The Rules of the 2012 West Coast Quake

(Note: many of these rules are adapted -- and sometimes copied directly -- with permission from the Zlurpee Bowl,
one of North America's most well-established NAF-sanctioned Blood Bowl tournaments.)


RULE #1:

Have fun! We're all here to enjoy a weekend of one of the best games around, so let's do it! This includes practicing
good sportsmanship, too, so that your opponents can also have fun.

Schedule:

Saturday, March 17th
  Sunday, March 18th
8:00am - 8:30am Setup/Registration   11:00am - 11:15pm Check-in
8:30am - 10:45pm Round 1 + Lunch Break
  11:15am - 1:30pm Round 5
11:15pm - 1:30pm Round 2   1:30pm - 2:15pm Lunch
1:45pm - 4:00pm Round 3
  2:15pm - 4:30pm
Round 6
4:00pm - 5:00pm Lunch - Dinner Break   4:50 Awards
5:00pm - 7:15pm Round 4   Game Length 2:15
 

What To Bring:

Do NOT Bring: Board, Regular Lucky Dice, Dugout, Range Ruler, Side Out Template, Scatter Template. THESE WILL BE PROVIDED.

Tournament Rules:

Starting rosters should be built to be standard TV 100, prior to selection of skill packs (see below).

Any official team in the CRP is welcome -- Plus the Slann, Underworld and Chaos Pact.

The Kickoff and Weather tables in the CRP will not be used, we will be using the WCQ12 custom tables. You can find a copy of these tables by clicking here!

The weather is always perfect weather.

6 games over the course of two days, which will include 5 rounds of Swiss pairing followed by the final round as a full positional/championship round.

Tournament will be a resurrection style tournament. So any injuries your team suffers will not carry over to the next game, and any SPPs they earn will also be erased. The roster you start the tournament with will be the same for each round you play.

Additional Skills:

Players will not gain skills with SPPs. Before the tournament begins, you will choose one of the Skill packages and assign skills to your players. These will be the only additional skills your team will have for the tournament. Please make a note on your roster as to what package you choose. No player may be given more then one additional skill/upgrade (except where specifically noted).

NOTE: With any given skill package, you may not give the same skill to more than two players of the same position. (IE, you may have two Longbeards with Guard and two Blitzers with Guard, if you like, but you may not have three Longbeards with Guard.)

Package A: 6 normal skill rolls
You may give 6 different players on your team one skill they could normally obtain on a regular skill roll nondoubles.

Package B: 4 normal skills plus 1 "10" roll (+MV/+AV)
You may treat one player on your team as if they rolled a 10 on their skill roll (+MV/+AV), as well as giving 4 other players skills they could obtain on a normal roll.

Package C: 4 normal skills plus 1 doubles
You may give 1 player on your team a skill they could obtain on a doubles roll, as well as giving 4 other players skills they could obtain on normal skill rolls.

Package D: 2 normal skills plus 2 doubles
You may give 2 players on your team a skill they could obtain on a doubles roll, as well as giving 2 other players skills they could obtain on normal skill rolls.

Package E: 2 normal skills plus 1 set of normal/doubles
You may give a single player two skills, one they could obtain on a normal skill roll plus one from a doubles roll, as well as giving 2 other players skills they could obtain on normal skill rolls.

Package F: 2 sets of normal/doubles
You may give two skills apiece to each of two players -- both will receive one skill they could obtain on a normal skill roll plus one from a doubles roll.

Inducements:

Allowed Inducements:
Bloodwieser Babes Inducements NOT allowed:
Bribes Mercenaries
Extra Team Training Igors
Master Chef Wizards
Wandering Apothecaries Stars

Cards

Illegal Procedure:

In the spirit of good sportsmanship, Illegal Procedures will not be called -- please simply bring the issue to your opponent's attention and ask that he/she move their marker. The 4-minute turn rule will not be strictly enforced. However, if the Tournament Referee feels the game may not finish in the 2:15 time allotted, he may insist you use a timer and begin enforcing the 4-minute rule.

Dice:

Everyone that attends WCQ12 will be given a set of dice including 2D6, 1D8 and 1D16 -- these will be the only non-block dice used throughout the tournament. Before each match you and your opponent should agree on one set of GW/NAF blocking dice to share throughout the match.

