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Tournament Rules

COASTAL KARNAGE · Saturday 5 December 2026 · NAF-sanctioned Blood Bowl 11s

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Rules Reference

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 schedule

Team Draft

Baseline

Skill Points (SP)

Additional skills are purchased with skill points, granted per tier (see below).

Cost in skill points of each type of skill purchase
Skill purchaseCost
Primary skill1 SP
Secondary skill2 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 SP

Max 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 SP

Max 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 SP

Max 2 secondary skills; max 2 players with Primary + Primary stack

Chaos Chosen, Chaos Renegade, Khorne, Nurgle

Tier 4

10 SP

Max 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

Banned Star Players

MorgGriffHakflemBomberCindyDeeprootKreekVaragHthark

Extras

Extras available to teams, with quantity limits and cost
QtyExtra$kAvailable to
0–2Dedicated Fans5Any
0–3Assistant Coach10Any
0–3Cheerleader10Any
0–1Mascot25Any
0–1Apothecary50Any except “Sylvanian Spotlight”
0–3Bribe50“Bribery & Corruption”
0–2Keg50Any
0–1Referee80“Bribery & Corruption”
0–1Chef100“Thimble Cup (Halfling)”
0–1Rookies150“Low Cost Linemen”
0–8Team Re-RollVariesAny

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

Scoring

Tournament points awarded per match result
ResultPoints
Win30
Draw10
Loss0
Concede0 (0–2 TD, 0–2 CAS) unless agreed

Bonus Points

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.

Grotmas Gifts, rolled on a D6
D6GiftEffect
1StilettoThe player gains the Stab trait for the duration of the drive.
2Iron ManThe player gains +1 AV (max 11+) for the duration of the drive.
3Knuckle DustersThe player gains Mighty Blow (+1) for the duration of the drive.
4Blessed Statue of NuffleThe player gains the Pro skill for the duration of the drive.
5Throw SnowballThe player gains the Throw Snowball ability (see below) for the duration of the drive.
6Da Red GobboThe 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

Da Red Gobbo stat line
MASTAGPAAV
623+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)

Coastal Weather Table, rolled on 2D6
2D6Result
2Gale Force Winds
3Strong Winds
4–10Perfect Conditions
11Torrential Rain
12Severe 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.