hawca wrote:NAF Championship Rules 2017
There is a recent tradition of the two European Majors (NAFC and DungeonBowl) sharing the same roster building rules. We would like to continue this. However, there are a few changes that both organising teams wanted to implement and we have been in discussion to agree new rules. The main factors we considered were:
1) We wanted to widen the number of viable races, and move away from a situation where the 5 or 6 most powerful choices dominate the top tables. This was driven by feedback received from attending players at both events.
2) We wanted something with precedent, which has been tested previously and well received.
3) The rules should not be too controversial or too divergent from a standard NAF Blood Bowl tournament; we are conscious that NAFC and DB may be seen as examples which to follow.
4) The rules should not be too complicated; we do not want to confuse casual or younger players.
5) We wanted to retain some restrictions on inducements but continue to allow some of the more prevalent and popular options.
Taking all of these things into consideration, we came up with the below. You may notice the rules are very similar to those used at the very successful and well received Eurobowl in Belgium 2014.
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The tournament will use the ‘Competition Rules Pack’ Blood Bowl rules. All 24 teams are available, including Chaos Pact, Slann and Underworld.
Rosters are purchased with a treasury of 1,100,000 gold crowns. All inducements are permitted except Mercenaries, Special Play Cards and Team Wizards.
If you include Star Player(s) in your roster you must first have at least 11 normal rostered players before including the Star. If two coaches are drawn against each other in the tournament with the same Star Player on their roster, then both players are permitted to use the Star (contrary to the normal CRP rule).
Note, during the pre-match sequence extra gold crowns for inducements are not awarded to teams that have a lower team value (such as they are in league play).
Besides the starting skills on your roster, you are also permitted to add additional skills to your players. These skills are added in two phases, firstly before day one of the tournament and then before day two. You may pick a different number of skills depending on your team’s race. The 24 available choices are divided into three tiers.
Note that skills are exactly as “New Skill” rolls specified either “Normal” or “Double” as per the CRP Improvement Rolls table. There are no restrictions on skill duplication i.e. you may give several different players the same skill if you wish.
All skill choices for both day one and day two must be determined before the tournament and added to your roster. Each round your roster must be made available for your opponents to check.
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