Tournament Rules
COASTAL KARNAGE · Saturday 5 December 2026 · NAF-sanctioned Blood Bowl 11s
Prefer paper? Download the coaches pack
Rules Reference
- Blood Bowl 2025, Season 3: The Official Rules
- Spike! Journals 11+ (or Almanacs covering these entries)
- Designer's Commentary and Errata
- Teams of Legend
Format
1 day · 4 rounds · Swiss pairings · Resurrection
Doors 8:30am · registration 9:00 · first dice 9:30 · prizes from 7:45.
See the game-day scheduleTeam Draft
Baseline
- All teams start with $1,100k to purchase players and extras.
- Any unspent $ is lost and does not affect team value.
- You cannot take any stat improvements or random skills.
Skill Points (SP)
Additional skills are purchased with skill points, granted per tier (see below).
| Skill purchase | Cost |
|---|---|
| Primary skill | 1 SP |
| Secondary skill | 2 SP |
| Primary + Primary stack (on one player) | 3 SP |
Elite skills = max. 4 total across the team: Block, Dodge, Guard, Mighty Blow.
Tiers
Tier 1
6 SPMax 1 secondary skill; max 1 player with Primary + Primary stack
Amazon, Dark Elf, Necromantic, Old World Alliance, Orc, Undead, Underworld, Vampire, Wood Elf
Tier 2
8 SPMax 1 secondary skill; max 1 player with Primary + Primary stack
Black Orc, Bretonnian, Chaos Dwarf, Dwarf, Elf Union, High Elf, Human, Imperial, Lizardman, Norse, Skaven, Slann, Tomb King
Tier 3
9 SPMax 2 secondary skills; max 2 players with Primary + Primary stack
Chaos Chosen, Chaos Renegade, Khorne, Nurgle
Tier 4
10 SPMax 2 secondary skills; max 2 players with Primary + Primary stack, or Primary + Secondary stack (4 SP)
Black Orc (no Black Orcs), Gnome, Goblin, Halfling, Ogre, Lizardman (no Saurus), Snotling, Underworld (no Skaven)
Star Players
- You must take 11 players before taking Star Players.
- Star Players cost 2 skill points per Star. Stars that include 2 players count as 2 stars, and therefore cost 4 points.
- Multiversal Fracture: both players may field the same Star Player.
- Prize money is still prize money, so some stars come out as guest players.
Banned Star Players
Extras
| Qty | Extra | $k | Available to |
|---|---|---|---|
| 0–2 | Dedicated Fans | 5 | Any |
| 0–3 | Assistant Coach | 10 | Any |
| 0–3 | Cheerleader | 10 | Any |
| 0–1 | Mascot | 25 | Any |
| 0–1 | Apothecary | 50 | Any except “Sylvanian Spotlight” |
| 0–3 | Bribe | 50 | “Bribery & Corruption” |
| 0–2 | Keg | 50 | Any |
| 0–1 | Referee | 80 | “Bribery & Corruption” |
| 0–1 | Chef | 100 | “Thimble Cup (Halfling)” |
| 0–1 | Rookies | 150 | “Low Cost Linemen” |
| 0–8 | Team Re-Roll | Varies | Any |
Extras or inducements not listed are not permitted. Prayers to Nuffle are banned and cannot be taken by any team.
Rosters
Rosters to be submitted via TourPlay. Rosters due 22 Nov, 11:59pm. Late submission incurs a free re-roll for your first opponent on the day.
Pairings
- Round 1: randomly determined using TourPlay.
- Remaining rounds: Swiss format based on rankings.
- All round information available through TourPlay.
Scoring
| Result | Points |
|---|---|
| Win | 30 |
| Draw | 10 |
| Loss | 0 |
| Concede | 0 (0–2 TD, 0–2 CAS) unless agreed |
Bonus Points
- TD: 1 bonus point per Touchdown — max 3 per match.
- CAS: 1 bonus point per Casualty — max 3 per match.
Post Match
One coach must submit a match record at the end of each round, including coaches' names, TD scored and CAS scored. Both players then sign the score sheet.
Coaches are responsible for ensuring TD and CAS are correct at the time of submitting the match record. Results will not be changed as a result of incorrect match records once the next round has been drawn or the event has ended.
