MAIN RULES

Lusobowl VII will be played under the Blood Bowl 2025 Official Rules, GW’s FAQ’s, Teams of Legends and NAF’s additional races’ rosters.

The organization reserves the right to change the rules, according to NAF directives. No change will occur after the end of roster delivery deadline.

INDIVIDUAL TOURNAMENT
A coach will play against another coach each round.

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 – no seeding;
Following rounds will be sorted according to Swiss Draw.

STALLING
Rules for Stalling won’t be applied.

TEAM BUILDING

Each team will have an amount of gold, skills and benefits depending on it’s race. Your gold can be used to buy a minimum of 11 field players, re-rolls, sideline staff and inducements – any unspent gold is lost.

RACE GOLD (k) ELITE CAP P SKILLS S SKILLS STACK
AMAZON
1060
4
6
–
–
BLACK ORC
1100
4
7
1
1
BRETONNIAN
1100
5
8
1
1
CHAOS
1135
5
7
1
1
CHAOS DWARF
1140
4
7
–
–
CHAOS RENEGADE
1150
4
7
1
1
DARK ELF
1130
4
7
–
–
DWARF
1200
3
7
–
–
ELVEN UNION
1160
5
8
–
2
GNOME
1150
5
8
1
–
GOBLIN
1120
4
6
2
–
HALFLING
1120
4
6
2
1
HIGH ELF
1140
5
7
–
2
HUMAN
1100
5
7
1
1
IMPERIAL NOBILITY
1150
4
7
1
1
KHORNE
1150
5
7
1
1
LIZARDMEN
1130
5
6
–
–
NECROMANTIC
1115
5
7
–
–
NORSE
1130
4
6
1
–
NURGLE
1110
5
7
1
1
OGRE
1150
4
7
2
2
ORC
1110
5
7
–
–
OLD WORLD ALLIANCE
1100
4
7
–
–
SKAVEN
1130
4
6
1
1
SLANN
1170
5
6
2
1
SNOTLING
1020
4
7
2
–
TOMB KING
1100
5
7
–
1
UNDEAD
1040
5
6
1
–
UNDERWORLD
1110
4
6
–
–
VAMPIRE
1150
4
7
–
–
WOOD ELF
1140
4
6
–
–

SKILLS

  1. Coaches should add skills to their players according to the possibilities defined on the roster and limited to the Team Building table;
  2. All skills must be chosen – no random skills allowed;
  3. Star Players aren’t allowed to take extra skills;
  4. All races have a maximum of extra Elite Skills they can take (Elite Cap);
  5. The total of added skills a team can take is the sum of Primary (P) + Secondary (S) on it’s row;
  6. Skill stacking is limited to a maximum of 2 per player;
  7. Skill stacking must be done with Primary Skills only;
  8. Elite Skills’ stacking is allowed as long as they are Primary for that player;
  9. Coaches may trade Secondary Skills for Primary Skills.

INDUCEMENTS

  • 0-2 Blitzer’s Best Kegs – 50k
  • 0-3 Bribes – 100k (Bribery & Corruption teams, 50k)
    *Limited to a max. of 3 regardless of race
  • 0-1 Halfling Master Chef – 300k (100k for Halfling teams)
  • 0-1 Morgue Assistant – 100k
  • 0-1 Plague Doctor – 100k
  • 0-1 Team Mascot – 25k
  • 0-1 Riotous Rookies – 150k
  • 0-1 Star Players – Halfling and Gnome only
    *After rostering 11 players

Nothing else is allowed.

STARPLAYERS

Risking their necks on a long and risky boat voyage, and the amount of gold they’d loose by spending so much time out of other leagues and tournaments doesn’t suit a Star Player! Thus, in this edition only some desperate Stars seeking to launch their careers accepted the challenge – check the list bellow – aldough their charismatic presence affects the team training, costing them the limit of Elite Skills.

ONLY AVAILABLE TO HALFLING AND GNOME!

STARPLAYER COST (k) TAX
RODNEY ROACHBAIT
70
1 Elite Skill
AKHORNE THE SQUIRREL
80
1 Elite Skill
PUGGY BACONBREATH
130
1 Elite Skill
ROWANA FORESTFOOT
160
2 Elite Skills
WILLOW ROSEBARK
160
2 Elite Skills
RUMBELOW SHEEPSKIN
170
2 Elite Skills
MAPLE HIGHGROVE
210
2 Elite Skills

TIME & CLOCK

Each round will have the duration of 2h15. The clock for each round will be shown on a big screen.

Also, it is mandatory that each game of the round will be followed by a chessclocks, either by app ou physical one owned by the coaches: each coach will divide the total and will dispose of 1h, 7m and 30s to play his turns/actions.

A coach will be unable 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.

If a player runs out of time in the pool, his opponent may not share his time!

The round ends when the time on the big screen ends. After that, any roll 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, the latter will prevail: to keep the track of time faithfully, it is recommended that the chessclock never stops, even in the case of referee intervention. Thus, it is also recommended for the coaches to check the time shown on the big screen.

After the pairings are drawn, if both coaches are ready, they can make the pre-match rolls and deploys before the clock starts. Nonetheless, it’s not allowed to start the first turn – or Blitz! – before the beginning of the round.

In an eventual delay of a coach to the table, the time of the delay will be subtracted to his time pool. 

VICTORY POINTS

WIN = 5 pts
DRAW = 2 pt
LOSS = 0 pt

TIE BREAKERS

  1. Strength of Schedule;
  2. Net TD’s + Net CAS; *all CAS count!
  3. Most Touchdowns;
  4. Head to Head (top 3)
  5. Random

FAIR PLAY

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

Coaches must share dices if required by either coach.

Dices whose base isn’t totally settled are considered “cocked” and must be re-rolled.

Any player dropping out from rounds will not be eligible for prizes.

Any player conceding a match without proper cause will be banned from this event and it’s further editions.

MINIATURES & PAINT

Painted miniatures are not mandatory (aldough 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), not allusive to other themes other than fantasy football and it’s positional should be easily distinguishable.

If you’re struggling your converted team’s positionals we suggest 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 or paint job, of course). This could be with bottle caps or coloured rings for example. 

orc_team_c

SKILL RINGS

All miniatures with additional skills must be identified. Skill rings are a standard solution, if you can’t bring them, the event will borrow you some – please ask for them at the check in and try to arrive early!

Colour scheme bellow:

Blue – Block
Yellow – Dodge
Green – Guard
Red – Mighty Blow
Orange – Tackle
White – Wrestle
Pink – Sure Hands
Purple – Frenzy
Other – any different skill from the above, warn your opponent.

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