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IRUNGOBBOWL 2009 RULESET
This ruleset is a compendium of many others applied in other tourneys. Organization may modify this rules in seek of a better playability and fun.
Items you must bring
- Blood Bowl team.
- Roster, duplicated.
- Block dice, 8 face dice. 6 face dice are given by the organization.
- Passing rule and scatter templates.
- Rulebook. Organization will provide you with a refference sheet.
- Pen or pencil.
- Your own gaming mat (field).
Format
The tourney will be held during the weekend, 6 matches per person following the swiss pairing system. The first round will be random pairings, but in successive rounds will play in order of classification: 1st against 2nd, 3rd against 4th... and so on. In case of repeating a pairing against a player faced before, organization will seek for another opponent with simmilar level. There won't be a Final, so the best possitioned in after the 6th round will be the tourney winner.
Schedule:
March 13, Saturday
9:00 - 9:30 Inscription
9:45 - 11:45 First Round
12:00 - 14:00 Second Round
14:00 - 16:00 Rest for lunch
16:00 - 18:00 Third Round
18:30 - 20:30 Fourth Round
March 14, Sunday
9:45 - 11:45 Fifth Round
12:00 - 14:00 Sixth Round
14:15 Prizes
Punctuality is solicited for the good performance of the tournament:
If a player arrives 10 minutes late, loses the Kickoff.
If a player arrives 15 minutes late, the match will start 0-1 against him.
If he arrives 25 min. late, the match is conceeded.
Tournament Core Rules
The last Living Rule Book edition (6.0) will be used, with the following exceptions:
- You can use the official NAF teams: Human, Orc, Dwarf, High Elves, Skaven, Dark Elves, Chaos, Chaos Dwarfs, Undead, Amazon, Goblins, Halflings, Wood Elves, Necromantic, Elves, Nurgle, Khemri, Norse, Ogre, Vampire and Lizardmen. But also the new three NAF sanctioned teams:Chaos Pact, Slann and Underworld.
- The trainers have 1.000.000 gold pieces for their team. They also have 120.000 G.P. to spend in skills, max. 20.000 G.P. in each player.
- Depending on the theoretical competitivity of the team, additional benefits are given:
- Proplayers group: No additional benefits (TR112). Amazon, Dark Elves, Elves, Wood Elves, Dwarf, Chaos Dwarf, Lizardmen, Undead, Norse, Orcs, Skaven.
- Sad but Used group: +40.000 G.P. (TR116) for purchasing skills and/or adding to the treasury. Up to 40.000 G.P. in skills for each player. High Elves, Chaos, Underworld, Human, Nigromantic, Nurgle, Chaos Pact, Slann.
- Awful but Charismatic group: +60.000 G.P. (TR118) for purchasing skills and/or adding to the treasury or the alternative benefit for each race. Up to 50.000 G.P. in skills for each player.
- Goblin: two free Bribes (TR122)
- Halfling: free Halfling Cheff (TR122)
- Lizardmen without Saurus: no alternative benefits. Additional benefits: Bribes cost 50.000 G.P. and the Kroxigor drops the Loner skill (TR118)
- Underworld withour Skavens: no alternative benefits. Additional benefits: Bribes cost 50.000 G.P. and the Troll drops the Loner skill (TR118)
- Khemri: up to 4 Tomb Guardians get the grab skill (TR120)
- Ogre: up to 5 Snotlings get the Sure Feet skill (TR122)
- Vampire: up to 5 Thralls get the Sneaky Git skill (TR122)
If any irregularity is discovered in the team roster creation (intended or not), up to 5 points will be discounted from the final classification.
- Participants will play the whole tourney with the same roster: no experience and no G.P. are earned. All the Casualties suffered by any team will be ignored for the following matches. The starting roster will be restored. Even though, Apothecaries can be useful for player recovery during each match.
- The use of Inducements is allowed. Coaches which purchase Cards will have to bring their own card deck.
- Gobbos surely love gobbos: any team with one goblin in their roster will recieve a free +1 Fan Factor, and any team participating in the stunty cathegory will recieve a free +2 Fan Factor, +1 Cheerleader and +1 Assistant Coaches. Accumulative.
- In the caves, everything can happen: the gobs crowding the caves have no education nor fear of causing chaotic situations. Each team will recieve a free and random 50.000 G.P. card for each of their matches. This card will be provided by the organization (this year Poker cards will be used in order to avoid last year's translating problems).