Scoring:

Tournament points:

Bonuses:

* For the sake of bonuses, only CAS sustained during a block will count, Blocking into the stands does not count.

** Subject to change**

Tournament Matchups:

Tournament pairing will be setup in a swiss style: the Round #1 match-ups will be determined by random draw, with Rounds #2-5 arranged such that you will be paired up against coaches who have similar scores to yourself after each round. No Overtimes will be played in non-championship games! The 6th round is a Championship/Grudge Match round. The players that are in 1st-4th place in the standings will play at the top two tables. The matchups will be random. These players will determine 1st, 2nd and 3rd place by overall score. If either of the top tables are tied at the end of the regulation game, overtime may be played if time allows -- the tournament organizers reserve the right to determine when time must be called, at which point the winner will be decided by total tournament points. Anyone who is not playing at one of the top two tables will participate in the Grudge Match round. Any two coaches who haven't yet played each other and agree to play in the Grudge match round will be paired up. If you can't find your own opponent for a Grudge match, you will be paired up with someone close to you in the current tournament standings. The Tournament organizers reserve the right to deny any arranged grudge match.

Note on Tie Breakers
The Scoring system has been adjusted in the hope of getting the most accurate representation possible of how everyone has performed. But no matter what is done, there will remain the possibility of ties in the standings. This will be the order ties are broken in.

  1. Winning Percentage
  2. Head to Head record
  3. Net TDs plus Net CAS
  4. Total TDs plus Total CAS

If there is somehow still a tie at that point, the tournament organizer will use his best judgement in finding a way to break the tie.

Painting:

All teams are expected to meet the minimum painted guidelines: they should have 3 colors on them and have had some attempt at making them appear finished. They MUST also have numbers on the base side at the front and back of the figure. There will be a prize for best painted. The Best Painted will be ruled by the staff. Please feel free to post your preference on paper to the staff.

Sportsmanship:

We are here for the fun of the game. Sportsmanship is not only encouraged from the coaches, it is required! To make sure that everyone who attends will have fun, the Tournament official will issue a yellow card warning to anyone who is taking away from the fun environment we seek. If the behavior continues, a red card will be issued and you will be asked to leave the tournament.

An important note on sportsmanship. Fouling 16 turns in a row and running up the score is not poor sportsmanship -- but gloating and ridiculing your opponent while doing so is. Remember, we are here to have a good time.

After the final round of the tournament each coach will be asked to pick two coaches they played that were the most sporting opponents. These votes will be used to determine the winner of the "Most Sporting Coach" award. 

Play Customs (styles):

Cocked die; If there is a shred of doubt re-roll that die.

Take Backs; You make take an action back of the current piece if no dice were rolled or Bonus tallied (ie str on a block). (Oh crap I need to move this guy in first).

Blocking; Block is declared, you add strength and find out you screwed up and need another assist. Your screwed unless your opponent says you can bring another guy in. DO NOT feel cross if he says nope, roll the dice as stands (It is your error).

Forgot a skill roll; You're at the mercy of your opponent.

Forgot a trait roll; Step back in time and roll it, if passed continue from where you left off.


 

NAF (see TheNaf.net for more info):

The West Coast Quake will be a NAF-sanctioned tournament: any matches between NAF coaches can count for ratings point toward your NAF ranking. We do encourage all coaches to join NAF, although it is not required; there is $10 fee at the NAF site for one year membership, which includes a set of official block dice -- the tournament organizers will have the NAF dice available onsite for newly joined and renewal members! Interested coaches may also sign up at the tournament. PLEASE provide us with your NAF id on your team sheet. NAF membership last for 1 year, to renew please pay the $10 fee (and you will get the new dice).

Awards:

The West Coast Quake will seek to reward as many deserving coaches as possible. With this in mind, a coach will not receive more than one Performance Award. Performance Awards are 1st-3rd Finishes, Best Offense, Best Defense, Most Brutal, and Best Comeback. If a coach completes the tournament in the top position for more than one of these Performance Awards, the tournament organizers will assign them one such award and find the next eligible coach to receive any others. Awards for Best Painted Team, Most Sporting Coach, and Nuffle's Fault (last place) will also be given, separately from the Performance Awards. There will be special active awards. First Kill, First TD, and other such things