls are required to activate the skill.

All gold left unspent each day is lost, and does not carry over to subsequent days.

TIME & CLOCK

Each round will have the duration of 2h15m.

The clock for each round will be exhibited in big screen. Also, each game of the round will have a chessclock for coaches to divide the time pool: this way, each player will have 1h07m30s to play his turns, deploys and other rolls.

This system can allow a coach to play several turns in a row: a coach will be unabled to do any voluntary actions if he runs out of time in the pool – ex.: cannot try to intercept a pass, but still will roll armour and injury rolls if an opposing player is knocked down.

The round ends when the time on the big screen ends. After that, any roll or play will not be considered, and the score will be the one at the moment of the end of the round.

If, by any chance, the time on the chessclock exceeds the time on the big screen, this last one will prevail: to keep the track of time faithfull, it is recommended that the chessclock never stops, even in the case of referee intervention. It is also recommended for the coaches to check the time exhibited on the big screen.

If any problem occurs with a chessclock, this should be reported as soon as possible to a tournament staff or referee. 

After the pairings are drawn, if both coaches are ready, they can make the pre-match rolls and deploys before the clock starts. Starting the first turn – or Blitz! –before the beginning of the round is forbidden.

In an eventual delay of a coach to the table, the time of the delay will be subtracted to his time pool. If it exceeds the 15m, the waiting coach will also start the match winning by 1-0, and can choose, without any roll, to start kicking or receiving. 

VICTORY POINTS

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

TIE BREAKERS

in swiss draw: 
  1. Strength of schedule;
  2. “Head to head” to determine winner;
  3. Net Touchdowns;
  4. Net Casualties;
  5. Most touchdowns;
  6. Most casualties.

FAIR PLAY

Each coach must use the dices offered at the tournament, and dices disposed at each table by the tournament organization.

Coaches must share dices, if one of them so requires.

If both coaches agree, they can alter the rules below. If any change is made, coherence must be followed until the end of the match, or until both agree to cancel the alterations made:

  • Illegal procedure won’t be used;
  • Dices whose base isn’t totally settled are considered “cocked”.

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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