Grotmas Gifts
At the start of each drive, after determining where the ball will land but before any Kick-Off Event, the defending coach places one Present token somewhere in their own half. Follow the normal ball-placement rules for this Present — it deviates, then bounces. If the Present lands on a player's square, that player immediately receives a Grotmas Gift. Roll a D6 on the table below. Each gift lasts for the duration of the drive only.
| D6 | Gift | Effect |
|---|---|---|
| 1 | Stiletto | The player gains the Stab trait for the duration of the drive. |
| 2 | Iron Man | The player gains +1 AV (max 11+) for the duration of the drive. |
| 3 | Knuckle Dusters | The player gains Mighty Blow (+1) for the duration of the drive. |
| 4 | Blessed Statue of Nuffle | The player gains the Pro skill for the duration of the drive. |
| 5 | Throw Snowball | The player gains the Throw Snowball ability (see below) for the duration of the drive. |
| 6 | Da Red Gobbo | The player transforms into Da Red Gobbo and is played as such (see profile below) for the duration of the drive. |
Throw Snowball
When activated, this player may perform a Throw Snowball action. The player may move before performing the action following all normal movement rules, but once the snowball has been thrown their activation ends.
Choose a single opposition player within five squares of this player. A player can only be targeted by Throw Snowball once per turn. The throwing player makes a Passing Ability test, applying: -1 if the target is more than three squares away; -1 if the target is in the Tackle Zone of one or more players from their own team (their friends get in the way); -1 if the player performing the action is Marked.
If the Passing Ability test is passed, the snowball hits the target. Make an Armour roll against the target, applying a +2 modifier if the throwing player has ST 5 or more. If the target's Armour is broken, they become Prone. If not, nothing else happens.
If a natural 1 is rolled for the Passing Ability test, the throwing player slips in their enthusiasm and becomes Prone.
Da Red Gobbo
| MA | ST | AG | PA | AV |
|---|---|---|---|---|
| 6 | 2 | 3+ | 3+ | 9+ |
Skills & Traits: Accurate, Bombardier, Dodge, Loner (3+), Pick-me-up, Sidestep, Sneaky Git, Stunty, Throw Snowball
“Presents for Everyone!”: Once per Drive, you may perform two Throw Bomb actions in a team turn, provided one of those Throw Bomb actions is committed by the Red Gobbo himself.
Coastal Weather Table (2D6)
| 2D6 | Result |
|---|---|
| 2 | Gale Force Winds |
| 3 | Strong Winds |
| 4–10 | Perfect Conditions |
| 11 | Torrential Rain |
| 12 | Severe Storm |
2 — Gale Force Winds
The wind is unbelievably strong, making passing play impossible and even affecting the kick-off. While in effect, ignore Step 2 of the Start of Drive sequence — a kick-off cannot be resolved and a Touchback is automatically caused instead. Additionally, no Pass actions or Throw Team-mate actions can be performed.
3 — Strong Winds
The ball does not deviate normally. After placing the kick, the kicking coach rolls a D8 for wind direction: 1–2 towards the kicking team's End Zone; 3–4 towards the receiving team's End Zone; 5–6 towards the Sideline to the left of the kicking team; 7–8 towards the Sideline to the right. Place the Throw-in template over the square in which the kick was placed, with the central arrow (3–4) pointing in the wind's direction. The kick deviates in a direction determined by rolling a D6 on the Throw-in template, moving a number of squares determined by a D8 rather than a D6.
4–10 — Perfect Conditions
A warm, dry and slightly overcast day — perfect conditions for Blood Bowl.
11 — Torrential Rain
The ball is slippery and difficult to hold. Apply a -1 modifier every time a player makes an Agility test to catch or pick up the ball, or attempts to interfere with a pass. During the End of Drive sequence, after Step 2 but before Step 3, roll again on the Weather Table. If Torrential Rain is rolled again on this re-roll, it becomes Severe Storm instead.
12 — Severe Storm
The storm intensifies, whipping the pitch with wind and rain and making footing treacherous. Apply a -1 modifier every time a player attempts to Rush an extra square. All players on the pitch subtract 1 from their MA. Additionally, the ball will deviate whenever a scatter roll would be made.
Awards Eligibility
Coaches who have played all rounds and not conceded are eligible for awards and prizes. Most Encouragement goes to the winner of the last-place match, Best Painted is judged by the TO, and Coach's Choice is voted by attendees.