Lusobowl VI 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.

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 according to Swiss Draw.

 

TEAM BUILDING

      • Each team has a total of 1,150,000 gps to 1,200,000 gps, depending on Tier,  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.

TIER 1 
TIER 2  
TIER 3
TIER 4
TIER 5
TIER 6
1.150k GPS
6 skills

 


Amazon
Dark Elf
Dwarf
Lizardmen

Undead
Underworld

1.160k gps
7 skills
max. 1 secondary

 

Chaos Dwarf
Necromantic
Norse
Orc
Skaven 
Vampire
Wood Elf

1.170k gps
8 skills
max. 1 secondary
may stack once
Access 1 Star Player

Elven Union
Khorne
High Elf
Human
Tomb King

1.180k gps
8 skills
max. 2 secondary
may stack twice
Access 1 Star Player

Chaos Renegade
Gnome

Imperial Nobility
Old World Alliance
Slann

1.200k gps
9 skills
max. 2 secondary
may stack twice
Access 1 Star Player

Black Orc
Chaos
Nurgle

1.200k gps
10 skills
max. 3 secondary
may stack four times
Access 1 Star Player

Goblin
Halfling
Ogre
Snotling


SKILLS & STACKING

Primary and Secondary skills cost one skill only, aldough the limitations for Secondary skills depending on Tier.

All skill stacks must be with Primary Skills.

As referred in the Tier Section, only teams from Tier 3 to 6 may stack skills.

Some skills stacks will have an additional cost:

  • Tackle + Mighty Blow – 2 extra skills
  • Claw + Mighty Blow – 2 extra skills
  • Sneaky Git + Dirty Player – 3 extra skills

If the player has one of the skills as default and you add the other mentioned on this combo list, the coach won’t need to pay the the additional cost.
Eg.: Dwarf Longboard comes with Tackle and adds Mighty Blow, coach won’t pay additional skill cost.


INDUCEMENTS

  • 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 Star Players – Tier 3 to 6 (regular costs)

Nothing else is allowed, be it a Blood Bowl Rulebook or Death Zone inducement.

BANNED STARPLAYERS

Certain starplayers achieved such a status that they refused risking their necks on a risky boat voyage and, thus, will miss this edition.

Morg’N’Thorg
Griff Oberwald
Deeproot Strongbranch
Hakflem Skuttlespike
Kreek Rustgouger
Bomber Dribblesnot
Estelle la Veneaux
Cindy Piewhistle
Wilhem Chaney
Ivan “The Animal” Deathshroud
Skitter Stab Stab
Varag Ghoulchewer
Dribl and 
Drill
H’Thark the Unstoppable 
Lord Borak

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;
  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

ROSTER BUILDER