Lusobowl V will be played under the Blood Bowl 2020 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 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 Almanacs and Spikes won’t be used.
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.
The first round will be randomly sorted;
Following rounds will be sorted according to Swiss Draw.
- Each team has a total of 1,150,000 gps except Tier 1 (-50.000 gps) to spend on roster creation and must hire a minimum of 11 players. Any unspent cash at roster creation will be lost and all teams will be considered having the same Current Team Value (CTV) for the purpose of inducements and prayers to Nuffle.
Cash given is also used to buy rerolls, assistant coaches, cheerleaders, apothecary and inducements.
Undead, Necromantic and Nurgle teams are allowed to apply the Masters of Undeath and Plague Ridden special rules. Players added to a team roster through a game as a result of those special rules are removed from the roster at the end of that game.
Teams will consist of a minimum of 11 players and a maximum of 16 players, including star players.
Star players can only be induced after 11 regular players have already been rostered.
Star players can’t be given extra skills from the team’s skill budget.
If both opposing teams are fielding the same star player in a game, both star players are allowed to play.
- 0-1 Halfling Master Chef (300k, 100k for halfling teams)
- 0-6 Assistant coaches (10k)
- 0-12 Cheerleaders (10k)
- 0-2 Bloodweiser Kegs (50k)
- 0-3 Bribes 100k (Bribery & Corruption teams, 50k)
*No bribes allowed if your team has one or more players with the “Sneaky Git” Skill.
- 0-2 Wandering Apothecaries (100k)
- 0-1 Morgue Assistant (100k)
- 0-1 Plague Doctor (100k)
- 0-1 Riotous Rookies (100k)
- 0-1 or 2 Star Players – depending on Tier (regular costs)
Nothing else is allowed, be it a Blood Bowl Rulebook or Death Zone inducement.
EXTRA CHARGE FOR CERTAIN STARPLAYERS
Certain starplayers are so famous, glamorous or infamous that their team mates pay all their attention to them, forgetting to properly train and improve their own skills. So in case you want to hire one of them for your team, you will have to “pay” some of the skills you got on your skillset to picture this situation.
If you hire one of the following starplayers, you’ll have to reduce the mentioned skills from your skillsets:
Morg’N’Thorg – 3 primary skills
Griff Oberwald – 3 primary skills
Deeproot Strongbranch – 2 primary skills
Hakflem Skuttlespike – 2 primary skills
Kreek Rustgouger – 2 primary skills
Bomber Dribblesnot – 2 primary skills
Estelle la Veneaux – 2 primary skills
Cindy Piewhistle – 2 primary skills
Wilhem Chaney – 1 primary skill
SKILLS & EXTRAS
Teams are separated in five different tiers and offered different skill sets to choose from.
Each team is permitted to stack 2 Primary Skills on a maximum of 1 player at the cost of both 1 Primary Skill and 1 Secondary Skill.
If your team and skill set do not allow you to give Secondary Skills to your players, you’re not allowed to stack skills.
TIER 1 (-50k)
A) 6 Primary Skills
B) 4 Primary Skills + 1 Secondary Skill
C) 3 Primary Skills + Access to 1 Star Player
A) 7 Primary Skills
B) 5 Primary Skills + 1 Secondary Skill
C) 4 Primary Skills + Access to 1 Star Player
A) 7 Primary Skills + 1 Secondary Skill
B) 5 Primary Skills + 2 Secondary Skills
C) 5 Primary Skills + Access to 1 Star Player
A) 8 Primary Skills + 1 Secondary Skill
B) 6 Primary Skills + 2 Secondary Skills
C) 6 Primary Skills + Access to 1 Star Player
Old World Alliance
A) 8 Primary Skills + 2 Secondary Skills
B) 6 Primary Skills + 3 Secondary Skills
C) 6 Primary Skills + Access to 1 Star Player
D) 4 Primary Skills + Access to 2 Star Players
TIME & CLOCK
Each round will have the duration of 2h15.
The clock for each round will be shown 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 1h 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 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.
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. 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.
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
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.
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