- Gobbos love Freaks: Any team which the day of the tournament is the only team of their race will recieve +1 Cheerleader.
Point System
This system will decide which coach is the champion. Teams will be ordered using the following factors: Points, Points of the rivals, [(TD scored - TD against)*2 + (CAS caused - CAS suffered)], TD scored, CAS caused. El sistema de puntos del torneo es el siguiente:
- Win with 2 or more TD difference: 13 points
- Win with 1 TD difference: 11 points
- Draw: 8 points
- Lose with 1 TD difference: 5 points
- Lose with 2 or more TD difference: 3 points
- Conceeded: 0 points
Painting Points
Every miniature in the team must represent its possition (conversions and modiffications are admited and welcome).
Every mini should be painted with more than one colour, with the following point modification.
- -5 without painting: If miniatures are only coated or even without coat, the coach will be penalized.
- +1 Base: Every base in the team is painted and textured. Only painted does not conceed this point, must have a texture, which could be sand, grass... whatever.
- +1 Painted: each mini in the team is painted with at least 3 colours and the coating is not visible.
- +1 Detailed: Each miniature in the team is painted with a variety of colours and using different techniques (illumination, shadowing, etc.). This point distinguishes barely painted teams with the ones with work on their backs.
Important: all the miniatures in the team must fulfill the criteria in order to win these points.
Prizes
Golden - First clasified
Silver - Second clasified
Bronze - Third clasified
Giant Blue Squig - The team causing the most number of Casualties due to Blocks and/or Fouls.
Solid Toad - The team which recieves less TD against.
Overpowered TD - Team which scores most TD.
Flying Gobbo - Team with most scoring passes. A scoring pass is a Pass which ends in TD in the same turn. Throw Team Mate is considered a Pass too, so both count for this prize.
Best Runner Up - Best clasified who didn't participate in previous editions of the IGB.
Olito the Low Elf - For the best classified Stuntie team (Goblins, Halflings, Ogres, Lizardmen without Saurus or Underworld without Skavens).
Innovative - Best clasified with Slann, Chaos Pact, Underworld or Khemri
Best Painted/Modified Team - Voted by the participants between the ones selected by the organization. The player must be playing with his own painted/modified team to opt for this prize.
Best Group - A group consists on three participants under the same Name or Acronym. The formation with most points adding this three participants' score will win this prize.
Wooden Spoon - "Prize" for the last classified.
Details and barely defined cathegories...
Best No NAF: The best no NAF will be awarded with a NAF membership, so the rest NAFs can't relax...
Worst No NAF: The worst no NAF will be awarded with a NAF membership, so the NAF opponents can laugh a bit at him...
Masoquist: Any Stunty team coach will be rewarded with a little motivational prize.
Lonely Planet: The one who comes from the furthest place to play in our tourney will recieve another present. Google Maps will be used to meassure this distance.
For a good prize distribution, if a coach wins more than one prize he will have to choose one of them. Details are in addition to the prizes.
The items attached to this prizes are little details, and the bunch of good stuff will be raffled off between all the participants.
NOTE: a team which haven't played all the 6 matches can't opt to any prize.
Referees
Every player must have in mind that this kind of events are organized to play our favourite game and meet people different to the ones which we face each weekend. Findindg a Champion is a subproduct of this, and what we really seek is enjoying the game.
The rules are usually the greatest argument generator, so in case of disagreement the rules will be checked. If the rulebook does not cover this aspect, and the referees can't answer the problem, the situation will be solved by throwing a dice each player, the one who rolls highest will have the reason.
The length of the matches will be less than 2 hours. Organization can assign extra time depending on the schedule and other facts, but not as a general rule. Puntuality is required in order to fit the schedule, with the aforementioned penalties for the latecomers.
It is responsibility of both players to remember and control the following:
- Really Stupid, Bonehead, Take Root... etc. obligatory rolls.
- Check ilegal deploys, less/more than 11 players on the pitch, etc.
When a mistake is discovered, the player should "rewind" the subsequent movements and dice rolls to the point the mistake was made. All the rolls and moves are cancelled, so they should be rolled again and can be done in a different order. If the mistake is detected after gathering the miniatures after a TD or 8th/16th turn, is too late and the mistake must be ignored.
And of course, common sense should be applied in all arguments, as we are here to play our game.
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