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BattleCry 2008 -
Beach Blood Bowl Challenge

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BattleCry 2008 - Beach Blood Bowl Challenge

Tournament Info & Beach Blood Bowl Rules


As a warm-up to the 2508 season, the ABBF Beach Blood Bowl Challenge will take place on Saturday 9th of February, as part of BattleCry 2008. On this page you will find all the details for the event and the rules (updated to LRB 5.0) for playing Beach Blood Bowl (thanks to the good folks at www.blood-bowl.net).

Tournament Info

Date: 9 February 2008 (8.30am until 11.30pm)
Location: Freeman’s Bay Convention Centre, 52 Hepburn Street, Freemans Bay, Auckland
Style: Open
Format: Round Robin 9am - 6pm, Finals 7pm - 11pm
Scoring: 3 best results from Round Robin to determine finalists*
Cost: NZD 20.00 (NZD 15.00 if registered AND paid before 28 January 2008)**

* The Round Robin will be a fairly loose affair where coaches can organise their own matches and as many as they want. The only limitation is that teams may only play each other once during this round. To qualify for the finals, teams need to play at least 3 games during the day and then submit their best three results to determine who goes through to the Finals.
The Finals round will start with either Quarter or Semi-finals, depending on the number of entrants.

** People who have registered for the whole BattleCry weekend at will be able to join in on the fun at no extra cost. Beach Blood Bowl is a light version of Blood Bowl and the games are very fast (1 hour tops), so most people should be able to fit in a game in between their other games, during their lunch break, etc. Boards and some "guest teams" will be provided by the organisers.

Click here to visit the BattleCry 2008 website and to register online >>

Beach Blood Bowl Rules

The Beach Bloodbowl is a "light" version of Bloodbowl.
It is played on a smaller pitch (9x20 squares) and it opposes 2 teams of 7 players in 2 halfs of 6 turns.

All the rules of "classical Bloodbowl" (LRB 5.0) apply save the following changes...

THE GAME:

  • 6 turns per half, per team
  • 2 minutes per turn
  • Team Setup
    2 players minimum on the line of scrimmage
    1 player maximum in each widezone
  • +1 to all Armour Rolls
    It is hot so the players can't wear their protection!
  • -1 to all Injury Rolls
    The sand softens the falls of the players.
  • No Injuries
    A roll of 8-9 on the injury table is treated as a minor KO. Before each kick off roll a D6. The player returns to the reserves box on a roll of 3+.
    A roll of 10, 11 and 12+ on the injury table is treated as a major KO. Before each kick off roll a D6. The player returns to the reserves box on a roll of 5+.
  • Major KOs count as casualties (for statistical purposes only).
  • The Gate
    Roll 2D6 and add your Fan Factor at the start of the match. This is the actual number of fans watching the match (statistical purposes only).
    Work out FAME as normal.

SKILL RESTRICTIONS:
The following skills are unavailable...

  • Sprint
  • Piling On

TEAMS AND PLAYER PROGRESSION:
The normal league rules are replaced by the following for this tournament...

  • Any LRB 5.0 official teams may be used up to a team rating of 60 (i.e. coaches have 600,000 GPs to spend).
  • Star Players, normal Players and Wizards may not be freebooted.
  • Teams reset after each game so injuries and SPPs are not carried forward.
  • Coaches may allocate 2 extra skills to different players, chosen as if they had rolled a 7 on the star player roll for an advance, prior to the commencement of the first game. Skills may not be reallocated after the first game.
  • Before the start of the Finals round each coach may add 1 further skill to a player on their team roster, this skill may be chosen as if a double had been rolled. Furthermore this skill may be allocated to a player that had already received an advance before the first game. No player may take more than 2 skills all together.
  • Coaches will need to keep track of TDs, casualties, completions, catches, and injuries for statistical purposes.

 

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